the fun side

a little blog about video games and art.

A doodle of Home from 24 Killers, sitting and fishing among the cattails.

I recently played 24 Killers.

Twice. Once with my friends on our shared game channel. Once alone in my room.

First let me preface this with... wow, I kinda loved it? Another friend of mine that I recommended the game to said she had trouble not just comparing it to Moon RPG, which the game is not shy about claiming as its inspiration. From its faceless protagonist, the core theme of empathy and self actualization, the charming mix of 2d and 3d graphics, to--probably the most obvious inspiration--the entire game mechanic.

I have not personally played all of Moon RPG, but I have seen enough to be like, "okay, yeah I get it." (It is on my list, but so are about 75 other games. I'll get to it eventually.)

I had a really good time with 24 Killers though. I quite enjoyed the writing. I like an abrasive main character that slowly grows more empathetic, and I really enjoy all of the weird little mons that you meet. Some of them are quirky or sad or have surprising personalities and each gives you just enough to understand a bit of their inner world. It really builds a nice microcosm I think. A well balanced pie slice of this little chunk of foam.



Now, as with all of the games I write reviews of, I try to interrogate them from my own view as a gamedev. What I would incorporate, what I might try to avoid.


I played Garden Story.


It's a cute little game. Not quite what i expected when I played the demo (however many years ago that was now).

I had assumed it would be an adventure game in the vein of The Legend of Zelda where you pick your way through the world fighting monsters and solving puzzles, but it's really quite different from that, sort of blending in management sim(?) elements (managing your towns by gathering resources every day, fighting off monsters, fixing broken things around town, etc.).