Ragey0
The Transformers RPG Maker fangame playthrough
updated
An indie game by Firestyle / themegajord, released July 27th 2012. Download it here: yygarchive.org/game/202335
An original game from the creator of Super Mario Pearls of Wisdom and Crash Bandicoot Tiki Quest, a 2D platformer mixing in puzzle-solving, beat-em-up mechanics and a big scoop of gimmickry in every stage, with all-original (or mostly original) graphics and voices. A bit overstuffed to the point of being overwhelming at times, but I'm always thrilled seeing unique indie stuff like this.
This video covers the final level and final bosses.
A platforming challenge based on the setpieces of the arcade Donkey Kong, where the goal is to run as many loops as you can to rack up the highest score. A fun little romp for what it is, even if it is trial and error figuring out some parts... and of all things, figuring out how to start the game had me stumped. You press the ' key!!!!
The series takes an odd turn, featuring only two traditional maze levels -- everything else is a tricky 2D platforming stage, a top-down shooter, or some other strange change of genre.
An indie game by Firestyle / themegajord, released July 27th 2012. Download it here: yygarchive.org/game/202335
An original game from the creator of Super Mario Pearls of Wisdom and Crash Bandicoot Tiki Quest, a 2D platformer mixing in puzzle-solving, beat-em-up mechanics and a big scoop of gimmickry in every stage, with all-original (or mostly original) graphics and voices. A bit overstuffed to the point of being overwhelming at times, but I'm always thrilled seeing unique indie stuff like this.
This video covers levels 7, 8 and 9.
An intentional throwback to crass fangames of yore, made for the Ye Olde MFGGe Game Jamboree -- Mario hasn't just got a gun, he's got a crippling alcohol addiction as well, and he needs a constant intake of booze otherwise he'll detox and die mid-stage. The game's more a race against time than it is a shooter, though there's plenty of that.
The no-swears option replaces all swearing with asterisks, with the only meaningful change occurring in the final fight.
More surprisingly tough flip-screen running and gunning, with slightly more emphasis on story and cutscenes this time. The back half of the game turns into a protracted Star Wars parody for some reason, but I won't pass up those cute cutscene graphics.
An indie game by Firestyle / themegajord, released July 27th 2012. Download it here: yygarchive.org/game/202335
An original game from the creator of Super Mario Pearls of Wisdom and Crash Bandicoot Tiki Quest, a 2D platformer mixing in puzzle-solving, beat-em-up mechanics and a big scoop of gimmickry in every stage, with all-original (or mostly original) graphics and voices. A bit overstuffed to the point of being overwhelming at times, but I'm always thrilled seeing unique indie stuff like this.
This video covers levels 5 and 6, and the third boss.
A single-screen arcade game where you're tasked with clobbering all the enemies that infringe on your personal space. Lob hammers high or far by holding Ctrl, and preferably get combos by striking one through multiple foes at once.
By far one of the more competent mini-games on MFGG, with fun mechanics and striking presentation. Still doesn't quite push all my buttons, mostly on account of how fiddly its hammer throwing can be, the slow rollout of enemies, and general simplicity. Still, good to see a step in the right direction!
A racing game by Peter Newman & Joe Fitton of Hematoma Productions, released 1997. Download it here: create-games.com/download.asp?id=7754
A top-down 2-player racing game made using the default Clickteam racing engine, featuring three tracks and three modes, plus a secret track. Some nice all-original presentation, though steeped in 90s teenage attitude, from the casual carnage to the freaky portraits to the rambling recommendations for Kevin Smith movies.
An indie game by Firestyle / themegajord, released July 27th 2012. Download it here: yygarchive.org/game/202335
An original game from the creator of Super Mario Pearls of Wisdom and Crash Bandicoot Tiki Quest, a 2D platformer mixing in puzzle-solving, beat-em-up mechanics and a big scoop of gimmickry in every stage, with all-original (or mostly original) graphics and voices. A bit overstuffed to the point of being overwhelming at times, but I'm always thrilled seeing unique indie stuff like this.
This video covers levels 3 and 4, and the second boss.
A series of single-screen levels where you have to eat enemies and fruit to earn points. The doors open once your score reaches a certain threshold, with blue doors considered alternate paths, meaning you need to beat the game four times to see all possible screens. Whether or not this is worth the trouble is up to you, there's no new ending or anything.
A simple flip-screen maze game where you must interact with warps, toggles and other gimmickry to open access to the exit. Introduces platforming levels for some reason, as well as references to fellow games hosted on Silky's, including Monster Jr., Walkerton and ATOM BOY.
An indie game by Firestyle / themegajord, released July 27th 2012. Download it here: yygarchive.org/game/202335
An original game from the creator of Super Mario Pearls of Wisdom and Crash Bandicoot Tiki Quest, a 2D platformer mixing in puzzle-solving, beat-em-up mechanics and a big scoop of gimmickry in every stage, with all-original (or mostly original) graphics and voices. A bit overstuffed to the point of being overwhelming at times, but I'm always thrilled seeing unique indie stuff like this.
This video covers levels 1 and 2, and the first boss.
A fangame by Bibinson, released August 2006. Download it here: demonews.com/download/donkey-kong-jr-xp
archive.org/details/2006CompoEntries
A submission to the Retro Remakes Big 2006 Compo, a competition to remake a classic 8-bit or 16-bit video game for Windows PCs, judged on entertainment value, new features, and accessibility to modern players. It didn't do well among the judges, earning a score of only 17%.
It does a solid job recreating the feel of Donkey Kong JR within the confines of Clickteam code, with only minor quirks involving dismounted from ropes and the non-reactive nature of enemy movements -- they follow strict patterns with no deviation. It features three brand new levels with new gimmickry, though they're not as complex as the original's.
An adventure game starring a precocious 5 year old, escaping from his room, cheating at school and clobbering bullies at arcade games. There's only three possible game overs (not solving the school test in time and losing at the two games) so it's very much an animated interactive adventure than a true adventure game, but it's cute for what it is.
http://blazerush.com
There wasn't a full playthrough of the game's story mode on YouTube, apparently! This is among my favourite games, a twist on the Micro Machines formula with a heavy emphasis on physics and firepower, and I wanted to give it a showcase. This walkthrough will show off every character at least once, and clear every level with all cups; I can't guarantee all medals are unlocked so it's not quite 100%, but it'll do in a pinch.
This video covers the sixth wave of missions, spanning the Lava Planet.
kliktopia.org/details/Stabil%20(BROO)%20[Polish].html
Sort of like a mash-up of Plinko and Missile Command, innit...? Man a turret and shoot at balls to alter their trajectory, knocking them into the baskets and trying to avoid getting clobbered by them. Features some very satisfying physics.
A simple flip-screen maze game where you must interact with warps, toggles and other gimmickry to open access to the exit. Features larger levels and a vague pretence of story, referencing "Silky's", a repository of Clickteam-made games, and fellow games Walkerton and Monster Jr.
A quirky random mess of setpieces and bizarre plot details, where Luigi adventures inside the internet unwillingly and needs to get out. Beyond not being your usual fangame fare, it's also not made in Clickteam or GameMaker, but HTML5, meaning it must be played in a compatible browser. This makes finding its true resolution a dickens, and it's prone to stalling briefly if your browser can't keep up.
The game has an alternate ending that hinges entirely on collecting a potion on a high platform in the first level. You might think there's variables or hidden exits in other levels, but as far as I can tell, nope.
http://blazerush.com
There wasn't a full playthrough of the game's story mode on YouTube, apparently! This is among my favourite games, a twist on the Micro Machines formula with a heavy emphasis on physics and firepower, and I wanted to give it a showcase. This walkthrough will show off every character at least once, and clear every level with all cups; I can't guarantee all medals are unlocked so it's not quite 100%, but it'll do in a pinch.
This video covers the fifth wave of missions, spanning the Desert Planet.
Survive for 50 seconds against incoming waves of gangsters, tanks, bomber planes and anti-aircraft artillery, all defeated simply by moving into them.
gamejolt.com/games/luigi-floating-on-an-egg-over-the-sea/190713
A shmup without the shmup-ing! (i guess that makes it an evmup then, or an evade-em-up) Fly Luigi past tricky enemies in his quest to get wherever the egg is taking him.
Features randomised title cards and a bragging rights ending screen for beating the game without losing a life.
A flip-screen platformer that's no longer level-based, but instead an exploration adventure game wherein Monster Junior talks to the native Munks, solves puzzles and acquires items to help them progress.
An intriguing idea, but the backtracking gets a bit fussy, especially when shooting enemies is more persnickety than it was in the last game, or when it spawns you in their patrol path. You get mercy invincibility when hit, during which state you cannot shoot or interact with doors and Munks, but it seems prone to glitching and never returning to normal if you jump too much. It did prove useful in skipping the boulder though, before I realised you have to press Enter to complete dialogue like that.
To my knowledge the full game was never released, so the further adventures of Junior are unknown.
http://blazerush.com
There wasn't a full playthrough of the game's story mode on YouTube, apparently! This is among my favourite games, a twist on the Micro Machines formula with a heavy emphasis on physics and firepower, and I wanted to give it a showcase. This walkthrough will show off every character at least once, and clear every level with all cups; I can't guarantee all medals are unlocked so it's not quite 100%, but it'll do in a pinch.
This video covers the fourth wave of missions, spanning the Ice Planet.
It's like a one-man Scrabble! Or Countdown, whatever comparison you prefer! Try and spell all the possible words you can using the 7 letters you are given and aim for the high score. Enjoy 15 minutes of me showing my inability to form words.
Despite what the name might suggest, this is a brand new game and not a remake of Castor's 2008 release! Featuring swish new all-original graphics, new power-ups, gimmickry and more, it's a terrific showcase of the dev's talents, with a fun engine and controls to play around with.
Personally, though, it doesn't quite reach the same heights as the first game. The grabbing mechanics aren't as idiot-proof as before, with fiddly button detection that makes it hard to pick up or throw when you want to, especially given the bosses' narrow windows of vulnerability. Mario's floaty physics are at odds with the lack of weight, arc and gravity in everything else, and the levels lack the spark of last time, feeling a lot more static with less surprises or visual flourish. Still, the game looks a treat, and Bowser's sprite aside I'd consider it one of the prettiest fangames out there.
This video spans the final two worlds.
http://blazerush.com
There wasn't a full playthrough of the game's story mode on YouTube, apparently! This is among my favourite games, a twist on the Micro Machines formula with a heavy emphasis on physics and firepower, and I wanted to give it a showcase. This walkthrough will show off every character at least once, and clear every level with all cups; I can't guarantee all medals are unlocked so it's not quite 100%, but it'll do in a pinch.
This video covers the third wave of missions, spanning the Swamp Planet.
A simple little Famicom lookin' platformer built in the Lua-based LÖVE (or Love2D) engine, all about getting to the exit without spoiling your appetite. It's cute and fluffy and I have very little to say about it. #goodcrocs contender tho
Despite what the name might suggest, this is a brand new game and not a remake of Castor's 2008 release! Featuring swish new all-original graphics, new power-ups, gimmickry and more, it's a terrific showcase of the dev's talents, with a fun engine and controls to play around with.
Personally, though, it doesn't quite reach the same heights as the first game. The grabbing mechanics aren't as idiot-proof as before, with fiddly button detection that makes it hard to pick up or throw when you want to, especially given the bosses' narrow windows of vulnerability. Mario's floaty physics are at odds with the lack of weight, arc and gravity in everything else, and the levels lack the spark of last time, feeling a lot more static with less surprises or visual flourish. Still, the game looks a treat, and Bowser's sprite aside I'd consider it one of the prettiest fangames out there.
This video spans the first three worlds.
http://blazerush.com
There wasn't a full playthrough of the game's story mode on YouTube, apparently! This is among my favourite games, a twist on the Micro Machines formula with a heavy emphasis on physics and firepower, and I wanted to give it a showcase. This walkthrough will show off every character at least once, and clear every level with all cups; I can't guarantee all medals are unlocked so it's not quite 100%, but it'll do in a pinch.
This video covers the first and second wave of missions, spanning the Junk Planet and Jungle Planet.
A fangame by Nicholas Ainsworth, released August 2005. Download it here: mfgg.net/index.php?act=resdb¶m=02&c=2&id=1696
Not your ordinary 2D platformer, but a boss rush instead! Fight against the Koopalings in a series of increasingly tougher fights, either stomping their health to zero or knocking them out of the arena. Features a practise mode and five cheat codes you earn by beating the game on different days of the week. An interesting idea let down by its brutal execution and crapshoot strategies.
A time attack platform game by PixelThief, released 2008. Download it here: kliktopia.org/details/PigQuest%20(Pixelthief).html
A short little romp designed to be replayed to perfect your speedrun. Notable for its gravitional and orbital movement, with the pig walking up walls or along rounded objects, similar to Super Mario Galaxy. Also a relic of late-2000s humour.
A flip-screen 2D platformer starring the galactic defender out to rescue his crew. Features occasional shoot-em-up sequences.
kliktopia.org/details/Fast%20Ball%202%20(Aionel).html
web.archive.org/web/20030628161817fw_/http://www.republika.pl/programyaionela/fb2.htm
Played with cheats to give me infinite lives.
A Breakout clone with millennium-era graphics, techno music, and two sets of levels, one with bonus power-ups and one without. It also offers little to no control over the ball. This uses The Games Factory's default "pinball" physics, with zero accounting for where the ball touches the paddle -- unless it touches the very narrow curved edge of the paddle or a block, it otherwise continues on its current trajectory.
Combined with the fact there are no random elements whatsoever -- all power-ups are predetermined, with these items appearing in this stage in those exact blocks every single time! -- it's not exactly a riveting experience. Still, can't be bad to freeware in 2001.
A mixture of Kirby Canvas Curse and Yoshi Touch & Go, as you draw paths for Rosalina to walk on and barriers to deflect enemies, collecting coins to replenish her life gauge. I was initially under the assumption the power gauge was tied to the paths you drew, meaning you had to be economic about using them... but nope, there's no limits.
A cute idea, and a rare fangame starring Rosalina, but also feels like it needs a little more. The enemies are tenacious with no real tact or patterns, homing in on Rosalina with reckless abandon, forcing you play defensively... perhaps too defensively. Boxing her in and letting the 'distance' rack up is too tempting, especially with how fussy it is to wedge her free whenever she gets stuck. Kudos to someone trying to make the Touch & Go formula work!
http://romanx.webd.pl/kb/index.php?dir=Gry%2FPolskie%2F
kliktopia.org/details/Aquanoid%202%20(Fadex).html
A surprisingly decent Arkanoid clone made in The Games Factory, which didn't have the most reliable bouncing ball mechanics. Features an impressive variety of power-ups and power-downs, the best of which involve annihilating the playing field, as well as a bevy of dance techno tracks.
By the 4th world I hacked to get infinite lives, as the game gets shockingly cruel. The invisible and indestructible blocks are bad enough, but the level layouts demand extreme patience and precision to get the ball where you need it. The game only saves at the end of each world, and with only 3 lives by default, you've got to play very efficiently if you don't want to replay those levels again...!
The first stab at Ken's Mario Bros. arcade remake, adding health bars, new enemies and new gimmickry into the mix. The all-original graphics are pretty, but the gameplay is somewhat unrefined, with the new inclusions at odds with the classic formula and a mushy sense of control. A better showing than most other attempts, and the second demo would go on to be a sterling attempt at expanding the Mario Bros. formula.
A simple flip-screen maze game where you must interact with warps, toggles and other gimmickry to open access to the exit. Features 6 levels.
A fangame by Hello, released October 2008. Download it here: mfgg.net/index.php?act=resdb¶m=02&c=2&id=16578
It may look like another side-scroller, but this one is actually a collect-a-thon -- gather all 60 Golden Shrooms across the large interconnected world to unlock the legendary vault! Unfortunately, little to no accommodations are made for this new gameplay loop, meaning checkpoints set you back extremely far from your current position, power-ups are to be guarded with your life if you want to get everything... points for creativity, but the execution is not very fun.
http://web.archive.org/web/19971113052442/http://www.tne.net/silky/MAZE/monster.exe
A single-screen platformer where Monster must collect all the coins in a level, then all the large coins to clear it. Monster can breathe purple gas that kills most enemies, except for red ones (red snakes are invincible, red bees will change direction). A game notable for its all-original graphics, with every character boasting expressive hand-drawn animations.
The game has a glitch on the first stage of the final world, where it will not spawn the final three large coins. This is because an extra small and large coin are sitting out of bounds and not culled by the game; I had to delete those for the stage to play out properly.
The first and final worlds were recorded in the KNP version, and the rest recorded using the TGF version. The controls and behaviours vary slightly different between them due to the quirks of the programs. The TGF version also outright crashes when trying to fix the aforementioned glitch, since it has extraneous code that will break the game when removed, seemingly a conversion error from how Klik & Play handles things.
A four-button jumping game by KNPMASTER and MasterRaichu, released November 2003. Download it here: http://www.thegamespage.com/classic/games/?game=hurdler
kliktopia.org/details/Hurdler%20(KNPMASTER%20and%20MasterRaichu).html
A simple but compelling little game, using your four predetermined jump arcs to leap over hazards as your stickman runs forward of their own accord. Involves some seriously tricky timing, no thanks to the Clickteam hitboxes that encompass your whole sprite -- you're likely to trip after landing because the running animation touches a hazard, one that the landing animation safely avoided...!
You can't 'buffer' inputs to act as soon as you regain control, which is especially tricky in the later levels where precise timing is crucial. It's frustrating to hit a roadblock, but all the more satisfying to clear it -- and all the more amusing when random misfortune like the winged frog does you in.
A decent little sampling made in the Hello Engine, starring a baby Yoshi off to see the world, and seemingly discover an evil presence making itself known on Yoshi Island. It's a bit front-loaded with tricky elements (like Goombas in bubbles, narrow passages that are tricky to fit through, and totally unwarranted invisible blocks), but it's not a bad way to spend half an hour.
If I had to gripe, there's not much that takes advantage of its Yoshi protagonist. No flutter jump, no ground pound, no eggs, not even the ability to eat people! It is a cute sprite though, so maybe that gives it a pass.
There's no more data in the game beyond stage 7, so there's no glimpse of what lay beyond. Pity!
Filling the void during Duke Nukem Forever's tremulous development, this 2D platformer doesn't have much in common with the pre-3D instalments, trading the exploration for linear running and gunning. Featuring the ability to carry 4 guns at a time (some with two modes of fire) and pilot a variety of vehicles, it's got some keen ambitions, if perhaps let down by its execution.
Duke moves slowly and enemy fire comes in hot and heavy, but there's far less evasive manoeuvres in 2D space, especially with these floaty jumps. Despite the huge screen resolution, you still tend to get shot at from off-screen -- some weapons have more range than others, but the plasma gun has seemingly infinite range, meaning a viable tactic is to simply fire ahead at foes before you even see them. Using vehicles as shields or spare health bars often feels mandatory, there's not enough verticality to scoot past baddies!
Everyone has access to the same weapons, so you'll face off against enemies with homing missiles and shields as well -- but even enemies have the same energy gauge, so they can only fire for so long. The shield is perhaps the biggest game-changer, deflecting all shots so they'll harm the other side -- this applies even to Duke's shots, so watch out for those rockets or the instant-death sheep gun! Dealing with shielded enemies is an ordeal, and seems to rely on them simply draining their energy and trying to land shots in between its blinking.
The game seemingly only plays each MIDI once, hence why much of the game is in silence. Mission 12 is a seemingly endless tower defence mini-game, and it doesn't even keep track of your score, so I am not sticking around to see if it has an ending.
A fangame by Smoke released around February 2005. Download it here: demonews.com/download/donkey-kong-island-2
A simple little platformer that mixes up the DKC formula by requiring you to collect coins to open the exit. It might not have rolling, but it's got some decent bouncing.
gamejolt.com/games/Bnb/479913
newgrounds.com/portal/view/763398
A ZX Spectrum-style demake of Banjo-Kazooie, interpreting its familiar locales as a flip-screen platformer, with 4 Jiggies, 5 Jinjos and 50 Notes to collect in each stage. There are 4 stages and a fight against Gruntilda, before the game loops, allowing you to rack up a higher score.
"Game 2" and beyond are identical to the first loop, except instead of losing one life upon taking damage, you'll lose an extra life for every loop -- 2 lives in game 2, 3 lives in game 3, etc.
The game includes an Extras launcher to toggle visual options like colour tweaking or a CRT filter, as well as a built-in infinite lives code, though enabling it will prevent your score from being recorded.
Hailfire Peaks has a glitch where shooting the falling rock before progressing to any other screens will crash the game. Visiting the other screens before returning and shooting it seems to make it work as intended.
create-games.com/download.asp?id=6645
http://www.caiman.us/scripts/fw/f2830.html
web.archive.org/web/20091002122639/http://www.gamesare.com/games/srd/srd.htm
A new take on Taito's Lunar Rescue, you pilot a ship across three stars to rescue the stranded astronauts, contending with environmental hazards and fuel crises along the way. Features 3 selectable worlds, an unlockable extra world, and two bonus modes.
The game was initially developed by TSAP-MEDiA, but picked up by Gamesare and finished off with the addition of new levels and modes. If you'll pardon the cynicism, this might account for some of its problems: This playthrough was stitched together from multiple recordings because the game's 'storyboard' appears to be seriously broken, forcing me to level warp to see everything.
World 1 kicks you back to the level select after 2 levels, meaning it can't be completed, rendering world 4 inaccessible and its final level unused. If you access world 4 via editing the save data, it'll loop back to world 3 after its fourth level, also preventing you from completing it! And world 4's final level is unused, because the final level of world 4 is actually the third level of world 1, meaning you can't even get the ending legitimately!!
There's a number of other glitches and quirks, including a continue screen that seemingly drops you in the middle of world 2 no matter what; instances where the ship would explode in the refuel bay until the lives were exhausted; the ship flying out of bounds and unable to reset; the refuel bay inexplicably flying off-screen... and level 4-3 has a hole in its bottom-left corner that'll just instantly finish the level if you fly into it. You still can't clear the world this way, so it's not much help.
It's definitely got a boffo presentation, with slick graphics and keen music, and very much a game that's tough but satisfying to master. The extreme length and haphazard difficulty of some levels is a bit of a nuisance though -- Europa is perhaps the toughest of the initial three worlds, and the single-use fuel cans make charting out long levels a bit of a crapshoot, putting you in a walking dead state.
That, and it perhaps doesn't make accommodations to folks unfamiliar with Lunar Rescue, as members of The Daily Click grumbled about its manual -- it drops paragraphs of lore on you, but doesn't actually tell you *how* to rescue people, with most folks seemingly scorching them with their thrusters on first attempt...!
The bonus modes are cute arcade throwbacks, but feel a bit pasted-on. The Asteroids clone features some nauseating scrolling backdrops, and despite claiming you have 5 lives, will kick you to the title screen the instant you die. Space Invaders meanwhile has no waves, meaning it can be finished incredibly fast, and neither mode has a high score table either. A wasted opportunity...!
The download on Gamesare's website features a credit for Xing Interactive, a Netherlands-based publisher who licensed computer games for release in the European market, often in compilations. I don't know if this game was ever released via those means.
The game was later sold for a dollar on iOS on August 16th 2011, apparently the same game but with slightly iffy touch controls. It has long since been delisted and evidently lost to time, so it's unknown if it rectified any of these issues.
A 100% playthrough of Hello's twisted fangame, released September 2007. Download it here: mfgg.net/index.php?act=resdb¶m=02&c=2&id=11986
The Hello platform engine gets a gun and explosives added into the mix. Tacky and Newgrounds-y as it is, this actually lends a fun bit of strategy, as Mario interacts with things solely with his machine gun and grenades, forcing you to approach tricky scenarios and narrow passages with a different tack. It does feature some grievances though, like an automatic fire power-up that's a detriment more than anything, difficulty navigating cramped areas, and the inability to kick Koopa shells.
Collecting all the Ace Coins changes nothing as far as I'm aware -- it makes no difference to the ending and doesn't unlock anything. It's purely for bragging rights.
It's Bowser's time to shine! A take on classic SMB1 gameplay, only now with the Koopa king in the starring role fighting against a magical army of Toads. In addition to his usual fire breath, Bowser can also spin forward in his shell and perform a high stomp, giving you a fun variety of moves to play with!
This video covers worlds 6 through 8, as well as the various secret unlockables: World 666, Survival, and Boss Rush.
It's Bowser's time to shine! A take on classic SMB1 gameplay, only now with the Koopa king in the starring role fighting against a magical army of Toads. In addition to his usual fire breath, Bowser can also spin forward in his shell and perform a high stomp, giving you a fun variety of moves to play with!
This video covers worlds 1 through 5.
An offbeat adventure game by MikeM16, released October 1997. Download it here: kliktopia.org/details/Rat%202.html
The bigger and longer sequel, Rat is no longer bound to his neighbourhood and now treks the entire United States in his quest to reclaim his couch. Meet a wider range of quirky characters, trade a stranger gamut of items, and resolve problems in ways you didn't expect!
Sadly not quite as intricate with extraneous detail as the last game; there's not nearly as many nonessential characters to speak to, nor as many ways to interact with them. Items are strictly for quest usage, and have no text for being shown to people (with one exception). Making progress is an absolute dickens because of this, and I had to datamine the game just to chart out where to go and what to do...!


