Half-Life - played through
At this point in time, I can't really consider the game to be particularly impressive. Who can say how I would have felt about it if I played it back in the day.
On several occasions I got stuck in geometry, and not intricate geometry either. I'm talking like the 'airlock' you walk through right near the start of the game, the game decided that I was walking close enough to the edge of the wall during a map transition to get me stuck in it. Got stuck in geometry across a map transition which occurred in a pipe a couple times until I jumped across the transition point.
Pretty much every time the game decided to have something I was walking in break and fall down that I can remember it didn't work properly the first time and ended up killing me or severely injuring me.
Tanks are the worst things, and I was playing on easy, so I don't want to know what they do to you on harder difficulties.
The teleport tower was terrible, as far as I could tell you typically couldn't see where you were going to end up even once you knew where a particular teleporter was going to go so you couldn't really time landing on platforms, and actually jumping into the tower was bizarrely finicky for some reason and most of the time I'd end up falling to the bottom.
The fight against the spider/crab boss broke in a non-obvious way and eventually lead to me having to restart the map once I looked into why it wasn't dying.
Shotgun didn't seem anywhere near as powerful as it ought to have. This isn't really a problem per se, just something I was disappointed in.
Tranq bow was very difficult to use properly underwater, given that it's theoretically the main underwater weapon. Not sure how well I would have done with underwater fights on harder difficulties.
Game was fine when it wasn't being actively annoying. Or setting up close-range fights with military.
Tick Tock Isle - played through
It's fairly enjoyable but has much too much backtracking. Also very short, but was entertaining enough to counteract that. But the backtracking.
Ultimately I didn't end up completing some 'sidequests' because once you get close enough to the end of the game you get locked off from doing so, and it's set up such that you can't really see it coming. Didn't really feel like replaying, although to be fair there should be less backtracking on a replay if you can remember where most things are.
Card City Nights - played through
Fairly enjoyable. Can't really offer an opinion on how well-balanced it was.
My decks mainly fell on the side of trying to disable as many of the opponent's cards as possible and ideally run them out of free spaces. This didn't work with everyone, although most people it didn't work against I was at least able to wait out until they ran out of cards.
I'd say that the most difficult opponent in the game is Fiery Woman, who has a hyper-aggressive deck and also has the Ittle Dew DX card (which essentially makes you lose one HP every turn). It took me innumerable attempts to beat her, and I had to end up falling back on attacking her directly rather than disabling her cards (which was at least helped by her having very little in the way of HP restoration).
It took me several attempts to beat the final boss as well, but that's mainly due to the final boss being a jerk rather than them actually being a good player. Didn't take me anywhere near as many attempts as it took to beat Fiery Woman.
I'd like to get a complete card collection but the game doesn't actually give you any aid with this (i.e. there's no list of which cards you don't have, or even a count of which cards you don't have, and so on). So I'm not going to do that.
There are a fair amount of interface issues with the game. A few of them are as follows:
- All lists can only be shifted one row at a time. In a per-click sense via arrow icons, or in an accelerating way by dragging what would typically be the pane slider to the top or bottom. (i.e. you drag it to the bottom, the list shifts down one row. After a short delay if shifts down another row. As you hold it down the delay gets shorter.) You can't select a position with the thing which is in the place of the pane slider, and you can't shift a page at a time by clicking between the thing which is in the place of the pane slider and the arrow buttons.
- The alchemy interface lists all your cards, not just ones which can be used in alchemy. The ones which can be used are highlighted, so it's not like it's supposed to be secret. Even further, once you've selected a card, it reduces the highlighting to ones which work in combination with that card, but you still need to look for them through the entirety of your library.
- Say you put together an attack combo, and the opponent doesn't have any cards on the field so the only available target is their HP. You still have to manually click on their HP, despite it being the only thing you can actually do. There's an argument that what you're doing needs to be clear, but there must be a better way of going about it. (Setting up a revive combo when there are no valid targets doesn't force you to hit anything to accept that that's what's happening or anything.)
When there are competing rules, for example if there are two cards on the field which both do things at the start of a turn, it isn't clear which one of them is going to trigger first.
The card shop only sells cards which you already have (and which aren't rare). So say you have one copy of a card, which is currently buyable. You use your copy in alchemy. Now you can't buy it any more to replace the one you used. From one perspective you should've bought another copy beforehand, but you typically don't know what you're going to be using in alchemy ahead of time, so that changes the steps to 'Go to the science lab and enter the alchemy tool. Find a pair of cards you want to alchemize. Leave and go to the mall and go to the card shop and re-find the cards in question and buy extra copies. Then leave and go back to the science lab and re-enter the alchemy tool and re-find the pair of cards in question and actually go ahead with it.'.
It feels like the deck builder could really have used some filters - for example, to find every 'attack' card which has arrows pointing left and right, for example. Currently all you can do is change the ordering.
You can't use every ordering in every instance of the list. I can't remember the situation exactly, but there was at least one time where I wanted the list ordered in a way which was available elsewhere but it wouldn't let me order it that way in that particular instance.
You can't have rematches with every character. I was hoping that they would be unlocked after the end of the game, but that just unlocks rematches with the people who had legendary cards. There's no way to rematch Magical Fox, for example. The game teases having some sort of superboss rematch against Excitable Student but as far as I can tell that never actually happens.
The Card Gods suck and I'm pretty sure I beat them all on my first attempts.
Dr. Langeskov, The Tiger, And The Terribly Cursed Emerald: A Whirlwind Heist - played through twice
Pretty enjoyable. Pretty short. Pretty free.
No real branches like Stanley Parable, in case anyone wanted to hope for that going in. I did a second playthrough as an obedient helper and it didn't really change anything.
Tried to collect all the money on my first run without realising that it was an actual goal, ended up failing anyway. Not going to bother retrying that.
Apparently I missed a tape recorder on both runs so that's something you might want to look for.