Quirky Indie RPGs - Depression is optional

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OFF is indeed NOT inspired by EB, it even predates Mother 3. Funnily enough, many Earthbound-likes would rip off OFF later on, knowingly or unknowingly.
Toby inserting his dogsona and censoring the skeletonman's insults because of... Reasons (blood and death is okay but cussing is not, wut?) is quite a sad thing to see. I'm hoping the new content that will allegedly be included will be at the very least minimally interesting.
 
(This gay ass nigga made the fandom be taken over by fujos. This is demo so his art here is unfinished.)
It could have been avoided if the Dev just, I don't know, DIDN'T ADD THIS CLEARLY GAY SHIT IN THE FIRST PLACE? Why did he have a need to write his male protagonist be obsessed over by some yandere homo? I would unironically like to hear his reasoning and how many times a word "bigot" would be mentioned during it.

Dev is a confirmed homo, not playing his faggy quirky RPG for fujocucks.
 
It could have been avoided if the Dev just, I don't know, DIDN'T ADD THIS CLEARLY GAY SHIT IN THE FIRST PLACE? Why did he have a need to write his male protagonist be obsessed over by some yandere homo?

Dev is a confirmed homo, not playing his faggy quirky RPG for fujocucks.
He's supposed to be a creepy stalker. Thats kinda the point. The dude's true form has a bunch of photos of people he took.

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Blame the fujoshits being fujoshits. Not the game.
 
He's supposed to be a creepy stalker. Thats kinda the point. The dude's true form has a bunch of photos of people he took.

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Blame the fujoshits being fujoshits. Not the game.
It's even worse when you kill him, enter his darkroom, and find out the reason he didn't want you there: he stole your spare house key and has been taking pictures of your apartment door.

I know fujos are insane and should be confined to mental institutions as a rule, but to be fair I doubt they played the game.
 
I was recently made aware of this Undertale fangame: SwApFell: I Hate You. (actually spelled that way).
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Real quick, some background knowledge on Undertale Alternative Universes (AUs for short) autism:
Underswap is where all of the roles of characters have swapped places (Sans is Papyrus, Papyrus is Sans, etc. etc.)
Underfell is Undertale but like evil and red and everyone hates you I think (get it?).
Swapfell is taking both of those concepts and merging them together to get evil swapped roles of characters. However this take seems to be a bit more unique in its approach, as what some roles may be applied in Underswap may not apply in I Hate You. You'd kind of have to have some background fandom information to understand why this game is a bit more interesting than your standard "swapfell" take from UT fans, but I'll post my screencap review below to showcase it.

There is currently only 1 Chapter out, it was released in November of 2024 with a few updates of the next area on its Gamejolt page (last post being only 29 days ago as of this post), so it appears progress is being made on it still. How long it will take until completion when/if it will has yet to be determined.
Upon startup, you will be greeted with this passage:
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Afterwards you will see this short cutscene where we are introduced to "Rik Lersaliel":
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Here we can enter a name, I choose to not be so creative today.
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After that, we will spawn in Swapfell's version of "the ruins".
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I gotta say, that is one funky looking character model there. Kris and Frisk are pretty "player size" all things considered, but Rik here is a wideboi.

Moving right we come across a tree holding onto a locket:
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We take it, with Rik(?) having a few words beforehand:
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And so we do.
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Rik is now dawning a locket and mask on him instead of the Frisk+purple face bruise(?) he had going on before.

Going to the right leads to a brickroad along with a save point to another doorway.
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The next room features some puzzle paintings you have to interact with in order to light them all up.
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The sign next to them:
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Upon solving the puzzle and unlocking the door to the right, we proceed and are greeted with a short animated cutscene into Chapter 1:
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I wish I could show you it because it is a nice detail they added to this, but for the sake of keeping this post simple, I'll just be sticking with screenies.

Moving forward is another pathway, featuring... this.
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Beyond that, we enter what could be described as our "tutorial" room.
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Well sure thing weird sausage boxer. Interacting with *not* Mettaton gets us this:
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We turn it on, and a battle initiates.
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If it wasn't obvious before, this game does take very heavy influence from OFF; down to the abstract background visuals. Beyond this however it still has its own Undertale flavor mixed with an OFF-influence, the screenshots don't show it but every battle sprite is animated, kind of like the battle sprites from OMORI for a quick comparison. It's a really nice touch that pays homage to Undertale's black and white sprites while acknowledging OFF's enemy sprites and battle setup.
Anyways back to gameplay:
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I Hate You opted to take Deltarune's battlesystem instead of Undertale's which only has you dodge projectiles. I welcome this change as I think it is the "better"/more interesting approach to dodging bullets with its grazing system.
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I opted for a pacifist route for this run you will see moving forward.
Moving upwards into the next room we will be entering the "Kingdom of Montsers".
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Next room has me doing a simple button number puzzle to press them in the right sequence. I think this might've been lifted straight from OFF, not sure since it's been a while since I last played it but it'd be funny if it was lol.
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Seeing that this is the first area of an Undertale AU, it's no surprise we'll be seeing a few familiar faces here.
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Each enemy does have its own unique attacks, so it's not like they'd be ripped straight from Undertale obvs. I didn't bother 'capping any after the tutorial one since doing that while trying to dodge bullets wouldn't be ideal, but they were interesting.

We meet some more locals around the kingdom.
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We meet up at another "puzzle", which is just picking up blocks and placing them across to build a bridge like that one section in Waterfall with the lilypads in UT.
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Here I actually get into another battle with a different enemy.
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I actually died twice to him because I was that much of a donkey dick beginner to dodge his attacks. They weren't hard, just getting used to it was all.
If you do die you will be greeted with this message and image.
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After that minor blunder, we build the bridge and keep going.
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And see uh, this guy.
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Next room up ahead has another save point and painting puzzle.
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Next room has a sort of "town" going on with residents in housing, along with other NPCs for you to speak with.
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Interacting with some of the doors has some interesting dialouge.
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While walking around I got into another battle with a new enemy this time, the "Oru".
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This is where I gotta take a stop to drop my biggest critique and where this thread's title finally comes into play the most:
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I really really do not like this. Mentioning real world figures in your Undertale universe is emersion breaking to its fullest. I don't know why they thought mentioning Lebron or Ronaldo was a good idea beyond "this is a foot/hand enemy" or "el oh el quirkkkyyyyyyy xd", when they could have easily replaced this with a sportsball related sentence. There's another enemy that's also like this kind of, but we'll get to him when he shows up.
By the way forgot to mention, to pacify enemies you have to "Interact" with them and select the correct choice presented after you hear what they have to say. Some of it's funny/your typical Undertale/Deltarune dialogue responses.

Going up from the town you'll enter a small hallway featuring a box and another odd NPC.
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Going right of the town there will be more doors for you to knock on. These were the two I found the most amusing.
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Further to the right has us meeting our "ruins moving rock" moment with this statue by picking it up.
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Our walking speed is immediately slowed to a crawl as Rik will have to carry it to a button down below. Of which the statue continually pesters us.
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There's another bridge building section up ahead, where we meet this poor chap who had their legs cut off by one of Asgore's minions.
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Minor tangent, but I think it should be "peoples' legs" not "people's leg" (singular).

Next room has us in Museum now.
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Here we have a bit of insight into how Monsters view the Humans.
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Going right we meet a few more faces.
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Including this very obvious Giygas-fellow.
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That's all he says.

This is another number button puzzle room btw, you only need to press 1, 2, 3, 5, and 6 but not in that order (I'm actually not sure if it's different for every run/personal computer it's running on, but it was pretty dead easy just trial and erroring it).

While fiddling with the buttons, I ended up getting into a double battle with Froge and a new enemy called Kool. I didn't screencap them both unfortunately, but I only screencapped one part from Kool that I wanted to bring attention to.
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This was the other enemy besides Oru that brings up real world aspects to this Undertale fangame. This one you could argue is less egregious than bringing up Lebron James, but this passage still implies that the United States does exist in this Undertale fangame's universe and that doesn't quite sit right with me still. His other question actually asks where Antarctica is, and I feel like that's a little more acceptable since Antarctica is a big frozen wasteland and not a continent filled with society building and history.

Moving up we see a well with 5 Gold and a door to a shop.
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The keeper has 1 set of armor useful to us, the other is a speedboost for moving the Soul in battle, but I haven't used that throughout my playthrough since I only wanted the armor to tank attacks. The rest are a few healing items.

Talking to her(?) brings up some topics to discuss.
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Picking Introduction introduces her as "Terra".
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Picking History tells us of this town, Asgore's ruling and the Human Monster war that apparently only happened 20 years ago.
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Picking King tells more about Asgore.
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Picking Kingdom.
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A new option arises over "pawns".
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Leaving the shop we are greeted by more residents around town.
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Had to solve another painting puzzle which actually took me a decent bit to figure out before moving on.
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In the next room, the music actually gets a bit quieter as we approach our "Mini boss" for this area.
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Moving right ends up being Shyren from Waterfall that replaces Napstablook.
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To pacify her, you just have to repeat the notes she sings back when you're presented with the options.
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Doing it enough will make her less shy until she is pacified.
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She sings a cute little tune after battle.
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More residents to talk to in the next room.
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There's more minions to the right. Strangely they don't have anything to say when you interact with them when you'd think they should.
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This area actually has two new enemies. One with a very humorous name.
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The other is a maggot-ish creature.
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I actually died to one of the guys while trying to figure out this bridge section below, which meant doing the Shyren fight again. A little annoying but the save point was very close anyways.
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Next room shows us Asgore has captured some rebels pushing against him.
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Moving forward we find a flag and a shifty guy next to it.
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Spooky

We are getting much closer to Asgore's castle, here we are greeted by a few of his minions.
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This one actually stops you mid-walking just to tell you Asgore expects to meet you.
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Oh my god, it just hit me that the guards and men in red ties having to "work" for a mad king is also ripped straight from OFF, loooooooool.

But moving upwards we see the front of the castle, with its big clocks and tower bell.
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We enter the final area for Chapter 1.
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Moving up we see this... thing, and interacting with it teleports us to the next room.
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Interacting with the hooks allows us to open doors here.

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No these signs are not "misspelled", there is a reason why they are spelled that way come later.

There's a few more resident workers around here we can still interact with.
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I think they're talking about Toriel here and watching one of the kids die like in Undertale's backstory.

Moving further left we are greeted by the pawns.
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Defeating them allows access to the hooks for you to unlock the door behind where this room is. There's a right side with two more pawns for you to battle to access the other hook.

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Entering the next room we meet more monsters.
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Interesting to note, apparently only Rik's reflection is visible in the mirrors.
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Stepping on the red flowers shows a brief lighted passage to where you should follow to the next patch of red flowers. Stepping on the wrong tile brings you back to the beginning.

Upon reaching the end of the room, we see this creepy face.
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Interacting does nothing, only when you try to proceed does it stop you.
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There's this one attack it has where a bunch of realistic teeth show up and bite down to damage you, kind of similar to one of the Amalgam attacks in UT, but it's a really good way of subverting the white projectiles into something more creepier and different.

More dialogue.
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Save point.
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Moving up we see this fella and his beaten down barrel. Interacting with it has enemies emerging from it.
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The dude going flying off screen as we enter a battle.
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These are 3 Russian dolls that need to be defeated. Not really much reason for them to be here, but it's a neat inclusion regardless.

After pacifying them, we go on and see a Temmie pawn worker??
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Next room over.
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Going left brings us to a very off-kilter hallway and a few more monsters.
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Another flower room and more dialogue.
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Monster next to him doesn't say anything.
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The flower room has another Babyface fight, along with pulling hooks in the flower patches to open the next door coming up.
Not before having to fight some more pawns though.
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And with that, we enter a staircase.
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Going down wraps us around the screen from right to left, kind of neat to see.
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We see a few paintings as we pass by.
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Ah nevermind this game is 'Jeet approved, go home and saar redeem everyone. 🇮🇳🕉️
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After reaching the bottom, we meet up with this pawn with a shell(?) on its head giving us a warning and a tool for use.
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Proceeding right we will be met with a bunch of objects separated by rooms from each other.
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Moving to the final room to the right, we see this rabbit/duck thing again.
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This once again teleports us to the next room over.
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Moving right takes us to an elevator to the roof of the castle.
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I can't show it here, but pressing the button doesn't bring up any sort of text box, but an ominous sound effect as the door animates open.

Walking in we will press the button to reach the top floor.
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Once the door closes, we are greeted with yet another animated cutscene.
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And we reach the top.
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Once we proceed right, we finally meet Asgore.
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After this is finished, we get a cool short animation of Rik grabbing his spear as he enters battle.

I'm not totally sure why they have Asgore speak like this. I don't know if it's supposed to be old English, a certain dialect of Irish, or it's been so long he's gone mad in his speaking, but they're clearly going for a more Anglo-Saxon tone of speaking.

But upon engaging, we see that Asgore is massive.
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And he sure as hell isn't a pushover either, I ended up dying to him a few times because his attacks were fairly challenging.

Like the pawn before said and gifted to us, we cannot attack or speak our way out of Asgore's ruthless ways, so we must use the sandman flute to put him to sleep.
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We have to use the flute 10 times before putting him to sleep. It says 8 here since it advanced the text before I could capture it before.
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I didn't mention this before because I never got a good capture, but when you use a spell, this orange ring appears alongside you when you cast it. Which surprise surprise is another reference to OFF and the Batter's rings.

When you get down to 4 uses left, he will summon a creature called Cabeira.
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This thing was responsible for kicking my ass at least 2 times I think because of the way it moves and the size of it.

You either have to kill it or pacify it 3 times before sparing it to make it disappear. I don't think it's required, but it'll sure as hell make your life easier once it's gone.

Once you're down to 2 uses left, Asgore will briefly fall asleep and cast more slow attacks before waking up and firing off an entourage of other projectiles.
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But once you used the flute 10 times he'll be asleep completely.
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There's no other option for you to take, other than running away.
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We return to the overworld.
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Going right brings us down another flight of stairs and some more dialogue.
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Reaching the bottom, we are now at a bus station were we can enter to travel to the next area/chapter over.
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We say yes.

And that is the end of SwApFell: I Hate You.
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But we're not done yet!
We still have the genocide route to take care of real quick.

I actually ended up botching it the first go around because I thought it functioned like Undertale's Geno route where you kill all the enemies before you fight Toriel. It's a little bit different, you have to kill all the monsters before you meet up with Shyren. The game will let you know when you're done killing enough monsters in an area when an encounter animation plays, but you don't enter a battle and the little face blurb on top of Rik's head is a "X" instead of a ">:(" face.

But if you kill all the monsters before Shyren and meet up with her once you do, you'll be greeted with this text instead.
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Entering the battle and attacking her immediately one-hit kills her with no resistance.
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Going right will bring us to a different area instead, a large grey room with no other exit. We are also greeted with some gibberish text flashing on screen.
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Before entering uh, this battle.
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Its name is Doubt.
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You can't attack or interact with it, everytime it has a turn it with greet you with a question and two options.
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Choose the "right" one and you damage it.

Damage it enough and the battle will be over.
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Interesting to note is that it switches to Undertale's battle setup where the enemy is front and center and the player model is left unseen.

But after that, we teleport back to where we're near Asgore's castle with some minions blocking the exit behind.
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After this is more monster killing at his castle. Do note that beyond this point, every monster that you kill the music will gradually get slower and lower pitch. Everything might be the same so far (there could be new dialogue but I haven't really checked lol sry), but it's only up near the very end does something different happens.

Remember this duckrabbit thing?
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If you approach it, instead of teleporting you to the next room, it will instead enter you into a battle and reveal itself to be named Amajuta.
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Killing it is easy enough (even if I may or may not have died to it once), but upon defeating it, a new animated cutscene plays where a stairway appears for Rik to walk up to.
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Here we enter a new room with some unique monsters(?)
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3 colored stars.
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Dead plant.
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We move right into a hallway, and something above begins speaking to Rik.
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As we reach the exit of the hallway, we finally end up in the same room as where the Amajuta teleported us to if it did.
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We do the same song and dance with Asgore in putting him to sleep, however once he is put to sleep completely and you managed to follow the Geno route, you can select your "Blood Spear" spell (which is like Susie's axe attack that deals heavy damage) and use it on Asgore to kill him completely.
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Afterwards another small animated cutscene plays.
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Going back to save has this special dialogue for us.
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And going down the stairs has some different text after massacring the monsters in the first chapter.
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And that was the end of the Genocide route in SwApFell: I Hate You.
Funny thing I want to point out is the Special Mentions giving a shoutout to "Kanye" for whatever reason.
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There's also a special mention to Hatsune Miku, but that's only because the original creator of Underswap wanted nothing to do with the AU anymore, so he/she/it/nigger pawned it off to Miku as the "owner" now.

Overall I say this was a very interesting/unique experience. I do have some minor critiques still, like a few of the animations kind of take up some unnecessary time to finish compared to Deltarune's way snappier responses to things; for instance the animations for entering battles is Undertale's 3 clicks before entering but slightly slower (enough to where it is noticeable), and the heal spell for Rik isn't something like eating and immediately going to dodge bullets, you have to wait until the orange ring appears for a second and THEN you can proceed to dodge your bullets. And I feel like I probably wouldn't have died as much if there were a few more healing items scattered around the first area so that I didn't have to rely on my healing spell (that "candycrusher" you get from the box is the only healing item you can find in the overworld). Yes there is a shop, but having to backtrack or grind a bit of cash just to stock up on resources isn't all that fun either (you can say "just git gud newfag lol", which fair enough, but Toby was at least gracious enough to scatter some items here and there for the player, both in UT and DR).

As far as "Earthbound inspired quirky RPGs" goes, aside from those two instances from enemies, there wasn't any text where it felt especially egregious to read. If there was anything I disliked I would've posted about it here and if there was anything I liked or wanted to show that was interesting I also would've posted about it with whatever commentary I had for it. This is less "Earthbound-inspired" and more an "OFF-influenced" Undertale/Deltarune fangame. I don't play Earthbound-inspired games at all (shocker I know), so maybe I'm not passing any sniff test presented in front of me, but from what I've seen thus far has been very interesting and I do hope this project continues so that there can be more stuff for me to play and experience how it will go. Because I can tell this does have a certain level of effort put into it compared to a lot of other Undertale fangames out there (Undertale Yellow and TS!Underswap are still the "kings" in this regard, but Swapfell has a certain charm to it that I like).

They already released the whole soundtrack on their Gamejolt page which I really like and I think you should give a listen to either there or on their soundcloud page, here's Shyren's battle song below if you want to know what you'll be in for for the other tracks.
 
I have played the Word to Angel demo and it was fairly short so looked a bit for another game to talk about and i found two.

But first i will mention: The 12 slot saloon kickstarter began june 22 and will last 60 days it's not looking that hype. When i started this comment it had +30 days and thought it would suceed but now there is only 10 days and it's only at 50%. It might be deltarune's first victim.


>Word to angel DEMO

This game is weird in a way that is hard to explain without showing because it feels very pretentious and artsy but somehow very videogamey and inspired at the same time. The demo is short and it's ok, even if it ends a little to early. Like i said, this is a "pacifist rpg" where you cannot actually hurt enemies at all, you dodge their attacks and try to talk them down. It's all about love and protecting nature and music being awesome.

The game starts with the MC, Meherio, fighting a nightmare and we see the battle tutorial, which is a weird choice in hindsight. In this game you have 5 rows you can move sideways and you can jump or crouch to dodge projectiles. Later on, you can also click stuff to gather energy. In this nightmare, a shadow mocks the MC and says he should just give up and get over them, but we dont know what it is.

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The story is about the MC looking for his parents that left after his birth. He became 18 and traveled to the city he was born to search his dad.

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(This line is voice acted, it's a bit mediocre but ok)

Check spoiler for demo
The MC is also a very talented musician and he wants to become a professional one day. In his diary he mentions that the world is turning to shit for some reason and he's became "an anxious boy". This sounds random but keep in mind for later.

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When you leave the room there is no music outside and the few people you see are depressed as fuck. You can go to a shop and the vendor is happy someone is finally visiting. You can go to the music store and the shopkeeper is closing so she's giving you some free stuff since you were her friend.

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The weird thing is that as i walk around i find what seems to be currency on the ground and there is a happy sound effect and a message on screen going "QUARTZ x2" that kinda murders my immersion completely (thus why i say it's "gamey"). The hud is also a bit annoying as it's very minimalist and you only have basically 3 buttons and you use cancel entirely with directions.

Either way Meherio goes to the park and you see 3 people kinda depressed sitting around, 2 being hobos. You can give them one of the instruments you got and straight up teach them a basic melody in a music minigame. Meherio will pull a stick and maestro these strangers.

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After you teach everyone, you call them to play together and do a longer minigame with the full music and then one of the hobos seemingly wakes up shocked and says... He's your dad. He somehow didn't even register why would care about his name but he realized you had to be his son.

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He then goes on a fairly long monologue about how your mother died and he became depressed so he gave your to a different family and traveled the world trying to never look back, but eventually he gave up and went back to live near the orphanage he grew up because he hated that orphanage and felt he deserved to suffer. But he clarifies he never blamed you and now that you're here, he promises he'll try to be a good father and asks you to forgive him. In a surprising twist, you choose to forgive him or not, which i did and he's happy so we spend some time together.

Eventually Meherio gets tired and falls sleep in the park, then has another nightmare were he faces 2 angels in a decent looking CG, Deci and Bell, who say they're doomed to argue forever, then a fight starts. You have multiple conversation topics, with them unlocking other ones that are usually "stronger" dealing more "damage". But in a twist, some topics will empower the enemy or heal them, as i did by making them angry.

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Combat is simple but surprisingly ok. The main problems is that the enemy will sometimes waste a turn using an attack that only serves to make paper rain or grayscale effectively worsening my visibility for the next attack which isn't that hard, simply busy to look and wastes an enemy turn. Another is how every turn i get to click on 5 music notes to self heal and i don't know if it's normal or cause i bought a weapon.

After i deplete their mood points they disappear and a new angel named playel appears and plays me a tune, then thanks me for saving them. They say they'll work hard to restory harmony and we can meet them in our dreams (save point).

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Meherio wakes up and dad talks about where his wife was buried and meherio says he knows where he'll go next (gee i wonder where). Then if i go on the dream, Playel gives me another cute short melody and you can say it was good or bad, then they thank again and mention how the atmosphere on the city got happier and it's thanks to me. They hope i can keep playing music whenever i go.

This makes me think that there is no bullshit here and this game is straight up about supernatural force of apathy draining the world's hope and we're good guy makign people find happyness again. The trailer makes it look like there are real villains out there. The demo ends with Meherio leaving and having a very weird looking CG that feels like it was drawn by a completely different artist.

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Overall i think the demo was too short, vague and wordy with the dad, not to mention the game's premise is "gay as hell" but in a way i kinda like it because it felt... genuine. It had no political pandering or cynical bullshit, it's just a pure cinammon roll boy using music to make people happier, a family reconciliation and an angel smiling at me. I thought i was too old and jaded to enjoy this but i did smile at the end. If the game is at least fast paced with unique fight gimmicks and well written wholesomess, it won't win any awards but i would respect it as an experience.

>Play Rough DEMO


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Play rough is a Lisa the Painful inspired game, it has very similar artstyle, dark humor and gameplay. but it flows and plays more like one of those unfinished LISA fangames out there, with core units being close to pointless. I cannot screenshot the game on steam as it's rpg maker so i'll have to SS a youtube video.

Okay so Play Rough differs from LISA in 2 main ways. It's actually isometric and not 2D. This is a nice change of pace but in hindsight the map isn't that good as there is no random encounters meaning you get a lot of empty space, especially the main road.

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The other is that play rough world is really weird. This is 100 years in the future and both magic and cartoons are fucking real. In the demo it feels more like a post apocalypse world where violence reigns supreme but black ink monsters seemingly exist and attack anyone on sight, but there are still sane intelligent cartoon creatures. Either way i never felt like i was in "the future".

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The game starts with a narrator asking your name and telling you'll be guiding Beau, a character whose menu refers as young person and "they" (i hope it's meant to ambiguous and not non binary). Beau is falling from the sky. The narration says Beau committed a crime and was expulsed.

But curiously, the video i'm watching for pics is different. It has Beau asking their parents when they get to go outside and the world is a dangerous place and people are disgusting. Was it changed at some point?

This makes me wonder if Beau was born in some type of "heaven" and was banished, He (i give up) has magical powers so he might not be a normal human. Either way the game starts with Beau waking in a train station.

An ugly doctor named Woland wakes him and says someone stole a part of the train, someone must get it back so they can move to the city, so we should work together to find it. Beau says he has business west so they team up. You can talk to a few people, including the train driver who is a cartoony rabbit.

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Okay so if you played LISA the pointless this is easier to explain. Beau and Woland play like Alex and Joel where it's a 2 person team where one guy is the combo fighter and the other is the support that stacks debuffs, both having low MP and needing to spam MP restoring moves. Beau even has stances like Alex.

This is because, much like pointless and every lisa fangame, you don't actually get to restore mp any other way in this game. forcing you to stance/charge every 1-2 attacks. You only get 1 rest in the demo before the last boss.

The main difference is that Beau and Woland are still more balanced and can self sustain. Beau has a stance that raises defense and another that raises dodge, a bite move that restores a decent chunk of hp and team wide barrier to use before boss AoE moves. Woland can at least attack, his MP charge restores some hp and he gets a strong stab attack that stuns him for a turn but lets him kill stuff. This means sometimes i want to lame it out and delay the fight to recharge my mp and keep biting.

Either way this makes the game "hardcore" and the start is very hard, and i actually reset the tutorial fight cause beau died there. Hell, healing items are genuinely scarce but you must rely on them to start at high enough hp to not die. I can see a bad player getting frustrated fast or even "softlocked" and i don't get why lisa inspired games do this. LISA tutorial is very easy and you quickly get a full team. You have a "secret" grind spot and firebombs lets you cheese some fights hard.

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Anyway, we go on and a drunk guy asks what they think of the town Blythe. Beau says it sucks cause of all the thrash, which pisses the guy off and Woland asks why he did it. It's not that funny of a joke but i guess the idea is that Beau doesn't get how violent this world is. Apparently there are 2 rival gangs in this "town" (it's mostly a road with 3 buildins and a mine+mountain). One building we can't enter, but we enter the other one that seems to be a repurpsed jail guarded by a naruto cosplayer calling us weirdos.

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We go inside and the Pack gang has taken over this prison. We can talk to some npcs, some sound important but in end they have no purpose in the demo. There is a vendor who sells gloves for beau too i think. We find the boss and she orders us to beat the other gang leader in the mines and take back the train part. There is a gag where we try to explain then she picks the phone and gets told everything then hangs down. We have no choice since we mind find that part to leave and they want to leave too.

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There is a black and white hallway with a door locked by 3 keyholes and somoene asking to let them out. That's te secret boss and it's dodge rate was so high i felt was frustrating and didn't bother. There is not so secret passage (star past wall) where we go inside and find "peawea" a cartoon talking pea. We take it and we can deliver to the other shop outside.

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In the shop there is a cartoon fox in a suit named valentine. She (?) gives a ramen for saving peawea and explains the world a bit if you ask. She sells some healing items so you better spend that money on them, maybe a better scalpel for woland. The cracker item restores little hp but is cheap so you can buy it in bulk to heal out of combat which i appreciate.

Anyway we go inside to the mine entrance and a karate guy of the rival gang is protecting it and fights us. He has high dodge rate so we must use Woland new skill, "target" to lower his evade, which is fine in a vaacum but i've grown to hate in these rpg maker games. Beau has a punch barrage that breaks guard and now a bite, that i spammed a lot as it's his only way to self heal. Why does he fucking BITE? I don't know, as it has nothing to do with his personality or fighting style (boxing + magic).

Inside the mine we see our first ink monster that crawls around and attacks us. Woland says these things are unpredictable and we must kill it quickly, i assume because they have random moves and sometimes charge up to a big finisher. Now that i think about, they're probably meant to be the Joy mutants of the game. They're not that randomly passive nor tanky tho. Instead of bleeding they "leak".

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Anyway if we go past the way the ink toon came there is a passage with a corpse. Woland loots the guy and Beau says it's kinda disrespectful but woland insists he was an asshole anyway. Woland gets an armor and tie upgrade here. We also see a tip for a puzzle soon, a number that you must form while walking on squares in a different room to open a door. The door has a switch that we backtrack to start of cave to take a minecart to some path. Eventually we see a dead end with HEAVEN written a shiny spot and after examining enough, beau says he feels someting we go into some kind of purple dream/hallucination space.

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Beau is confused and Woland says this isn't real but we must get out ASAP (so it IS real?). In the end of hall we see what looks like a crash test dummy calling beau. Woland says we must not touch anything but then it stands up and says we can't leave so it starts a fight. This is an optional fight so it's missable and turns out many missed because i could not find until the fifth lets player i found.

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(This reminds me of joy hallucinations in LISA)

The boss is named simply "Ego" and really is a crash test dummy. The fight is simple but nice, it has 3 stages and the boss moveset changes. Phase 1 is more passive and will weak attack and stall you with push into grab. Phase 2 the sprite change so it's cracked and bleeding, becoming more agressive and doing a strong charged attacked ("twists your inwards"). Phase 3 it gets low hp

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On phase 3 it gets even stronger but less hp and some random moves. In phase 3 Ego stops talking like a robot saying "irreparable damage blabla" and starts screaming for help (wtf) and "GIVE ME EVERYTHING!". When it dies it talks how "I saw him walking", "I held him hand", "Where did our happiness go Beau? IT HURTS IT HURTS I'M SORRY" and it dies.

Except i lied, it gets a fourth phase that has even less HP and simply attacks wildly. It grows a flesh appendage with an eye and changes name to Id. I recommend saving Woland's triple stab for this turn to burst it down before it attacks. It drops one of the 3 keys for the secret boss, a super revive and a lot of exp.

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Ok, so i'll talk about another thing, remember when i said push and grab? This game has the LISA/RPG maker curse of loving status effects that lead to other status effects, and in this case more than half enemies have some form of Push one turn to make you "off balance" (can't stance and fulnerable to fall) into piledriver next turn to ensure fall. It's even coded to always target the off balance person.

The problem is that, it's not fun and i hate it. If Beau gets pushed at low MP then he just eats shit and can't stance to recover but at the same time he can't block either because the grab bypasses and falls you so you lose next turn anyway. Beau basically loses 3 turns from a push. I can't see there is a real counter play to this beyond "save mp and use beau barrier" but it's overkill as it means other teamates waste turns too. Even worse, if the enemy misses the push, the grab still goes next as and makes you fall despite not being off-balance so they cheat.

This is only "balanced" by enemies also suffering same fate, with beau having his own push, into sweep (fallen) and woland triple stab doing double damage on fallen enemies, but that costs too much MP that is not feasable in the demo, until basically the final boss (you'll see).

Either way when we go back Beau is confused and ask what the hell, woland say it was like a dream but real, it's hard to explain (so he *does* know what it is) but we should move on. As we gothe cave we see an npc we can trade rock candy for crackers. You can drop some candy from ink monsters, it's a good trade as it's more heal but out of combat, helps you keep alive but kinda shallow obvious decision. There is also a weird cactus-like man who sells pears (good heal but expensive).

As we go through the mine we reach an entrance and a hidden ink monster attacks us and we do no damage but can still die, better defend. Until a shot happens and someone saves us. It's a grizzled tall man who doesn't show his face and tells us to leave, the YPF won't harm law abiding civilians. Woland gets pissed and says bro thinks he's strong just cause he has a gun then calls him fascist which is a weird insult.

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Beau asks why and woland says he's pissed cause they keep attacking us. Beau says it only happened twice but woland says fuck that. Man leaves and woland says his time will come. As we go up we see a guy fighting some monsters while a horde is down there. He asks for our help and fight starts.

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(Some very LISA-esque corpses around)

Bro gives us covering fire every turn that kinda misses half the time but helps fighting 3 enemies. The inkmons are kinda random so i got unlucky first time and retried while stalling with barrier while he shoots, didn't work well but was better. Oh yeah, there is blunt and slash damage and some enemies resist one, like the curly inkmon but i don't know why. Ego also resisted slash until it cracks open.

Anyways we help the guy and he thanks us, onyl to realize we are not YPF but he doesn't care, he invites us to rest by the campfire (the only rest in the demo). Ok so i guess this is world has straight up apocalyptic level of monster hordes out there for some reason. Thinking a bit, i assume that "heaven" is probably called that because it's safe from them.

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Bro says he is losing hopes as no reeinforcements came and everyone is dying. He realizes it's kinda awkard and offers a beer. Curiously, Beau has the choice to take the drink, tell him to believe in himself or to give up. I told the second cause it felt more in-character with beau being naive and nice so far. He says he could crush any figment with that bow so he gets happy. Woland, who wasn't trusting the guy before, surprisingly agrees and says dude is strong (i think he would agree if i said the opposite too). Bro says we're too nice but it wouldn't be fair to give up on his fallen comrades so he'll stay and fight.

Since this is a full rest, it should be obvious the final boss of demo is near but there is another optional boss. A guy with a bloody bat (that an npc mentions was stolen) and that the other gang leader asked us to kill for a reward.

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Bro's fight is really hard, probably the hardest if you don't have the exp from Ego. He hits so hard it's actually better to take a push grab combo than a bat swing as you'll take less damage and you can use the opportunity to use an item or woland triple stab. He's kinda of a reverse Ego in a way, he has 4 phases but starts strongest and hits very very hard so you have to start this fight at full health, but hets weaker with each phase.

By phase 2 he's crying but can charge a strong attack, phase 3 he's blind and loses the bat becoming much weaker. Phase 4 he says he regrets nothing because he'll die for something bigger, then kneels but this isn't a real phase as woland won't let us fight.

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He asks if you're ready to kill him and Beau can choose to kill him or not. I said lets not and woland gets fucking pissed and tbh i don't blame him as the dude attacked us on sight (guaranteed, we were sent to kill him but i was expecting the twist to be that the cowboy archer was the one we had to kill). Woland says the freak is too dangerous to be left alive kills the guy by himself without player control chops his head off (that was the deal).

Beau is shocked ("you fucking butchered him!") and Woland say it was necessary. We get another choice to apologize or confront him, and i picked apologize cause it also felt more in-character. Beau will admit he's sorry for putting us in danger and i appreciate the option here, generally speaking you don't get it in these games. Woland says it's ok but beau better not be as nice next time.

The LP i watched tho killed the guy and Woland will enjoy it. He tells beau it gets easier the more you do it and you get used to it. Here beau has to choice to say that's GOOD or thats TERRIBLE. The LPer picked the first and beau just say "I hope it does...". I think it's obvious by now that Woland is kidna of a psycho. We can deliver his head to the pack gang for a shitty scalper that is stronger but lowers max mp and increases skill cost (i didnt even try).

Btw, the steam page says choices matter but afaik nothing you say changes the content in the demo. I was hoping confronting woland would legit make him leave the party or something, it better has some real branches in the full game. Anyway we can go fight the demo boss now. There is the optional secret boss but it's hard and drops a mid acessory so i didn't bother.

Anyways an npc before the boss hypes them really hard and say we better be bulletproof (barrier tip). We meet the final boss of demo and it's the guy from before and what looks like a cultist. Beau tells him to give what he stole and he wonders why he'd do that then Valentine appears and joins us! Yes she is the third party member, as if her design wasn't spoilerifically unique. He says we won't leave.

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Our fight starts with Captain Mayflower and Maria Arriaga, but then a football guy joins in.

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Maria has the lowest HP so i went all out and burst her in two turns. Turns out that was the right idea as she started with a strong AoE magic that inflicts burning and was clearly the top priority. Captain will apply debuffs and load THE GUN while football does normal attacks, push grabs etc. This fight has the best song in the demo. I didn't mention the OST much but it has some mid "clown music" but this one is solid guitar with ominous bells. The secret 3 key boss song is fun too.


Valentine uses TP instead of MP (rpg maker rules) and has a strong basic attack, a free taunt that raises tp (omg), an aoe banana peel that inflicts off balance and a strong pie attack that has a high chance to miss. Remember off balance from before? Well, valentine banana peel is super busted and lets beau sweep footbal and then captain ensuring i have no struggles at all.

Not like i'd have much anyway, since i killed 2 optional bosses i was literally overleveled and the few levels you get are absurd 50~ HP increases (beau starts with 300) and good mp increases that scale with MP restoring moves (beau second stance gives 50% mp back scaling extremely well, to the point i don't know it can stay like that in the final game). This is the problem with these Pointless inspire lisa mods/fangames, you do a little optional content and completely break the games balance.

Back to the game, captain reveals the stolen part was a screw, to the disbelief of bow.

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Then the bunny conductor appears and says it's his lucky screw and he refuses to drive without it. Which i admit, it was a good joke. Beau asks if captain will just let us leave now and he says "well yeah, i don't want to get beat up again" and i always find that type of honesty funny. But he insists this isn't about blythe but it's "bigger than us" but doesn't explain why so i can't bring myself to care much about this mystery yet.

Either way Valentine tags along for the ride. If we go back to campfire we see the cowboy archer guy is DEAD and the cultist is nearby saying she's sorry. Did i kill him with my choice? Is she apologizing for not saving him? It's unclear... Either way there is no music and every place is empty. We cannot even enter the other gang headquarters because the guy who guarded it is dead at the entrance, nor can we explore further into the pack HQ. You cannot fight the secret boss at this point either, you can never reach the locked door again, as if the demo is telling you to shut up and end it. Feels kinda wasted.

Okay, so that was a good demo but not at the same time. It's tight and linear enough to be a good ride but the word is too much wasted space so they have to put 3 shortcut portals in the demo. It suffers from every LISA the pointless-like and lisa fangames.

Unnecessaryly "hardcore" with limited heals and exp which ironically leads to optional content making you overpowered. This leads to a combat where you have to waste turns recharging MP and sometimes it's better to just reload and minmax the fight harder, which you can do cause saves are before every fight (as it should, but it goes against it's own hardcoreness). I also don't like another "stance charger martial artist and support debuffer duo" that adds a tank with cc later, if there is magic in this world give me wacky magic. RPG maker devs think elements are boring but somehow debuff combos aren't.

The presentation was nice tho, it looks good and sound decent. The world is weird post apocalypse (?) with bendy ink demons running amok and magic and that's at least something different. I want to play this when it releases.


Apparently the combat in this game is a total joke and it really IS "the artist is flexing nonstop" the videogame and jokes. It took me a while to realize that even the title is a fucking pun on that. Artis Impact = Art IS Impact (vine boom).

Some game trailer i saw this week

Stories of Somnia: Another paper mario rpg like but more dreamlike world

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Mirage Miracle Quest: This looks like a quirky wholesome rpg about a cat that is a magical girl and has a seemingly card game esque rpg combat. Seems to have different costumes/classes for MC that you can train and unlock skills separatedly.

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Silver Daze release date trailer which is late september


I already talked about silver daze demo here, i think i mentioned the kickstarter that only wanted 6k, they thankfully got 7k right in the last few days. The interesting thing to me is that the KS said it would release in september and it is, in fact, releasing in september. It wasn't delayed at all which shocks me in this day and age. Hope it suceeds.

edit: the youtube media is not working for me rip
 
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Okay so if you played LISA the pointless this is easier to explain. Beau and Woland play like Alex and Joel where it's a 2 person team where one guy is the combo fighter and the other is the support that stacks debuffs, both having low MP and needing to spam MP restoring moves. Beau even has stances like Alex.
Wait, it's specifically a Pointless fangame? This is a new level of inspiration
 
Wait, it's specifically a Pointless fangame? This is a new level of inspiration

No, it's a fully original game but the gameplay inspiration is clear. LISA The Pointless has done irreparable damage to the lisa community and many lisa mods and fangames are inspired by it. In fat, there ARE Pointless fangames, pointless mods, pointless mods of mods and crossover mods with other games and fangames.

This means it's "hardcore combat and survival elements" were copied into many fanprojects, with Play Rough being too similar to deny despite being an original rpg. I was surprised it doesn't have limited save files too.

I remember seeing i long while ago actually, i found right now it had a failed kickstarter 3 year ago


Steam page only says 2025 but i think was delayed multiple times, at least dev seems active on social media. Not super active mind you, a few posts per month, game is probably not dead.

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Ah... It appears i gave them too much benefit of doubt. Beau (The protagonist) is clearly meant to be non binary like the developer...
 
Play rough is a Lisa the Painful inspired game, it has very similar artstyle, dark humor and gameplay. but it flows and plays more like one of those unfinished LISA fangames out there, with core units being close to pointless. I cannot screenshot the game on steam as it's rpg maker so i'll have to SS a youtube video.
Too bad it seems to be autistically hard for *reasons*

The other is that play rough world is really weird. This is 100 years in the future and both magic and cartoons are fucking real. I
Having a random cartoon fox as a player character was what it got my attention.

Mirage Miracle Quest: This looks like a quirky wholesome rpg about a cat that is a magical girl and has a seemingly card game esque rpg combat. Seems to have different costumes/classes for MC that you can train and unlock skills separatedly.
Textbook furrybait?

h... It appears i gave them too much benefit of doubt. Beau (The protagonist) is clearly meant to be non binary like the developer...
Welp, there goes my interest. "They" protagonist + tranny devs = Trash. I remember how Small Saga's demo looked okay, then the main dev went tranny and full retard and the game literally devolves at one point, the writing degrading to include countless Current Year references, a mutilated character who was clearly someone's self-insert who was EXTREMELY obnoxious, a mad doctor that was seemingly ostracized because of racism (and then it turns out he was legit insane, so the racism was justified, welp), the randomly bombing of the Big Ben with no consequences, or a town losing its king and remaining governing body overnight and no falling into chaos or anything bad.
 
I remember how Small Saga's demo looked okay, then the main dev went tranny and full retard and the game literally devolves at one point, the writing degrading to include countless Current Year references, a mutilated character who was clearly someone's self-insert who was EXTREMELY obnoxious, a mad doctor that was seemingly ostracized because of racism (and then it turns out he was legit insane, so the racism was justified, welp), the randomly bombing of the Big Ben with no consequences, or a town losing its king and remaining governing body overnight and no falling into chaos or anything bad.
You really should've known better after his previous game was "Oh, woe is me. I'm just a tiny, defenseless mouse and it's so sad and the world is so grim."
 
You really should've known better after his previous game was "Oh, woe is me. I'm just a tiny, defenseless mouse and it's so sad and the world is so grim."
If you're referring to the Small Saga dev, I'm not sure if he made anything before that one, but the demo looked solid. The not-LISA one is a different dev.
 
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