tldr videogame curation
melbourne, australia

Platform: PC (Microsoft Windows)

You’ll know if you’ll like Ballionaire immediately, and if you’re anything like me, be hooked shortly thereafter. The premise is simple: pachinko roguelite. But the eventually chaotic, physics-based design rewards experimentation and creativity, letting you craft overpowered ‘builds’. It’s easy to pick up but brimming with depth, and almost exploitatively satisfying.

Balatro isn’t just a great game - it’s a revelation. Its inventiveness and razor-sharp design all but set a new standard. With perfectly balanced mechanics and inspired, creative decisions, every moment feels deliberate, rewarding, extraordinary. A true masterpiece. Even in a year with lots of great releases, an easy pick for game of the year.

It’s hard to decide if the 2014 post-irony packaging is nostalgic or cringe, but the movement and gunplay genuinely surprised me - fun, smooth, responsive, and far more… legit than I expected. The absurdity is relentless, though whether that’s good or bad depends on your tolerance for (admittedly self-aware) dated memes.

SULFUR is a roguelite extraction shooter that offers surprisingly tight gunplay, inventive weapon customisation and an awesome, striking artstyle. Though not everything fully clicks, it’s a fun, amusing and engaging experience that oozes passion and creativity. It’s just super cool.

GMTK’s Mind Over Magnet is a polished and charming little game; its mechanics are introduced smoothly, and it has some clever moments. Overall though, its core feels a bit uninspired, and its lack of depth keeps it from rising beyond the feel of a project to learn the craft rather than a passionate execution of a vision. Still, it’s an admirable achievement worth checking out.

PROXIMATE is a brilliant blend of cosmic horror, corporate satire and very clever gamedesign. The navigation mechanic ramps up the tension, complemented by sharp writing and immersive sound design. Short but impactful, it’s a funny, haunting experience that lingers.

Valve is celebrating Half-Life 2’s 20th anniversary with updates including bug fixes, restored content, improved graphics, and Steam Workshop support. Episodes One and Two are now bundled, and it’s all free on Steam until November 18. There’s also a feature length documentary exploring its iconic development. Legendary.

[Early Access] Windblown brings Hades-style combat and Dead Cells’ progression into a fresh 3D roguelike package. Super fast-paced and responsive gameplay makes for satisfying combat, the world is cool, items and unlocks are fun, and co-op is awesome. The potential is clear, as it evolves through early access, and fans of the genre are guaranteed to appreciate its smooth mechanics and solid challenge.

Neva is gorgeous to look at and… “fine”, but doesn’t quite meet the high standard set by GRIS. While its art style and sound design are captivating, the story and gameplay mostly feel a little derivative. The narrative lacks coherence, and a surprisingly simplistic theme is ultimately underwhelming. Combat and puzzles add variety but feel underdeveloped. Ultimately, Neva impresses aesthetically but lacks the thematic depth and compelling drive that made GRIS so good.

Sigh, it’s happened again. I love Metaphor: ReFantazio’s worldbuilding, atmosphere, cinematics, and a genuinely breathtaking UI, and I can see why it’s critically lauded. But, much like their other games, I just couldn’t get hooked for much the same reasons - laborious busywork and constant interruption to the actually-engaging parts of the gameplay. Outside its cutscenes, the world surprisingly feels oddly drab and empty (I often felt like I was in Pokémon Legends: Arceus), lacking the visual richness to match its ambitious themes. Despite admiring its vision, I sadly found it hard to stay engaged or connect deeply with its characters.