Someone has patched in mouselook controls to Under a Killing Moon! If you’ve ever played the original game, you know that it has kind of a goofy control scheme. I love the game but it takes some time to get used to and can sometimes make it tricky to recommend to people. The post below includes a video of what the patch does and it looks great, but also incredibly weird if you’ve played the original game. But again, probably also a big improvement on what it had before. Nice job!
dos
Amazon: Guardians of Eden thoughts
Developer: Access Software
Publisher: Access Software
Year: 1992
Genre: Adventure

Amazon: Guardians of Eden is a point-and-click adventure styled after pulp serials and adventure films from the 1950’s and earlier. You play as Jason Roberts, a man in search of his brother in the Amazon rainforest after hearing his brother was attacked, and the adventure grows into something much bigger from there. This one had been sitting in my backlog for a while, and I decided to finally play it when I saw that the Adventure Tuesday streams were going to play it next and wanted to go through it before any of it would get spoiled for me. I thought I would enjoy this one because it was developed by Access Software, the developers of the Tex Murphy series, and I also love cheesy FMV, but it may have been one of the worst adventure games I’ve played in a while.

One of the biggest issues with the game is that it just feels bad to play. It’s a point-and-click adventure but walking around by clicking barely works, so you need to use the arrow keys to move around. That’s fine, I’ve played plenty of other adventures that do that. Movement is an incredibly frustrating experience though. Your character is constantly getting caught on territory or cannot walk around the rooms that you would expect. It gives you a limited area to walk around in, but you don’t actually know what spaces you can walk in and what you can’t.
The game also feels bad to play because everything just moves too slowly. The game constantly does fade-ins and outs in scene transitions that just last too long, every pop-up box describing something hangs for a few seconds longer than it should and you can’t skip them, and the death scenes also take far too long. I don’t mind deaths in adventure games. I even think they can be funny when they frequently happen in games like Space Quest. However, whenever a death happens in this game it plays an annoying siren and the screen slowly flashes “Shock Warning” three times before it finally shows you the death image and description that again, lingers too long before you can load your game. For some reason the game dumps you to the parking lot screen near the beginning of the game with all the inventory items you had. I’m not sure why it does this. The game is unplayable if you are in this state, so you need to reload it anyway.
You will see this a lot as the game is also filled with timed sequences, sometimes there’s timed sequences inside of the timed sequences, and there’s not really any way to figure it out other than through failure. I’m not against learning through failure, but it becomes painful when you have to keep seeing a tedious sequence every time it happens. This game also really loves to only allow one character to do specific actions during the timed sequences, but they don’t tell you that. They just give vague descriptions of how an action doesn’t work, and then you try it with another character and it will suddenly work. Some of the scenes are very violent too and will show someone covered in blood after you lose. Again, I’m not opposed to this in theory but I don’t think it fits the tone of this game.

The game constantly tells you to move closer to objects. I’ll be standing next to an object and it will say to get closer. At one point I had to clip through the game’s graphics and walk on a table, so I could pick up an item. In the screenshot above you can see that I’m attempting to pick up an item that is exactly one white pixel and I’m standing right next to it. This was not good enough and I had to stand on top of it to pick it up. The item in question were cigarettes and if I forgot to pick up this one-pixel item, it will lead to a softlock later. The game is filled with many opportunities for softlocks that you don’t see until much later.
The softlocks, pixel hunting, and bad controls unfortunately hurt the puzzles as well. Puzzles are difficult to solve because the room art is ugly and everything blends in together, making the pixel hunting even more frustrating than usual. Puzzles are often very finicky with how you interact with the solution so even if you have the right idea, the game gives you the impression that it’s wrong. For example, one part of the game wants you to put a gas cap on a jeep. Ok, so you would pick it up, right? Incorrect, if you try to pick up the gas cap on the ground, it will give you a message saying your character has no interest in the gas cap. You must “Use” the gas cap to pick it up this time, so your character will pick it up and put it on the jeep. This is despite the game just telling you that you have no interest in the gas cap.
Another fussy puzzle is one that wants you to use a coat hanger to break into a car. You have to grab the correct specific hanger in a closet lined with them that all look the same, or else you get a message saying the hanger is attached.

I wanted to like the FMV in this game more but a lot of it is very flat. The main character, Jason, is so incredibly dull and generic. You get to have a second playable character later, Maya, and she’s not great either, but at least I liked her more. I think if anything, the actors should have gone even bigger, but I can’t really fault them that much when they have the script they do and it was a brand-new technology that everyone was trying to figure out. To some extent I even wish it didn’t have FMV because once you leave the office building at the beginning of the game and go on your adventure, half the characters you run into are some sort of racist trope or another. I guess it’s not surprising that a game from the early 90’s that’s inspired by adventure serials would be filled with this kind of thing. It just sucks and it’s a huge bummer to keep seeing as you play. It’s all very weird. It’s a game that feels very ahead of its time technically in some parts, like the FMV, and at the same time it feels like the game is barely holding together because I was constantly running into bugs, frustrations with the controls, and lack of descriptions when trying to use objects.

Even if the game didn’t have these racist tropes, it would still be tough to find anything good about the writing because the game essentially has no interesting ideas. I will give the game this, the serial format is a lot of fun. The game is broken down into chapters and each one has a nice little intro and cliffhanger. I think this format works really well and wish they leaned into the pulp serial nature more. One issue is that it doesn’t commit to a specific type of serial. It is going for more of a Cold War-era vibe at the beginning with references to Communism and a robot security guard in one puzzle at the beginning, and then all of this is dropped as it becomes a jungle adventure story once you leave the office.
Unfortunately, I think most of this part is very dull and feels like busy work. You’re supposed to be on the run from a guy you never really see much and be on the search for Amazon women, who you don’t see until an extremely brief part at the end of the game. Most of this game is spent doing very tedious sequences like stealth sequence, doing the equivalent of side quests in the jungle, or arcade sequences where you ride a canoe down a river. So much of the game feels like filler and then you’re done. There are so many more interesting directions with this they could have gone in than just going down rivers and investigating spots to see what happened at places you already saw in cutscenes. At least it has a pro-environmental message at the end? It’s all very frustrating because I think the game becomes much more interesting at the very end when you get the change of scenery and new characters, but it’s so brief. At least you fight a giant ant. The giant ant looks very good.
The canoe sequences are absolutely miserable. The controls are terrible and you have a massive hit box that is bigger than your canoe. If you touch a single rock, you get the fail screen I mentioned earlier that goes on for too long. In addition to this, you’re supposed to take one of two branches at various points and if you get the wrong one then you fail. The correct sequence is given to you before you start the canoe section, meaning you write it down and look it up as you play. I’m not actually sure if you get the right sequence in the third and longest canoe section though. I did all three so I could say I 100% the game but skipping it is an option. There’s a button in the top left you can click to skip the arcade sequences. It’s like they developed all of this and then realized in testing that people hated it so they added the Skip button as a fix.

The audio for the game is odd too. The music itself is perfectly fine and some of it is very good. The game keeps choosing to use a cheerful jingle you hear in the office at the least appropriate moments though. An important character is introduced and then immediately killed off and I think it’s supposed to be emotional but doesn’t feel like it because it plays the office jingle. It plays the office jingle when people are shooting arrows at you. The game loves this song.
I’m probably being a bit unfair to the game. This is a lot of words to say that a game that’s over 30 years old isn’t good, and it’s not even a game that anyone is really talking about. But a lot of the frustration comes from it being created by a developer that I like who should have known better, and the reviews for it. Access Software was very successful with the Links franchise and would go on to create some of my favorite adventure games like Under a Killing Moon and other Tex Murphy games after it. Reviews at the time praised the game. I assume it was because of the FMV novelty, because the game is filled with so many faults that Lucasarts and Sierra were not doing. I can be very critical of Sierra at times, but at least they nailed the pointing and clicking part of a point-and-click adventure. Their games felt good to play, even if they could sometimes be loaded with design faults. The reviews for the game on GOG are no surprise. It’s people complaining that the criticisms of racism are by people being too sensitive and generally praising a game because they remember liking it 30 years ago when they were children and haven’t revisited it since then.
So would I recommend this game? Well no, probably not. You could maybe watch a stream of it or play one of their later and much better games like the Tex Murphy series instead. If you want a pulpy adventure, go play Indiana Jones & the Fate of Atlantis or Flight of the Amazon Queen. Both do this thing much better and the latter game is even free.
Amazon: Guardians of Eden is available on GOG.
Various Retro Gaming Bits
I don’t really know where to categorize all of these things but feel like they should be shared, so here’s kind of a link dump of retro gaming stuff I’ve come across in the last month that I think is neat.

The 1986 adventure game Amnesia has a very nice restoration where you can play the game as it was originally released on the C64, Apple IIe, and PC, but it also has a contemporary web mode with tons of quality of life features added.
A new ZX Spectrum fan zine launched about a month ago and it’s available for free on Itch.

denzquix has done a lot of great translations of adventure games and the latest is for Bi-Fi: Action in Hollywood, a promotional point-and-click adventure game from 1994 for Bi-Fi Rolls, a salami-based snack originating in Germany and sold across Europe. You can read more about it here on BlueSky.

The cd-rom TRIPITAKA 玄奘三蔵求法の旅, the sequel to the legendary Cosmology of Kyoto has finally been saved and put on the Internet Archive! It’s incredible that this has been preserved and you can read more about it on BlueSky. If you’ve never played Cosmology of Kyoto, it’s currently abandonware but you can treat yourself to this nice repackaging of it.
This looks like a nice update of the classic DOS game Abuse.

Rex and the Galactic Plague just looks like a fun teaser for an Amiga game and the dog reminds me of K9 from Doctor Who. Sometimes I just get excited about people still making Amiga games and this one is on Itch.
Project Magma is a restoration of the game Myth that’s new to me and maybe it’s new to you as well. If you’ve never played Myth before, it’s great!
Idk, that’s all. This isn’t a recurring bit on this blog. I just wanted to share all these things because I think they’re cool.
Doom 2 Thoughts
Developer: Id Software
Publisher: Id Software
Year: 1994
Genre: First Person Shooter
Finished my replay of Doom 2 last night and yeah, it certainly is more Doom so I enjoyed it. This time it was done with the recentish Doom 1 +2 rerelease that Bethesda did, which I got for free since I already owned it on Steam. Like my Doom 1 review, every single opinion on Doom 2 has already been posted before but this is my blog so I’m doing a random collection of thoughts anyway dang it.
Before my replay I thought Doom was the better game but as I played through the game again I went through the arc of thinking Doom 2 was actually better, and then back to thinking Doom 1 is superior. Doom 2 isn’t without its improvements though. It’s been said a billion times before but the double barrel shotgun is great. I like the new enemies too. While the archvile can be frustrating, I think it’s mechanically interesting.
I think what makes Doom 1 the better game is the level design. Doom 2 starts off very strong with the level design but becomes a little bit of a slog in the second half when the levels attempt to be more realistic city designs. It was much more impressive at the time and makes sense in the context of the game, but don’t hold up as well as the more surreal levels found in other parts of the game. I also noticed that just like in Quake, I think Sandy’s maps are a very mixed bag. I just don’t enjoy his style of map design. They’re usually filled with poorly made puzzles where you stumble around until you figure out the right wall to push on, and occasionally decide that you must open a door by shooting it instead of pressing the open door. It just ruins the pacing of the level and the game has a heavy amount of these in the second half, which is probably why it feels like a slog to me.
I think the bosses in Doom 1 are also better. They come up in here as well but I think that while the Icon of Sin is a fun gimmick, I ended up finding it mostly just an annoying fight.
My (possibly hot) take is that ID Software actually started to decline after Tom Hall had left the company, not Romero. I still love Doom 2 and Quake, I may even like Quake more after my recent playthroughs of both, but the company starts to play it a bit safer and less playful. I think this theory still holds up! While I don’t care for Rise of the Triad as much as Quake and Doom 2, it’s goofy as hell and throwing in lots of new things and seeing what sticks. Doom 2 really only does this with the secret Wolfenstein 3D levels and those end on a sour, mean spirited note by having you shoot at Commander Keen. As a side note, there’s some weird censorship in the Doom 2 rereleases during the Wolfenstein 3D secret levels and I don’t know why.
Anyway, yeah, Doom 2. It’s still good but I like the first game more.
Doom 2 is available on Steam, GOG, and basically everywhere else.
Doom (1993)
Developer: Id Software
Publisher: Id Software
Year: 1993
Genre: First Person Shooter
I’ve done another playthrough of the classic Doom as my comfort game for dealing with everything going on lately and what can I say, the game still slaps. There’s nothing really unique I can say about this game that hasn’t been said before. It’s all been said before a billion times because it’s the most heavily discussed FPS on the planet and people are still making levels and mods for it.
I played the Ultimate version through Bethesda’s rerelease so I guess my only real criticisms are as follows:
- That 4th episode that was added in Ultimate Doom? Meh, it’s an episode I guess. I don’t find it particularly interesting and my preference in Doom levels has always been shorter ones, which this starts to pull away from. It doesn’t add anything new so it’s just there. More Doom levels are fine, it’s just not that interesting beyond that.
- The more time I spend with the recent Bethesda rerelease, the less I like it. I keep running into bugs where it crashes and that mod browser has so many issues since anyone can upload a mod, screw up the crediting, and it may not even work! Who knows how much moderation is even happening. It just feels like a way for Bethesda/Microsoft to try to build walls around a community when Doom just should be free since it’s 30+ years old anyway and no one who worked on the game is still at ID Software.
There, those are my Doom hot takes. Still a great game though and holds up very well.
Doom is available on Steam, GOG, and basically everywhere else.
Jazz Jackrabbit Holiday Hare
Developer: Epic MegaGames
Publisher: Epic MegaGames
Year: 1994, 1995, 1998
Genre: Platformer
For whatever reason, it has become a tradition over the last 10 years to replay the three Holiday Hare episodes released for Jazz Jackrabbit. They were three Christmas themed episodes released for free in 1994 and 1995 for Jazz Jackrabbit 1, and 1998 for Jazz Jackrabbit 2. Jazz Jackrabbit isn’t a game that I think is especially great. The game is built around your character being able to move fast, inspired by Sonic the Hedgehog, but punishes you for doing so because the game is too zoomed in on your character for you to be able to react in time when an enemy appears onscreen. This is fixed in the sequel but that’s not the one that most people seem to have a fondness for.
Last week was my time to revisit this tradition, first time on Twitch, and it reinforced my belief that I think the Holiday Hare levels are some of the better designed ones for Jazz Jackrabbit, especially Holiday Hare 1994. It moves quick, features a lot of variety in enemies and level environments, and features great music, like you would expect from the series, but with a holiday theme.
I think Holiday Hare 1995 maybe dips in a quality a little bit due to its difficulty spike and some enemies that I consider annoying, but is also worth checking out if you’re a fan of the series. One thing that I think is interesting about it is the background artwork of a rabbit that would later become the…hmmm…unfortunately named second playable character in Jazz Jackrabbit 2. Holiday Hare 95 came out three years before Jazz Jackrabbit 2, so either they were working on that sequel for a very long time or just liked that character design.

Like I said earlier, Jazz Jackrabbit 2 fixes the design quirks and is a much better designed game in my opinion, even if I don’t enjoy the art as much. The version of Holiday Hare 98 on GOG is actually Jazz Jackrabbit 2: The Christmas Chronicles, which is apparently a third release of Jazz Jackrabbit 2 that has a slightly updated engine and has the third playable character, Lori, who was added in the Jazz Jackrabbit 2 expansion that was only released in Europe. These levels are perfectly fine but there’s not a whole lot to say about them. They’re fine! I wish it leaned more on the holiday theme and the final boss fight isn’t well designed, but it’s fun to revisit them.
So would I recommend these even though I just said Jazz Jackrabbit isn’t really a well-designed game? Yeah sure. It’s quick, I think the design of the first Holiday Hare pushes back a lot on the design flaws it’s stuck with, the music in all three is fun, and I think Jazz 2 holds up aside from the one character’s name. They’re all free too and the first game runs fine in DosBox, so give it a shot if you like platformers.
Jazz Jackrabbit is available on GOG
Heretic
Developer: Raven Software
Publisher: Id Software
Year: 1994
Genre: First Person Shooter
Raven Software is a game developer located in Middleton, Wisconsin that was founded in 1990. Their first game, Black Crypt (1992), was a dungeon crawler for the Amiga. While it wasn’t a massive commercial hit, the game was critically well received and got the attention of ID Software. John Romero approached Raven and proposed using ID Software’s technology to make games for the PC. Raven licensed a heavily modified version of the Wolfenstein 3D engine to make ShadowCaster, a fantasy action game that ditches some of the RPG elements of their previous game to focus more on action. The game was a success and Raven Software completed their transition to action games by licensing ID Software’s new Doom engine and creating the FPS Heretic, released in 1994.

Heretic is set in a world conquered by three brothers known as the Serpent Riders. While most of the beings in the land fall under their control, the Sidhe elves resist and become known as heretics. You play as one of these elves, who is revealed to be named Corvus in Heretic 2, and fight the Serpent Rider known as D’Sparil. The format of the game is very much like Doom’s. You have three episodes (five in the retail version) and make your way through levels, grabbing keys to unlock doors, and shooting all enemies you come across.
While it may have a lot in common with Doom, to the extent that some people will say that it’s basically a medieval reskin, it’s not without its innovations and improvements. Doom has a few enemies that rely on hitscan detection, where they fire a gun and then the game does a check to see if you are hit or not. I’m not going to go into if this is bad game design in this style of FPS or not. Generally, I’m not a fan but that’s just my personal preference and there’s plenty of people who have no issue with it. I find it interesting that this doesn’t exist at all in Heretic and the player is able to dodge all projectile shots. I suppose it makes sense, there’s no reason why someone would have a gun in this world, but the player still has two hitscan weapons that carried over from the conversion from Doom, the pistol-like Elven Wand and chaingun-like Dragon Claw. I think it’s fun that some of the weapons are wonderfully illustrated and some clearly are a developer’s hands holding something and have been digitized.
The addition of items adds some depth to the gameplay and a small rpg element to the game. Throughout the levels are pickups like potions that restore health and other bits that will give you powers like temporary flight and invisibility. The most interesting of these is the Tome of Power. This item will temporarily change all your weapons to a different effect, essentially creating a second set of weapons for you to use. Some are more useful than others, but it’s fascinating how much work Raven put into one powerup.
The game also features some innovation in its level design. The variety of environmental hazards and elements like wind and current in the water are a very nice touch and it feels like the developers are building upon what they saw in the level design for Doom and trying to do more complex designs. I would maybe argue that I prefer the simpler level design of Doom, but I think at the time it was probably impressive how much the level designers were trying to build levels that look like real places that people could live in.
The original three episodes in the shareware release of the game are all solid. I feel like in shareware games the first free episode is often the best one. The theory is that they front load the game with some of the best material so you’ll go out and buy it. I don’t think that’s the case here. Both episodes 2 and 3 have better level design and boss fights. There were one or two levels with poor switch placement in Episode 1 that absolutely ruined the pacing for me.
My only major complaint about Episode 2 is that they fill levels with an enemy called the Sabreclaw. It’s incredibly dull and brown and it doesn’t help that it is frequently used in levels with brown walls. All it does is slowly walk up to you and try to do a melee attack and only serves to be a bullet sponge. It is funny that I came across a mod that makes it a more golden color, looks much better, and helps it not blend in with all the brown walls. By the end of the episode they pull back a bit on this enemy as others are introduced, and 3 overall feels more balanced.
The bonus episodes that came with the rerelease of the game, episodes 4 and 5, are competent enough but aren’t interesting. They don’t add anything new and episode 4 has a slow start. Episodes 4 and even 3 to some extent, have you heavily managing your ammo in their first two levels while avoiding batches of enemies since you will not have enough ammo to kill them all. It is a fun novelty for one level but becomes a slog after that when you are repeatedly reloading your game to minimize the amount of ammo you use and damage you take so you can get through the encounters after that. It eventually lets up though and after getting enough weapons over two levels, the game goes back to being fun.
Episode 5 on the other hand feels like it has convoluted level design just for the sake of padding the runtime. It felt like every level had you hitting a switch, searching the rest of the level to see what it opened, and repeating the process. It is incredibly tedious to play and the entire episode does it. It doesn’t help that the game also decides that sometimes you’ll now need to shoot doors to open them. It doesn’t happen very often, just enough that you’ll forget that’s now a mechanic in the game and waste a lot of time trying to figure out if there’s a switch that will open them. Neither of these episodes adds anything new, so you’re just seeing repeats of enemies you already fought many times in Episodes 1-3.
Weirdly enough, there’s also a partially complete Episode 6 hidden in the game. It’s just a few levels, with the last one being unfinished, so it’s not terribly interesting. I just find it fascinating that it was left in. It’s not something I can complain about, you must enter codes to access the levels, but it’s interesting that it exists.
If there’s a hot take in this review, I think that it’s that Raven Software was just not that good at level design compared to some of their peers. A lot of people give Hexen 1 and 2 grief for clunky design (the case for why both of these games are good is coming at a later date) but I wasn’t impressed by a lot of the design in the later episodes of Heretic and Jedi Knight 2 is also a game that’s infamous for having a dull single player campaign up until you get the lightsaber before that game improves.
It’s hard to be too critical of these episodes because I see them as bonus levels anyway and the game’s story has already concluded by the time you get to these. If you want more Heretic, here you go, but if not then it’s fine to just stop after the first 3 episodes. If you would like to read more about the game’s level design process, I found this interview with the level designer to be interesting.
Overall, I’d highly recommend this game to anyone who enjoys faster paced FPS. I have my gripes about the pacing in some parts of the game, but I think it holds up very well. As a long time Raven Software fan, it’s fun seeing their evolution from being a roleplaying game developer with Black Crypt on the Amiga, to transitioning to the FPS/RPG hybrid Shadowcaster, and then to FPS that contain some RPG elements like Heretic and Hexen. It’s a little less fun seeing them being absorbed into the Call of Duty machine and only working on entries in that series now.
Indie Game Roundup (Dec. 6, 2024)
Every week I slowly lose my mind as I see more takes about how no one makes interesting games anymore instead of just reading my posts and supporting the people that do. Did you know people are also already making GOTY lists even though there’s still a month left and great games being released every week? Weird shit! Here’s some of those great games! As usual, feel free to tell me about things you or friends recently made. Comments on here or through any of the ways listed on the About page are fine. I’m only one person and can only find so much. If you enjoy these, subscribe to the RSS feed and tell a friend.
Video Games

The AdventureX Jam has ended and now there’s tons of free point-and-click adventures for you to play on Itch.io.

Vaultron (Itch.io) is a free toy that lets you build underground cities and then you watch it come to life as elevators and trains on monorails start moving around in your city. I thought it was really impressive and hope it gets more updates.

Pym’s Daily Word Square Puzzle (Developer Site/Itch) is a brand new puzzle game for DOS. Each day reveals a new partially filled word square which you must complete. The game is available for free but the developer also accepts donations.

Botos do Diabo (Itch.io) is a short dolphin horror point-and-click adventure.
Michigan Tech University has a game making club and since I live in the state I’m obligated to report that they’ve just published a new set of games on their Itch.io page!
I wasn’t able to go to No Quarter because I don’t live anywhere near NYC but it sounds like there were neat things there, including an exhibit that involved lots of smaller games? Or something? I don’t know, I’m a dummy, but anyway it means we have new Bitsys from Rose and Adam.

PERSON – adventures in WORLD (Itch.io) is short and somewhat autobiographical walking sim but it’s made in the Doom engine. Or GZDoom I think? Don’t yell at me, I don’t know all the different Dooms. I just think it’s neat.

Frosty’s Snowed Under! (Itch.io) is a platformer made in PICO-8 for the PICO-8 Advent Calendar. I haven’t played any of the entries in the calendar yet but I’m happy that such a thing exists. I’m not familiar with it, but I guess this is a remake of the Commodore 64 game Frosty the Snowman/Frosty’s Busy Night.
A Body Is Subsumed In The Work (Itch.io) is a browser collage game created by Hyphinett using the Flatgame Maker plugin for Unity.
LocZine (Itch.io) is a browser-based zine made in the Hypercard-like tool called Decker that’s all about video game localization.

Escape From Castle Matsumoto (Itch.io/Steam) is a free game where two shinobis race against each other to recover stolen items and escape a castle. It reminds me of that old Spy Vs. Spy game from decades ago. The same developer used (I think) this engine to remake the adventure game Enclosure and experimented with remaking scenes in old Sierra adventure games. It’s a neat look!
Caves of Qud (Steam) 1.0 is out after being in Early Access for so long! I don’t have anything interesting to say about the game. It’s great. Lots of smarter people have already talked about it.
The Twine Cookbook (Store) is now available in print. All proceeds from sales go toward the Interactive Fiction Technology Foundation.
Honor Bound (Steam) is an interactive novel by Harris Powell-Smith where you protect an exclusive boarding school and rebuild your life after scandal as a military bodyguard. Harris is a great writer and I really liked their previous interactive fiction writing.

IKEELYA (Itch.io) is a game where you play as a disillusioned hitman who has grown tired of his day job, and dreams of becoming an interior decorator. During the day you must do hits on people so you can buy furniture at night and eventually get side gigs doing interior design. The game is available for Pay-What-You-Want.

Cave Hikers (Steam) is described as a relaxing and humorous 2D interactive cartoon mockumentary that follows three characters through a cavernous world, on a quest to find the mystical “cave with an infinite ceiling”. I haven’t played this one yet but I really like the art and it has a demo if you’re interested in trying it out.
Ollie-Oop (Steam) is a game about a skateboarding dog. It looks cute!
TTRPGs
Shoot the Moon (or, Die in the Labyrinth) (Itch.io) is a ttrpg created for the Minimalist Jam by Adam Bell that uses the game of Hearts as its central mechanic. Players are stuck in a labyrinth built by the Queen of Spades and held together by the power of the renegade moon and must either escape the labyrinth or shoot the moon with a huge gun.
The Devil They Buried (Itch.io) is a new solo journaling TTRPG by Kienna Shaw following an outlaw revenant’s quest for revenge.
Tiny Tome 2 (Itch.io) is a book of 50 RPG treasures from 50 different creators. It includes complete games, variant rules, one-shot adventures, and many other things. The Itch page has a link to where you can buy a physical copy too.
Gabriel Knight Speech Repair Patch
AllTinker has just released a patch (Itch.io) for the first Gabriel Knight game that fixes the pops and crackles in the audio. They made a video showing the before and after and it’s really quite impressive. The page for the patch also goes into detail how one can fix the mixed resolution effect in the cd version where objects you can interact with are displayed at a higher resolution. I’ve always wondered if you could make a patch for the remake that moves the audio from this version into the remake and replace the new recordings but someone pointed out to me that the remake also has new lines that the original cast did not record. Anyway, thought this was really cool and just wanted to share.
Blog Roundup (2024-09-29)
I’m not sure when Cohost shuts down posting, other than it being sometime tomorrow, so I’m doing one of these right now before it’s too late. If you enjoy these, please consider doing your own on your blog and subscribing to the blogs you like on your RSS feed reader. Also feel free to leave comments with what you’ve been reading lately.
RobF, of various indie games fame like Death Ray Manta, has started a blog where he reviews the B-movie schlock he’s been watching every night. It’s great. Even as a bad movie enjoyer, I haven’t even heard of most of these.
Meredith Gran, of Octopus Pie and Perfect Tides fame, is doing more posts on her site that give updates on her Perfect Tides sequel and other cool things.
Dante’s post on Star Wars and Star Trek accurately captures my feelings and current relation to both franchises.
erysden has a nice post on the coolness of software rendering
Katherine Morayati talks about a really interesting sounding DOS application from 1991 called lovedos
Priscilla talks about the Conlang they created for the Superbrothers game JETT: The Far Shore
Ben Chandler is working on a new adventure game!
If you’re like me and having second thoughts about using WordPress after all the recent stuff that’s going on with them, this post gives you an option to move to.
Misty has a blog talking about music albums every day and I’ve been discovering cool new stuff to listen to.
Edenwaith talks about how you can implement Steam Achivements in the Mac ports of games made in Adventure Game Student, which may be very relevant to me in the next year.
Wouter has a post on about experiencing old games in new eras.
And here’s some things that I don’t know count as blogs, but are still really cool IMO!
The Imaginary Engine Review has an article about the poetics of endurance and the game OVERWHELM
Paste Magazine has a great article on the underrated Illusion of Gaia
I loved Start Menu’s review of Dread Delusion