tldr videogame curation
melbourne, australia

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BALL x PIT sidesteps any potential roguelite fatigue by folding in new systems and surprising, satisfying fusions. Just when you think you’ve seen it all, it drops another major game-changer. Addictive, stylish and most importantly, super fun - very impressive.

Ghost of Yōtei is big, bloody, and beautiful - refining Tsushima’s formula rather than reinventing it. Exploration is richer, stealth more precise, the world obviously gorgeous. It’s polished and fun enough to keep me hooked through to the end - indeed, there’s a lot to love - but the familiar openworld rhythms are definitely feeling a little weary. It’s a strong execution, but tinged with a melancholy sense that the formula is wearing thin.

CloverPit is unabashedly satanic slot-machine Balatro inside Buckshot Roulette - moody, stylish, and addictive. The spins, synergies and vibes hit hard - it’s intriguingly thrilling. Once you’ve cracked a few builds, the depth might run a bit thinner than its counterparts, but absolutely worth a play. It speaks to how strong the core is that I just want more.

Megabonk is dangerously moreish. Risk of Rain meets Vampire Survivors in chaotic 3D. When a run clicks, it’s glorious, sending you bunnyhopping through swarms in a storm of bonks. Not as well balanced as its inspirations, and it’s qUirKy ChUnGus writing can be a bit on the nose, but still a riot worth sinking hours into.

After so long, Silksong somehow feels both inevitable and unbelievable. Hornet moves like a dream, every dash and dive tight, every fight a dance that’s punishing but (mostly) fair. The world of Pharloom is staggering in scope: it just keeps expanding, full of new enemies, lavish art, secrets around every corner - all underscored by beautiful music and crisp sound design. Items and builds feel meaningful, not filler, and the variety on offer is impressive even for a game of this scale. It’s everything I hoped for: familiar yet transformed, reverent of its predecessor but confidently its own. After all the memes, the silkposts, the endless patience - Silksong was worth it. Anyone grumbling about difficulty, especially if their point of reference is Hunter’s March, might want to remember Hornet’s famous line from the first game. Loved it.

Wheel World is a stylish, vibe-first cycling adventure that feels a bit like Forza meets Sable, but definitely carves its own identity. Riding feels fantastic, the soundtrack is a jam, and - while I wouldn’t know - I imagine the bike culture jokes land with those so inclined. It’s not particularly challenging, and the second half drags a bit, but it’s addictively satisfying, and as a love letter to bikes mostly sticks the landing.

Sword of the Sea, the latest from Giant Squid, is a gorgeous blend of Journey’s poetry and Pathless-style flow. Surfing your blade across sand and sea feels unreal, backed by another soaring Austin Wintory score. Short at 3–4 hours, but expectedly great.

A cosy, clever puzzler with adorable art, quirky dialogue and just enough logic to feel satisfying. It’s short and can get repetitive, but, like Thomas Was Alone showed, personified shapes add immediate heart and charm. Hard to not like.

The King is Watching hooked me from the demo alone. A smart blend of roguelite, city builder, and tower defence. The gaze mechanic makes every choice feel vital, and runs are tense and addictive. Balance and grind may hold it back a bit, but it’s got enough going on that absolutely deserves attention.

He is Coming delivers a stripped-down but intriguing roguelike loop, helped a lot by its retro artstyle: explore, loot, and face tense boss fights with wild set bonuses. The real star is potentially Kingmaker-mode, a PvP twist where your build becomes the boss for others, with crowns and skins as bragging rights. Worth a look!