17
Products
reviewed
784
Products
in account

Recent reviews by Binary Clone

Showing 1-10 of 17 entries
<12>
10 people found this review helpful
224.3 hrs on record (206.5 hrs at review time)
Early Access Review
I was a big fan of Slay the Spire, and when the sequel was announced, I wasn't really sold on it. I didn't see a reason for a sequel because the first game felt so complete, and my gut reaction was that I'd want to see Mega Crit take on a new project entirely.

Man I'm glad to be proven wrong. Slay the Spire 2 feels like it manages to iterate on almost everything that was good about the first game - the new characters are fresh, the old characters revitalized, the general variety and design are even stronger. Another great change is fewer Ascensions that scale faster, only 10 compared to 20. A10 is also a lot easier than A20 was, but that's really personal preference.

Of course, co-op adds so much to the game as well, and really does multiply the already high replayability of the game. Easy recommendation.
Posted August 19.
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2 people found this review helpful
3.4 hrs on record (2.9 hrs at review time)
A great addition to the annual Halloween rotation that oozes personality and charm! A great spooky adventure game that also asks important questions, like, "why is his ass *so* fat?"

The game does a lot to capture the joy of old adventure games without the feeling of "better just spam every item in my inventory because I don't know what this game wants from me" ever coming up like it so often did in those games. Easy recommendation
Posted July 17.
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2 people found this review helpful
1.4 hrs on record
As a fan of Trauma Center: Under the Knife back in the day, this feels to me like a true spiritual successor. Instead of being "Trauma Center, but again", Cutting Edge takes care to iterate on its inspirations while staying true to the core of the experience. The choice to use anthropomorphic animal characters goes beyond just the artwork - you'll do a surgery in the demo on the second ruminant stomach of an herbivore. The game also integrates cybernetic limbs and organs, leading to a whole new set of mechanics to play with that build on top of the core loop established by Trauma Center. Many of the core functions will be familiar to Trauma Center fans - injections to help increase health, slicing open incisions with the scalpel, suturing cuts closed, extracting things with the forceps, etc - while keeping things fresh with new core tools like a scanner, a screwdriver and a diagnostics tool for cybernetics,

I was lucky enough to play one operation from Chapter 3 at a showcase, and it gave me full faith in what the demo had given me hope in: that the operations would not only get more complex and challenging, but also more novel and engaging.

This is a must-play for any Trauma Center fans, and an easy recommendation to play the demo for anyone unfamiliar, too.
Posted July 7.
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7 people found this review helpful
4 people found this review funny
1.1 hrs on record
Dark Souls feels like 60% of a fun game. This is a long review in part because I feel like there's a lot of things that could have been changed or fixed to make this experience better, but the game itself feels half-baked right now to the point where I cannot recommend it. The other reason it's long is because I'm long-winded.

The Co-Op

A lot of reviews here have mentioned that they didn't play co-op, so I was hopeful that, for a co-op game, actually playing it that way would make it a better experience and that the negative reviews were mostly because co-op is usually a fun multiplier.

Unfortunately, co-op made the game less fun for me and my friend. Another reviewer put it well when they said the game feels like it's covered in oil. The air control is very drifty with little control. Part of this too is that jumping forward and returning your controls to neutral does not slow you down at all - you maintain full forward speed unless you hold fully backwards.

This actually gets compounded in co-op, because you have collisions with your friends. You cannot walk past them, and when you are in the air you will jump off their heads or bounce straight off of them sideways. But the collision detection for these interactions also feels finicky, meaning even if you are anticipating a collision, you will often not end up where you expect to. Even worse, (in a game that has liberal screenshake and does use freezeframes for certain things) there are no animations or freeze frames for these interactions, which makes it even harder to react or even visually clock that a collision is happening.

With so much going on across the screen and often poor contrast between foreground/background elements/projectiles, those issues just get worse.

The long and short is that co op ends up feeling clumsy and frustrating as you are encouraged to interact with your friend as little as possible or else risk losing control.

Singleplayer
Okay, so if the co-op can be frustrating, how's the singleplayer? Well, not that much better. The problems above are still there, except the game starts to just become less interesting. The number of upgrades available at the start of the game is vanishingly small. Like, five or fewer small. Unlocking new upgrades is also tediously slow, unlocking pretty much one per run if you earned the currency for it.

The balance between the characters, even out of the starting 3, immediately feels lacking. I didn't feel any reason to play a character other than the mage, whose bouncy projectiles are so flexible and spammable that they trivialize many encounters that the rogue and warrior characters need to work much harder for. The first boss is a great example of this, where the mage doesn't even have to move off of the top platform for the entire fight, since the projectiles can hit the boss from there no matter where it is.

Another issue is that the game doesn't feel like it does enough to compensate for the inherent disadvantage of autoscrollers - waiting. You will spend time in this game just staring at the screen as it scrolls to the next thing for you to do. Reach a shop? The enemies are all usually dead, but now you have to just stare for 5-10 seconds doing nothing while the screen creeps along until the shop is in full view, as you listen to the annoying goose sound effect that sounds like a car horn and is louder than half the rest of the game. The bosses also feel kind of goofy here as they slowly slide into view, and you just stare at each other for a while before the invisible ref calls start.

Bugs and inconsistencies
I would like to note that I have an hour of playtime, about half in co-op, and half in singleplayer.

In some weird specific circumstances, getting hit as the mage causes you to go invisible and for your shots to lose all horizontal momentum, so they just bounce in place on top of you uselessly until you stop firing for a moment so it'll go back to normal

If you're talking to the shopkeeper, your friend can still activate the autoscroller, leaving everyone blind with the menu on top with you frozen in place as the game scrolls and enemies start attacking you.

If you use keyboard, every NPC dialogue ends with "SPACE". Like, not as a little dialogue prompt underneath. The character will say, like, "Welcome to the shop!SPACE" inline.

After each shop, you're supposed to move to the right edge to restart the autoscroller. However, the next zone can spawn a wall at the very start. Which means you will walk to the right, you will collide with an invisible, offscreen wall, and the game will refuse to progress. Sometimes, this wall is too large to jump over with a regular jump, meaning you need to use a double jump ability to continue playing the game over a fully invisible obstacle. This happened to me multiple times in 1 hour of playtime.

There is a building that you go into between runs where you can buy upgrades and such. In co-op, you leave through the right side of this building to start the level, while a door in the center of the building allows you to change characters. In singleplayer, though, there is no right side exit, and the same door in the center of the building causes you to exit the building to the outside, where you then can walk to the right to start the game. This isn't gamebreaking or anything, but... why?

There are some weird interactions with movement in this game. For example, with the wizard character, if you stand on a platform, jump, then use your double jump ability straight upwards and hit the ceiling, you'll quickly drift to the right afterwards. If you're firing, you'll actually drift faster than your normal max movespeed while firing, and you can do all of this without holding any movement directions at all! Why?

The end
The review is long because a lot of the problems with the game surprised me. The UI is not great. Very little about the game is clear or explained. Odd inconsistencies and bugs plague the experience, balance feels like an afterthought, and co-op managed to be less fun during our play session.
Posted June 25.
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No one has rated this review as helpful yet
8.3 hrs on record (7.2 hrs at review time)
This game is awesome, what a great collection of ideas. A good chunk of it has the satisfying gameplay of Donut County, but slowed down and as the like 2nd layer of gameplay, which makes it feel fresh. I hesitate to call this an incremental game, simply because it feels like it has done so much to stand out from a genre that tends to feel a lot like a collection of menus - and I say that as a lover of incremental games.

I streamed my first gameplay session to a friend, and at the end she said, having been fully invested the entire time, "how did I just watch you throw berries into a hole for five hours??"
Posted May 25.
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No one has rated this review as helpful yet
0.2 hrs on record
speedrun gonna go crazy
Posted February 23.
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3 people found this review helpful
5.7 hrs on record
So, I got this as a part of a Humble Bundle, and in that context, the game was a good experience that was worthwhile. I don't think I would have felt the same way if I had paid full price, though.

In general, the game looks great, and I didn't experience any of the performance problems or softlocks that others mentioned. The world and the characters are colorful and endearing, and the core feeling of flying around on the broom is nice.

However, the story is still saccharine and hits predictable beats throughout. The writing isn't especially helped by the minimal voice acting, which is pretty much just a small series of grunts and "hey!"s that get fairly repetitive.

The main disappointment for me, though, was how much the game felt like a missed opportunity. Others have talked about how short the game is, but I was personally surprised at how little the game does with its own mechanics.

Flying around feels nice, but is mostly gliding. At first, you can only glide, losing altitude, but soon you gain the ability to boost yourself upwards vertically, sort of like a double jump. When I got this new ability, I was excited to see what else would unlock as the game progressed! Maybe a stronger vertical boost, or multiple boosts. Maybe a dash for a burst of forward speed! Maybe diving could start increasing your speed to give you better mobility. Maybe a button that lets you stall your speed and just drift to let you take tight corners more quickly.

But no, none of that ever happens. You get a little vertical boost, and future upgrades are pretty much just "you can carry more stuff at once". Most of the progression isn't gated behind movement abilities or flying better, but instead "turn on this machine that makes a wind stream that throws you over there". It doesn't help that some of these wind streams are somewhat inconsistent, too.

Another thing that doesn't help is the dungeons. I don't think these dungeons were a bad idea, but I don't think they were executed very well. They completely break the flow of the rest of the game, and feel out of place. But the biggest factor for that is that there's only three dungeons, and each dungeon is much too long for me. In the first dungeon, at the point I thought I was done, I was maybe a third to a half of the way through. After that I knew more what to expect, but it was still too much. The puzzles are time-consuming, often tedious, and sometimes not particularly clear about what they expect you to do. And it certainly doesn't help that leaving the dungeon means you'll need to start the entire thing over, so they really do grind the flow of the game to a halt. These dungeons would have worked much better if they were more spread out, maybe into three sets of five short dungeons instead of three dungeons that drag on.

Probably like a 6/10, I enjoyed it but the more I played, the more I felt like things were missing
Posted February 4.
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No one has rated this review as helpful yet
17.8 hrs on record
Runs terribly, but more importantly, 17 hours in and my game now crashes every time I load my save, so the game is functionally unplayable now
Posted March 17, 2025.
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4 people found this review helpful
0.5 hrs on record (0.2 hrs at review time)
A short VN about grief. About the complexities of grief, about remembering the bad that everyone else seems to have forgotten, about seeing intimately the good and the beauty that few others have noticed, about pushing the bruise, about slowly realizing the most important pieces.

It's two dollars - just get it.
Posted August 26, 2024.
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3 people found this review helpful
2.4 hrs on record (1.5 hrs at review time)
easy rhythm game with mediocre mapping and one of the loading screen lines reads "How old are the girls? You're asking too many questions!"

there are a lot of rhythm games that have better mechanics, better mapping, and aren't creepy
Posted April 25, 2024.
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Showing 1-10 of 17 entries
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