Distance is a criminally underrated racing platformer cyberpunk horror game. Worth it for the campaign alone IMO but there’s also multiplayer, a level editor with workshop support, two bonus campaigns, car customization, and a track generator.
Turnip Boy Commits Tax Evasion: You play a turnip and you get to commit crimes. The characters are cute, the humour is silly, there are puzzles and bosses. It plays a bit like a Zelda game, I guess, except everyone is a vegetable. It’s pretty short - I completed it in about 5 hours, including all the achievements. I should play this again actually.
Spirit of the North: This is such a beautiful game. The best way I can describe this game is Abzu but you’re a fox. No dialogue or narration, just you, your spirit companion, and some really gorgeous music. This is also a pretty short game - I was fully complete with all achievements in about 6 hours. I’ve played this 5 times since I bought it 9 months ago because I love it so much.
Terra Nil: A reverse city-builder, where your goal is to clean up all the pollution on the map, restore plants and wildlife, and then get rid of any traces of your presence. You can play the whole campaign in a few hours, but it took me about 20 hours before I got all the achievements. I’ve put in almost 50 hours in total, because it is just so chill to play.
I’ve been the playing the fuck out of Gatekeeper. The lore isn’t super deep yet but the gameplay is super fun to me and the dev road map makes it seem like they have a ton of major updates planned (new characters, modifiers and locations)
I’m not 100 percent sure on the terminology but I think it is an isometric roguelike.
Anyways I have 30 hours and counting in it and I just 100% the unlocks but I still want to try higher difficulty runs with a full party.
I don’t have time to read all this just yet because I’m at work lol. But I LOVE this topic. I’ve always been so torn on indie games. Some can be awful, but others are genuinely the best thing ever.
I will have to write out a list of my favorites in a bit
I keep trying to find ways to evangelize Going Medieval. The devs have been so communicative and consistent with updates. It’s not everyones kind of game, but I’ve definitely spent more time than I should have playing it.
I’m bummed about Spider-Ham. I have him in my deck (and also hate when my opponent uses him to bash one of my good cards), and I guess he needed a rework. But I agree that it seems to defeat the purpose of the card.
I somehow overlooked that the Soul Stone also drew a card, so I guess I won’t miss that feature, ha ha!
I’d call Rock Slide a buff, probably. It’s more correct to say it’s a change or a rework, but it’s not totally a nerf. Rock Slide used to cost 3 when you had Zabu, but Marvel Snap is built to not let you count on having “the card” in your deck every game. Certainly not a turn 2 Zabu every game. Rock Slide on 3 into Dark hawk on 4 is more consistent than ever. I’d call that a positive change for the deck. Some might start dropping Zabu. Probably not, but some might try it.
Crystal either needed to be cheap enough to enable combos or be a target for an anthem effect since she decreases the number of matches where you wouldn’t draw your anthem. Putting her in surfer range seems great.
Shanna at 3 lets you do Kazaar > Blue Marvel > Mystique + Shanna which might be good. Shanna + three 1-drops might be an decent T6 option too. Probably playable but she’s been bad so long that people probably won’t give her a chance unless they overbuff her and roll her back like Enchantress.
This does make sense. The biggest Shanna vulnerability is being targetted by Killmonger before the game ends, though for me particularly I always found the tightness of space to be a large constraint, especially considering a possible Dazzler. That also makes her somewhat Surfer viable, though maybe an odd mix.
The most interesting upgrades for me are Absorbing Man and, in a lesser extent, Hawkeye.
Absorbing Man, 4/3 was a way under the curve and it was hard to find an on-reveal effect to compensate this weakness. But 4/5 is pretty standard, so I wouldn’t be surprised to see AM duplicating Carnage, Venom, Korg, Debrii, Thor… Also, I feel like there’s something new to do with Black Panther (maybe in a Eletro Zola deck ?)
About Hawkeye, there is a niche for a 1/4 card: between the 1/3 cards with double-edged effects (Blade, Zero) and stronger cards with stronger drawbacks (Ebony Maw, Titania) or specific triggers (Human Torch, Winter Soldier). And I agree with you: with bounce back effects, there may be interesting things to do with this humble card.
I think you’re spot on for Vision. If the last Phoenix Force buff taught me one thing, it’s that the difference between a 4-cost card that can move and a 5-cost card that can move is truly massive. I guess Vision got a bit more appealing for a Shuri combo and a last turn move to bait Shang Chi though, that’s probably something I’ll want to try out.
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