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Recent reviews by Mz Cookies

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Showing 31-40 of 264 entries
30 people found this review helpful
2.3 hrs on record
What Have You Done, Father? is a psychological-horror-narrative-adventure with investigative themes. Developed by a solo developer, Darkania Works, the graphics and overall gameplay I found especially impressive for a one-person team. Those interested in the game should keep in mind that the story is twisted and rather perverse and there is a large sexual element with some slightly erotic scenes which may not appeal to all.


Pros
  • Detailed scenes and graphics with lots of objects to interact with
  • Bizarre but nefarious story filled with twists and turns
  • Collectables
  • Focus on investigations
  • Spooky elements that keep you guessing

Cons
  • Some erotic scenes are completely unnecessary
  • Chapter menu does not stipulate where missed collectables are

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Story
Being only 2 hours long and filled with twists, I will keep this section light and spoiler-free.

The game is set “somewhere in Europe” (this is a direct quote, it does not stipulate the country) but you play as Father Mathias Marton, a respected priest. You share your home with two other men who are studying to become priests and they both seem to look up to you. You receive a troublesome call from a young lady named Marina, asking to come over to speak to you about a problem that is upsetting her. You welcome her in with open arms and that is where the game takes a dark (and strange) turn.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3232266995


Mathias is battling his own demons, the demons of temptation and sin. The game discusses his struggles with this with particular themes on lust, wrath, murder, homosexuality and despair.

Sexual Scenes: Necessary or not?
Without revealing the plot, upon the final conclusion it becomes apparent that the sexual scenes in the beginning were…. Not really there for any reason and had no purpose what-so-ever. I see the developer has wished to compare these scenes to those in The Witcher series and instead of being outright sexual, to be seen as erotic/sensual, but The Witcher is a very different, detailed game with more complex interpersonal connections, something a 2-hour game simply cannot mimic and perhaps why it felt a little off to me. The scenes are not graphic and there is no genitalia shown, but it seems to wish to attract a specific target audience. The priest himself has the smoothest skin and is societally attractive and alongside the female character, they match all the tropes and common male fantasies that I simply thought this game was heading in a very different direction! The camera angles will take every chance to showcase the female characters body or body parts and this happens right at the beginning of the game, so I was not sure if this was adding to one of the many soft-porn games on Steam, but I can safely say that it is not. After this section ends, although there are lots of detailed descriptions and references relating to sex, these make sense with the plot and the priest’s sinfulness and regret. Once again, without being able to reveal too much, these scenes were completely different to the rest of the game and was not a necessary feature to add in my opinion, but choosing to cater to the majority audience is something I can understand, but may make some people confused in the beginning. I also was not bothered until the conclusion where the whole thing just seemed pointless and a tad confusing. I do not think the game needs a censored version or any “hardcore” warnings, but it is just something to be aware of, especially being right at the beginning, it can paint a very different picture of what the game actually is and may deter some, or conversely, lure some, only to be disappointed when the game takes its more horror/walking simulator approach.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3232266750


Gameplay
Now that the fun stuff is out of the way, so what is the game? You explore the rectory and interact with every nook and cranny to learn more about the objects significance and find interesting collectables that discuss previous priests corrupt history. You can talk with some of the other characters and although there isn’t really dialogue options, you feel a bit more involved as you do select the next dialogue option. Gameplay is most similar to a walking simulator title with a narrative focus. Interacting with different objects will yield 2-3 sentences before the prompt disappears, however I did find some lines that seemed to trigger a bit too early in the game for them to make sense, or the same lines will just continue reappearing in further chapters.

Gameplay is very linear and segregated into small chunks in small areas. There is no way to get lost and it is always clear on what to do next. Minor things can change around the location and I enjoyed exploring everywhere first to find the collectables before proceeding with the story objective.

Slowly you will unravel more tidbits about the narrative and begin to question your own sanity and if your own lived experiences can be trusted. I enjoyed the uncertainty and found the gameplay to be there just as a mechanism of telling the story which feels quite cinematic.


Visuals & Sound
Both visuals and audio were surprisingly decent for a solo project. My only real minor complaint was that the characters overly smooth, unrealistic complexion and appearance felt reminiscent of a barbie doll and felt out of place given the gruesome happenings and corrupt setting. Albeit, this is a small complaint and overall, the environment was inherently detailed with decent voice acting and audio.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3232266390

There is a section where a character screams repeatedly and it felt surprisingly authentic and was rather unnerving, definitely the intended effect on players. It made me immediately scramble around trying to find the object to make it stop. This was a good example of how the game created its tense atmosphere without relying on jumpscares or gore.


Technical & Stats
This game was played using a keyboard & mouse, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Playtime: 2 hours with a focus on exploration. Approximately 1 hour if you rush the story.

Controller Recommended? No, I don't believe it is supported.

Replayability value: No, it is a short story with no decision making. Only for missed collectables.


Conclusion
What Have You Done, Father? is a strange game that matches its unusual title. It is predominantly a narrative adventure with psychological horror elements and investigative themes. Being developed by only one person, there is much to credit here and the game felt as if it had a much higher production value than many solo-developed projects that I have encountered. Despite some seemingly unnecessary slight erotica, its story managed to draw me in with numerous twists and turns throughout. Exploring the small, but detailed spaces to comb for more information felt enjoyable and rewarding. Although the game is definitely on the peculiar side, overall I enjoyed my time with it and for the fair price of $AU10.25, I recommend it.

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Posted 25 April, 2024.
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23 people found this review helpful
0.8 hrs on record
Deep in the Woods is a puzzle, mobile game with beautiful art. Emphasis on the mobile part though, as there is no functionality here for PC with clunky controls classed as “touch-based” and a lack of basic necessities such as side scrolling arrows. Despite the nice-looking art, its lack of core functions and extremely obscure story leave behind a game I cannot recommend.

Pros
  • Beautiful art resembling a painting
  • $AU4.50 fair price
Cons
  • Lack of core functions
  • Direct mobile port
  • Extremely obscure story trying to find a balance between cute and horror
  • Obtuse puzzles with no direction or hotspots

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Gameplay
After the protagonists father gets killed in the tutorial, you set off to find the wolf (spirit?) who did it and you travel through different seasons to complete puzzles and minigames to progress.

The game struggles to find its identity between cute and horror and ends up with a really strange mix of both. I have played games that have managed to find this balance, but it is quite difficult to achieve, and Deep in the Woods just becomes a bit of a strange disaster. See cute birds fluttering about and then pan to the next screen and there is a dead human with pools of red around him. Right from the get-go I was confused, and I like both cute and horror games but this game seemed to suffer from its lack of direction.

The controls are bizarre and clearly just for mobile users. There are no arrows on the sides of the screen, instead you must hold M1 and drag it side to side to constantly shift between scenes. I ended up feeling sick after 30 minutes and had to stop. There are no hotspots so most of the time you are clicking around at nothing, trying to see if something is a puzzle. You have an inventory where you can store items and then drag them onto objects or puzzles when needed but the puzzles itself seemed just as unusual as the story. There were some more normal puzzles such as tile puzzles and memory based ones, but others such as the very first puzzle you have to click right at the correct spot, multiple times… but the game does not explain to you where is that first spot? For an hour or so long game, I heavily relied upon gameplay videos to be able to get myself through. There is lots of backtracking and sliding across your screen back and forth with little feeling of motivation to continue, besides the pretty backdrops.


Visuals & Sound
The visuals are the best thing about the game, but the strange horror twist does not seem to blend well with the style.
Audio sounded slightly staticky and does not fade after cutscenes, it just stops abruptly.

Controller Recommended? No

Replayability value: None


Conclusion
Ultimately, I found Deep in the Woods to really test my patience, with a lack of a hint option, obscure puzzles, weird story (not in a good way), lack of an exit game option (you can press escape to prompt it but there is no visual cue), lack of hotspots and the mouse navigation from area to area was nauseating. The price of $AU4.50 is appealing but it seems the developers were in a rush to get this onto the PC platform, and I cannot recommend it.

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Posted 23 April, 2024.
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27 people found this review helpful
4.6 hrs on record
Promenade is a hidden gem amongst its platformer genre and its cute graphics should not be confused with it being a kids-only game. Featuring extremely variable, challenging gameplay and smart puzzles with new mechanics introduced constantly, it always managed to keep me on the edge of my seat.

Pros
  • Extremely variable gameplay
  • Cute, whimsical world
  • Smart and intuitive puzzles
  • Simple traversal design that can be difficult to master
Cons
  • Can be unclear on where to go next

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Story
There is not much of a story in the game. You fall into a watery cave and are saved by a cute octopus-like creature. This creature then joins you on your mission to repair the Great Elevator. Each time you repair a level, more cogs are scattered across the map for you to find.


Gameplay
As I said in the introduction, Promenade is most definitely not just for kids, the gameplay is fairly challenging. Don’t let the cute aesthetic fool you! The core mechanic is that you can double jump once you’re holding something. This can be enemies or any random object that you can pick up. This will then propel the object down, thereby elevating you upwards. A double jump (when done in mid air). This simple, but unique premise evolves over time and there are constant new changes being introduced that help keep gameplay fresh and exciting. These jumps sometimes also need to be chained to reach high places, so grab something, jump, swing off a hook and then quickly grab another floating enemy in the air to propel yourself even higher. Falling does not result in any damage (as long as you land on the ground) but you will need to start climbing from the beginning again.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3219093723

While the protagonist does have a health bar, it refills at constant checkpoints and the game is fairly forgiving when you do die, or fall off the edge. Typically respawning you on the last solid ground you were at before.

The main goal is to collect each of the parts of the cogs to be able to power up the elevator and get to the next phase. The cog parts can be found all over the place, with some easier to obtain than others. Some may be behind a large puzzle section and a boss fight, whereas others you may just be able to climb up a few obstacles to nab. Not all cog parts need to be done to progress the game, there are many extras here for completionists or achievement hunters to enjoy.

I never knew what was around the corner in Promenade. Boost yourself through the level while riding a rocket, swing from chimpanzees hands, corral the chickens back in the coop, complete gravity puzzles or travel through space. The game is absolutely jam packed with creativity and many of the puzzles were exceptionally well designed and I could not help but admire the developers (Holy Cap’s) ideas.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3220118098

Knowing where to go
This is the only part of the game that made me a tad frustrated but it is not necessarily a fault of the game. There are no indicators telling you where the remaining cog parts are, or where you have already been. There is a journal page that will tick off completed levels, but the universe is exceptionally large that I found it difficult to remember where things were, or how to get there again. I spent far too long aimlessly wandering around trying to find areas I hadn’t been to yet, or trying to find that one area by the beginning of the game that I need to return to. This is definitely a personal preference, or perhaps an accessibility feature, but it would be nice to be able to be shown some directions, or even a map when completely lost.


Visuals & Sound
The world of Promenade is undeniably wholesome, boasting its light, pastel aesthetic and cute creatures. There are no weapons, and you cannot kill any of the enemies. You can pick them up and throw them, but they will respawn shortly after and are the main way to traverse.

There is no voice acting but the cheery upbeat soundtrack reminded me of older style platformers like Kirby. Each time you locate a cog, a little flute tune will play, representing a sort of congratulations, you did it! Did I mention the game was wholesome?


Technical & Stats
This game was played using a controller, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Playtime: 5 – 10 hours for a playthrough, but there is much content to discover to keep you going for double that.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3220118213

Controller Recommended? Yes, definitely.

Replayability value: Yes, the game is brimming with things to do, especially for completionists.


Conclusion
Promenade is a top-quality platformer that is bursting with creativity. From its smart puzzles, engaging and everchanging gameplay to its whimsical world, there is just so much to love here. Its looks can be deceiving, and it is definitely more challenging than its cute graphics let on. I highly recommend this for all platformer fans.

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Posted 12 April, 2024.
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32 people found this review helpful
7.3 hrs on record
Season: A Letter to the Future is an artsy little exploration game focusing on memories and the importance of the world around us, and its past. It has an interesting narrative and a very slow pace, being careful to not answer all of your questions. This will be either a hit or a miss depending on your own wants from games. I enjoyed my playthrough, and it does raise some thought provoking questions, but I found the experience to be more aligned with those who have a preference for free exploration and spirituality and for those who like to come to their own conclusions in games.

Pros
  • Gorgeous environments to cycle through
  • Let your creativity shine through via your journal decorations
  • Relaxing and stress-free adventure
Cons
  • Not much background information on specific characters or topics that I found the most interesting
  • Sluggish navigation, lots of clipping into objects

Story
Season: A Letter to the Future is a very symbolic game that is careful not to give too much away. Much of it comes from your own interpretation on things you find. Quite honestly, I am very much not the target audience for this style and prefer definitive answers, however I still found enjoyment in the game and encourage anyone who is interested to form their own opinions.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3218224017

You play as a photographer, a young adult in a small, cliffside town who learns the season is about to end. Seasons seem to resemble eras or times of great change. With this new information, she sets out into the world, outside the safety of her village with a mission to document, photograph and record the life around her. To preserve this information for future generations to come and act as a sort of historical piece. What exactly the protagonist chooses to focus on is up to the player, as it comes up in conversations, whether she is looking at talking and learning from other people, exploring the nature etc.

However, the story never really loops around to tell players, who is this protagonist? What is her life experience? Why is it such a big deal to leave the village, why does no one else do this. Why does she feel compelled to do this and no one else? What is this war that keeps vaguely being mentioned? The beginning of the story encompasses some sort of protection ritual that seems embedded into the local culture, but what culture? I found I had so many questions right at the beginning and although some get answered, most are left open to interpretation and it meant I did not feel connected to the protagonist. I see other reviews calling the game a testament to human emotion and how it showcases emotions such as grief very well, except I never once felt this as I did not feel I had enough information to allow this. That being said, I reiterate that I do come from a scientific background and prefer logical, analytical and sensical media with definitive answers and clear stories. Much of the game focuses on religion and spirituality and whilst it does not seem forced or preachy by any means, it once again was not something that I cared for in the slightest and this did negatively impact my view on the game.


Gameplay
Gameplay is very slow paced and relaxing. Cycle around large open, forestry areas and find benches to sit on and sketch the view. Become immersed in the environment around you and listen out for every sound. The sound of water pitter-pattering onto the ground, a frog calling out or wind chimes playing in the distance. Record these sounds, photograph anything that interests you and decorate your journal page with them. I definitely found this relaxing, and it helps you appreciate the world around the character, how the smallest of sounds help to create an atmosphere. The importance of recording and remembering these sounds when one day, they may be gone. These journal entries ensure the past is not forgotten and that future generations may share a glimpse of this era and moment in time.

Cycling around was much more satisfying than I realised, and it felt very freeing to get on your bike and just take in the sights. However, the bike (and your character) become stuck on almost everything. Turn slightly into a bush and your bike will unrealistically come to a complete stop and the character will be standing beside it. Generally, these issues were only minor and did not impede on the overall game too much.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3218223673

Every area is separated into subsections that relate to a specific journal page. Journal pages will either have set item outlines that you need to find the corresponding object to photograph or sound to record to continue. Most journal pages will just have the name such as “ shrine path” and you can fill them with absolutely anything to complete it. These can be 6 photos of the same blurry sky or whatever you like. Pages can be decorated with stickers and will certainly appeal to scrapbook fans and creative people. These pages are what this season will be remembered by.

There are also very few characters you will meet along the way and conversing with them and learning about their pasts was some of my most memorable moments in the game. Although the main village area was slightly confusing to navigate, I liked the focus on freedom and exploration. Start wherever you want and explore everything, or just do the bare minimum. There is no set order or obvious “side quest” explanation marks above characters heads, there is no rush or demands. It is very much up to the player.


Visuals & Sound
I adored the visuals, specifically the stunning sunsets and photography. The luscious open fields of green, the sound of wind rushing past you as you cycle your way down the top of a hill. Tune into the smallest of sounds to record. Crickets chirping or papers rustling, become completely aware of your surroundings and document it all. Voice acting was also decent and I wished there was more of it. There is no self narration as you explore and cycle around (sometimes when interacting with objects) but the silence also helps players to resonate with their own thoughts.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3218224073

Technical & Stats
This game was played using a controller, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Playtime: 7.5 hours. I did take my time and completed it to 100% achievements.

Controller Recommended? Yes

Replayability value: No.

Conclusion
Season: A Letter to the Future has left me with mixed feelings. It very much has an ideology that you will get what you give to the game and how much time you take exploring, and pondering over its mysteries and characters. I did take my time ingame and reached 100% completion but will soon forget this experience. The story is not something that resonated with me due to my personal preferences as previously discussed, and I did not find I had enough understanding of the game lore or characters. However, it is clearly purposefully designed this way and I am sure that many will appreciate this artistic choice. Despite my comments on the story, the atmosphere and world is stunning and I loved exploring on my bike to find out any tidbit of information that I could.

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Posted 11 April, 2024.
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33 people found this review helpful
5.9 hrs on record
CaseCracker is a text-only “hacking” game most similar to the popular Orwell game, or another indie title, Cyber Manhunt. I enjoy these cyber-detective-who-dun-it style games, but CaseCracker falls short with a clunky HUD, overly complex intertwined stories with especially poor English translation that fails to properly convey tense and context.

Pros
  • Optional mysteries to discover
  • Little handholding
  • Complexity
Cons
  • Very poor English translation
  • Clunky, unorganised HUD
  • Overarching story

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Story
You play as a tester to a new system the police will be using to solve cases. Only accompanied by an Officer that you can ask for hints, you are practically on your own. There are five cases, and each are soon revealed to be interconnected with an overarching plot, which I did not enjoy. The absurdity of the plot and muddled information was hard to keep track of, and trying to link all the cases together just became a convoluted mess. I would have much preferred if each case was individual.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3215305498

Gameplay
At the beginning of every case you are presented with the background information on the victim. From here, you must use keywords to search for related information and follow trails that will ultimately lead you to the perpetrator and more understanding of the crime. Some trails are optional and are related to extended questions that typically are for achievements only, not relevant to the actual case. These were tricky and a nice way to reward players who have to find each and every bit of information.

Searching for keywords was hit and miss. Mainly looking for names of people or locations to hear their testimonies, find motives to execute a search warrant, type serial numbers into databases and find more tidbits of information, etc. All characters are Chinese and thus have Chinese names, so be aware that to westerners, this may seem confusing as many names share the same first/last name and added to my confusion. I often got characters muddled up (also due to the confusing UI) which would hinder solving the case greatly. Recommend keeping strict notes on everyone!

Players can use the ingame notes tab to jot down pieces of information however they please. This was a handy addition as it was easy to switch to the notepad and have all information readily accessible. You can also reach out for hints if stuck, or ask for the full solution. These will deduct your case score which does not seem to impact anything, but you can improve your score by successfully answering the “extended mysteries.” I did have problems using the hints as they often were not specific enough or seemed to discuss a latter part of the scenario which I had not encountered yet.

Once the cases start getting more complex, all the sudden you have 50+ tabs with clues that open up to folders of information. Trying to find that most important clue? You have to scroll through them all to find it. You can search keywords within clues, but often I remembered the name of the clue itself, but kept doom scrolling until I finally located it as it would not show up with a keyword search. Specific bits of information also cannot be copied, they must be manually noted down and then re-typed. This leaves it open to error and typos, especially with long foreign names and continuously scrolling back and forth to check the spelling. I liked how in other similar games, specific phrases could be highlighted and copied to your clipboard, or clicked on itself.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3215306967

English translation
Understandably, English is not the developers first language, and it is clear the game has been hurriedly translated into English to try and appeal to a wider audience. Whilst you can get the idea what the text is trying to say, nuances, tense and context is often completely left behind. In a detective game, these details are paramount and sometimes it was difficult to understand if a character is talking in past, present or current tense. This especially confused me when trying to work out alibis and if someone’s opinion of someone changed after hearing something, or was it that way all along? Understanding these were mostly guesses. Some examples of poor translation include “healthy people taking it by accident will probably feel a bit heady.” “She quitted”, “he doesn’t get long with people… but he’s miraculous at work so I kept him along.” Each of these sentences you can gauge what the meaning is behind it, but I found it hard to take seriously, and when getting into the nitty gritty of cases, phrasing and tense especially mattered. Each textbox is generally filled with sentences of similar structure.



Visuals & Sound
CaseCracker is completely text-based and there are no cutscenes or visuals. There are some photos of each character which help to put a face to the name but that is about it. Mysterious audio loops in the background, trying to amp up the stakes of the case. I found it too loud but there are handy settings to tune down the music and sound effects.


Technical & Stats
This game was played using mouse only, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Playtime: Approximately 6 hours

Controller Recommended? No

Replayability value: You can go back to past cases to solve the extended mysteries and mop up last achievements. You do not have to replay the game from the beginning which I enjoyed.


Conclusion
The premise of this game greatly appealed to me as I love delving into mysteries, especially text-based where I have all of the tools required to slowly reveal all the information. However, CaseCracker proved more frustrating than enjoyable. With a clunky, overpopulated HUD, confusing intertwined story and told through very poorly translated English dialogue all culminated in a poor experience, one I would not recommend to others. In the beginning, I liked the case complexity, but the technical side of the game made it hard to manage and ultimately felt like a bit of a slog to the end as I stopped caring about the story. Perhaps for those looking for more old-school type of games this may appeal more to you, and especially if you can play it in the developers native language of Chinese.

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Posted 8 April, 2024.
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14 people found this review helpful
2.5 hrs on record
Hidden Cats in Berlin is Nukearts Studio’s latest release in their hidden object city series. Following the same formula as each of their previous entries, it is sure to appease fans of all ages.

Pros
  • Over 900 objects to find
  • Normal & advanced levels
  • Bonus levels
  • Great for all ages
  • Easy colour scheme
Cons
  • Last level, finding 100 people is frustrating

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Gameplay
Fans of previous games will know exactly what to expect here. The main levels are separated into normal and advanced modes. Once cats are found in a specific building or area, the surroundings will light up with different colours. This signifies to players that all the cats in this area have been found, and to focus on the black and white areas to find the rest. Around 20 human characters are to be found as well. Finding specific cats in advanced mode will open up more bonus levels.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3195748200

I enjoyed the bonus cat levels which feature more specific locations that resemble the city and culture of Berlin. However, similarly to Nukearts Studio’s last games, the last bonus level features 100 hidden cats and 100 people to find. The map is huge and whilst I liked finding the cats, the people can become a bit of a slog, as it is incredibly detailed and feels like a different game compared to the other levels. It is optional, but for those who want 100% all levels must be completed.


Visuals & Sound
Visuals in the main levels are bright and easy to follow which is one of the reasons why Nukearts Studio are my favourite developer for hidden object games. Noise volume for meow hints is great to toggle with and ambience and music can also be toggled which I enjoy, as I like to play these games while watching something in the background.


Playtime: 2.5 hours for 100%

Conclusion
Overall, Hidden Cats in Berlin is another fantastic and easy to play hidden object game for all ages. With great accessibility, audio options and visual aesthetic, I will continue to look forward to Nukearts Studio’s next game and discover which city they will cover next! Recommend for HOG fans.

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Posted 5 April, 2024.
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45 people found this review helpful
5.4 hrs on record
Home Safety Hotline (HSH) is an exceptionally unique game about being a call centre operator with a spooky and absurd twist With its analog horror aesthetic, mixture of horror, incongruity and old-school style gameplay, I simply loved it. This is a rather niche title with lots of reading and almost felt a bit like studying, so it will not be a game for all audiences. However, the developer(s) had a clear vision for the title, and his creative flair is undeniable.

Pros
  • Analog horror aesthetic
  • Exceptionally unique theme and setting.
  • Old-school style gameplay
  • Mixture of being spooky and comedic/silly
  • Quality of life settings after first playthrough
  • Optional content available after playing
Cons
  • Some side-plots are never fully explained
  • Minor bugs

Story
Welcome to Home Safety Hotline. You are a new employee and will be taking inbound calls from members of the public and providing advice about their situations in their home. Keep up to date with emails and listen to your Supervisor. Sound like fun? Well, that’s not all. I forgot to mention that this universe is similar to the SCP universe and there are lots of strange, terrifying and outlandish absurdities to “diagnose.” Common household issues are also included too, such as mice, cockroaches or house fires. One caller may be talking about their child being dragged by roots down through the floor, the next caller may be terrified of hearing crawling in the walls and some squeaks. The mismatch of reality and fiction was brilliant and had me thinking oh yes, this makes sense, it must be cockroaches… to, what on earth?! This lady has a giant stair slug infestation! Even the solutions were humorous, someone’s loved one has become a tree and they’re asking what they can do? Solution: Wipe their memory to speed up the grieving process as there’s no hope for that person, easy! This kind of humour certainly won’t tick all the boxes for everyone, but I had a good laugh.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3186142809

Being a call-centre operator, you simply answer calls and adhere to your Supervisors instructions. Do well, and you’ll be rewarded with…… 7 day work weeks and some praise – yay! Do terribly, and perhaps it’s back to being unemployed for you.

A minor gripe is that I would like to have seen some side plots being a little bit more explored. There is a persistent person emailing you mysteriously, but you never learn their full story or what really happened to them. From the “good” ending, you can surmise what happened, but it feels a bit incomplete. Similarly with some random phone calls and reward vouchers.


Gameplay
Gameplay is simple, click to answer calls, listen to the callers short description of the problem and then pick from your “bestiary” on what matches their described situation. As the days go on, you slowly unlock more and more entries into this beast encyclopedia and the difficulty can be a bit more tricky. It starts off slow with more normal issues like mice, cockroaches and bed bugs… but quickly ramps up into the paranormal and fictional. Entries in the bestiary will all provide an image, usually an audio file of what it sounds like, written description, the danger it causes and the solution. In the main game, there are no time constraints so you can take your time clicking through all of the entries until you find one that is best suited. I always found the clues to be sufficient and only really matching 1 entry as long as you took everything the caller said into consideration. There are definitely some tricky ones that sound like an obvious choice, but a specific word will make another option more correct. Sound like multiple choice tests in school? Earlier I did say it reminded me a bit of studying! Even more like studying, sometimes the bestiary is unavailable due to being “upgraded” and you will have to pick the right option without access to your precious guide. Here is where your memory comes into play and resembles a closed-book test. Once again, I loved this but can see this will not appeal to all.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3186142575

Being set in 1996, things are not instant. Double click on icons on the desktop to open them, a few seconds to connect with callers, a few seconds to send information to callers etc. In our modern day, this waiting around for a few seconds really stands out and can feel like an eternity, being so used to everything being done instantaneously. I see a fair few complaints about these waiting times and how there’s a bit of waiting between calls. This is true, but I enjoyed the realism and had no qualms with it. Furthermore, after you complete the game once, there are handy new settings which enable the option to eliminate waiting time between calls and just click “next call”, as well as automatically showing your accuracy at the top. This made my hunt for 100% achievements less tedious as there was no waiting around.


Visuals & Sound
HSH utilises a Windows-95 operating system, clunky controls, fuzzy and blurry images. It has all the perfect makings of analog-horror aesthetic. You can slightly change the colour scheme but that is about all. After viewing the art book and seeing how the developer(s) made the beasts images by photoshop, and even how specific props were made from random materials outside in some FMV sections really demonstrates the effort gone into the production of this and I enjoyed having a bit of a personal insight into the games making.

Each caller is fully voiced but many callers share the same voice actor which is quite noticeable, but understandable given the Indie nature of the game and budget restraints. Overall though, the voice acting is great and fits brilliantly into the stylised nature of the game, a bit dramatic, but not cringe inducing. There is also a nice soundtrack described as “jazzy lo-fi” when placing callers on hold.


Technical & Stats
This game was played using a mouse only, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

https://sp.zhabite.com/sharedfiles/filedetails/?id=3186142915

Playtime: 5.5 hours for my 100%, but I took my time. Can be completed much quicker than this with the store page advertising 120-180 minutes.

Bugs & Glitches Whilst my playthrough was mostly fine. I did have 2 black screens where I had to force-close. This included after the credits when I was trying for the 100% achievement. Luckily I could simply replay Sunday and my achievement popped.

Replayability value: Yes, for achievements, to see another ending or to do the endless mode. Note that the calls remain the same, they do not change in order and are not randomised.


Conclusion
I did not really know what I was getting into when I launched HSH, but I was pleasantly surprised. The distinct creativity, unique premise and just absurd nature of the game had me captivated from the beginning. Reading about each of the peculiar monstrosities and matching them to a scenario was simple, but fun. As I’ve said throughout my review, this game will not be for everyone and requires patience, but for those who are curious about the setting and do not mind slow-paced reading, I can definitely recommend it.

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Posted 16 March, 2024. Last edited 16 March, 2024.
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21 people found this review helpful
1 person found this review funny
4.5 hrs on record (1.2 hrs at review time)
Paper-Cut Art Gallery is a simple puzzle game, reminiscent of the Glass Masquerade games. Featuring 32 nature-themed levels and simple controls, it is a great little game to relax to.

Pros
  • Gorgeous nature theme
  • 32 levels
  • Simple mouse controls
  • Affordable $3AUD price tag
Cons
  • Repetitive, unusually loud sound effects
  • Unable to skip to later levels

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Gameplay
If you have played, or know anything about the Glass Masquerade games, this is nearly the same, except it uses paper instead of glass. Use the different sized pieces to fit them together to form an image. There are 32 levels, but they can only be played in order. Ambient sound effects will play that match the image you are constructing, such as light rain pattering on the ground if your image is related to a rainforest. In the 7 levels I have played so far, audio was mostly ok but some sounds were unusually louder than others and I had difficulty adjusting this volume with the sliders. However, most levels were completely fine and I experienced no issues.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3178848796

Controls are simple, click and drop, or right click to rotate. If you have dropped the piece in the right spot, it will stick there and will not be able to be moved again. I see some previous reviews discussing awkward, clunky controls, however it seems the controls have been updated since then and I had no issues. One minor recommendation is that when the levels are completed, that a little pop up with “level complete” and a little jingle sound plays. This is a feature I really love about the Hidden Cat franchise and always makes me smile.


Conclusion
This is a minimalistic little puzzle game with an easy 100% achievements for max completion. It features some beautiful nature imagery and simple gameplay that I found very relaxing. For such a bargain price of $AU3, the slight bugs are easy to forgive and barely impeded on my experience. I will definitely be returning to this game to complete the remaining levels and hope to see further themes added down the track.


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Posted 11 March, 2024. Last edited 11 March, 2024.
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33 people found this review helpful
1.4 hrs on record
SANYA is a narrative adventure centred around childhood memories and nostalgia. Whilst it is much shorter than I expected, this cozy title’s simple gameplay and beautiful artstyle creates a homely and relaxing aura with an abundance of secrets to discover.

Pros
  • Cozy, warm and inviting aura
  • Fun minigames
  • Beautiful art
  • Abundance of extras to discover encouraging replays
  • Unique setting
Cons
  • Very short
  • Minor bugs

Story
SANYA is set in post-soviet 90’s in a small town. You see the world through the simplistic eyes of a child named Sanya after having recently moved to a new area. The family are clearly struggling with poverty and the political landscape, but this is not commented on by the young protagonist, instead, they are carefree and more focused on curing their boredom and being annoyed about doing basic tasks. The life of a young teen! The setting is very clear to players with the dilapidated apartment lobbies filled with graffiti, rubbish on the ground and signs about small businesses struggling. These environmental cues helps paint a clear picture of the world around the characters,, without them having to directly comment.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3171576296

SANYA lacks an underlying plot line or end goal, instead, it retells a very standard childhood memory, replaying as a sort of coming-of-age adventure about making new friends, helping people in the neighbourhood and learning about responsibility. Responsibilities such as getting keys to the family apartment for the first time and looking after your first pet. I very much enjoyed the casual feel to the game. Its simplicity was relaxing, yet engaging. It felt like a breath of fresh air, playing as a character whos’ biggest problem is remembering to lock the door! Due to the difference in time, history and culture, it is not a game I necessarily felt nostalgic over, but is still one I was able to wholeheartedly enjoy.

Gameplay
Gameplay focuses on the story, meeting characters and helping them usually through basic fetch quests or puzzles. However, the game also has a large exploration component which was a pleasant surprise. There are ample little “secrets” that are not a core function to the main story but are optional little extras to help with immersing players further into Sanya’s world and opening up new progression paths. Some secrets can be easily missed and encourages replays to seek out every interactive feature. Other puzzles and minigames include sorting Sanya’s toys and avoiding rows and columns having duplicate colours, bike races, small quick time events and more. There is nothing arduous or repetitive, but everything is linked into Sanya’s life, but in minigame form to make it fun. Head to the local bakery with your friends, teach your dog new tricks and make sure to do the chores mum says before she comes home!

I would have loved this game to be a bit longer and have the characters more fleshed out, but it appears designed to be a single childhood memory and not really have the typical character building or plot depth. This is also fine, but I see a lot of promise within these developers that I am just itching to see what bigger projects they can do.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3171576419

Visuals
As said earlier, everything about this game exudes a cozy and warm atmosphere. This also extends to the art design which I adored. The subtle details in the environment help give the story more context. This environmental storytelling is especially impactful as the protagonist is a child who could not express his thoughts in the same level of detail that his surroundings can.

Technical & Stats
This game was played using a keyboard & mouse, and with the following PC specs.:
AMD Ryzen R5 7600x 5.4 GHz
32GB DDR5 5200 CL36 RAM
Radeon RX 6800 XT
2560x1440 resolution
NVMe 3.0 SSD
Windows 10

Bugs: I seemed to have an issue right at the beginning of the game where the mother just disappeared. I could still interact and talk to her, and the game progressed as normal, but her body seemingly became invisible. I also experienced a slight issue while trying to use the phone and it would not let me dial the number 5, but would let me use all the other numbers. The issue fixed itself upon restarting but then that is also when the mother disappeared. After this shaky beginning, I did not experience any other issues and the game ran flawlessly.

Playtime: 1.5 -3 hours, dependent on how many optional extras are uncovered.

Controller Recommended? No

Replayability value: Only to uncover all secrets and achievements.

Conclusion
SANYA is a short and sweet game about the innocence of children and remembering the simplicities of life. Despite the game being marketed towards feelings of nostalgia, I could not relate to the setting or characters due to cultural differences, however this did not dampen my experience what-so-ever. I enjoyed the relaxing and homely aura the title emits through every scene, but was saddened at the realisation that it was over so quickly. For cozy-game fans, I recommend it (especially with the cute dog) and am hopeful that developers helpnode continue to develop future projects and that their next release is bit more extensive.

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Posted 2 March, 2024.
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22 people found this review helpful
2 people found this review funny
0.5 hrs on record
A short visual novel that discusses the internal struggle many people experience during the holiday season. Focusing on topics such as family quarrels, regretting past decisions and the feelings of loneliness, hopelessness and unhappiness. These melancholic topics come together in the form of what seems like a diary entry.

The translation to English here is quite poor and often uses words that make no sense in the given context and some do not appear to be English words at all. A small section in the game is left untranslated, and although majority of the game is readable and understandable, the tone from the broken English completely ruins any thought-provoking moments within players. Instead, I found the tone to become rather accusatory and even comedic at times, especially with the poorly translated phrases. At one point the dialogue even says "get up from the computer and do something useful! Stop wasting your times playing games! You can do better!" I understand visual novels are creative mediums and sometimes do not fit precisely within the "games" tag but they are still video games, and going by this text it appears the developer is trying to share a message, to not buy their game? Jokes aside, I know what they are trying to say, but it does not feel like the right moment for it, it is extremely abrupt and feels uncomfortable. I suspect this is another issue with translation.

The backdrop screens are nice, they are static except for some snow falling which felt extremely cozy. The whole game is reference to Christmas/New Years and associating it with winter, which of course as an Aussie, is not something I am used to (more like the sweltering sun), but the simultaneous melancholic dialogue yet cozy vibe the game emanates was designed well.

There are only three choices in the game and it took me about 30 minutes to do everything for 100% whilst taking my time. I did not enjoy the seemingly assertive philosophy and the poor translation takes away from the impact of the dialogue. I can't recommend this for those playing this game in English, but perhaps those who speak the developers native language of Russian may have a better experience.

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Posted 25 February, 2024.
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