Showing posts with label Indie Games. Show all posts
Showing posts with label Indie Games. Show all posts

1 May 2026

REVIEW: All Hail the Orb (2026 Video Game) - on PC Steam


Review by Jon Donnis

All Hail The Orb arrives on PC via Steam as a deliberately small-scale, slightly odd clicker game. It drops you into a pixel-art dungeon with a single purpose, keep the Orb powered. At first that means plenty of manual clicking, but it does not take long before the systems begin to unfold. Cultists arrive, automation creeps in, and what starts as a simple loop gradually turns into a lightly managed, self-sustaining machine. It never becomes complicated for the sake of it, which feels like a conscious decision rather than a limitation.

The game leans heavily into its tone. It is playful, a bit strange, and never overly serious. Ducks appear, not as a throwaway joke, but as part of a wider system in the Quackpot, where merging them grants passive bonuses. It is silly, but it works. The humour sits in the background rather than demanding attention, which helps the overall flow. Visually, the pixel art is clean and easy to read. The dungeon layout is clear even when things start to fill up, and the ability to zoom in and out keeps everything manageable. There is a polished feel to the presentation that makes the simplicity feel intentional rather than bare.


Progression is where the game really finds its rhythm. New mechanics arrive at a steady pace, whether that is unlocking rooms, placing cultists into zones, or managing their automatic routines. It never throws too much at you in one go. Instead, it builds layer by layer, letting you settle into each system before introducing the next. That makes it approachable, even for players who might not usually spend time with clicker or incremental games. There is also a clear distinction here, this is not an idle game. When you step away, progress pauses. You return to exactly where you left things, which gives your input a bit more weight.

There is a satisfying sense of growth as your single altar expands into a multi-room dungeon. Each new area adds something slightly different, which keeps the loop from going stale. Watching automation take over tasks you once handled manually is quietly rewarding. It becomes less about frantic clicking and more about light management, adjusting placements and keeping everything ticking along smoothly. It is addictive in that low-key way where you always feel like one more small improvement is just within reach.


That said, a few rough edges do show. There are occasional bugs when loading into the game, with some cultists losing their assigned roles and needing to be placed again. It is not game-breaking, but it does interrupt the flow. Performance can also dip towards the later stages when the dungeon is busy and effects are stacking up on screen. Disabling particle effects helps, though it does feel like a workaround rather than a full solution.

The other sticking point is something that will divide opinion. The game has a defined ending. On one hand, it gives the experience shape and a sense of completion that many clickers lack. On the other, if you enjoy letting these kinds of systems run endlessly, it can feel like it stops just as you are getting fully invested. It leaves you wanting more, which is both a compliment and a frustration.


All Hail The Orb succeeds because it understands its scope. It offers a focused, five-hour experience that can stretch a little longer if you aim for everything, like 100% achievements. It is easy to pick up, hard to put down, and consistently engaging without becoming overwhelming. At around five pounds, it earns its place through simple, well-paced design and a tone that keeps things light. It might not last forever, but while it does, it is one of the more enjoyable examples of the genre. An easy recommendation for anyone with a soft spot for clickers, and a solid 8.5 out of 10.


26 Apr 2026

REVIEW: Dialoop (2026 Video Game) - on PC (Steam)


Review by Jon Donnis

Dialoop arrives with a clear intention. It wants to shake up a very familiar formula and wrap it in something louder, brighter, and a bit more unpredictable. At its core it is still a puzzle game about matching and scoring, but the way it layers roguelite systems and deckbuilding on top gives it a different rhythm. Every run feels slightly reassembled, as if the game is constantly nudging you to rethink how you approach the board.

The most immediate draw is the presentation. The visuals are bold, colourful, and almost hypnotic in motion. Blocks shift, flash, and collapse in a way that feels satisfying on a basic level, even before the deeper systems start to click. The voxel character designs add a playful edge, and the customisation options give you a small sense of ownership over the chaos. There is even a strange tonal twist with the defeat animations. Losing a run triggers an unexpectedly intense voxel demise that leans into dark humour. It is a jarring contrast, but one that sticks in the mind.


Mechanically, the sliding grid is the big talking point. Instead of simply swapping pieces, you shift entire rows and columns. It sounds like a small tweak, but in practice it changes how you read the board. You are not just reacting to what is there, you are constantly planning a few moves ahead, thinking about how one shift will ripple into another. It can feel awkward at first, especially if you are used to traditional match three systems, but there is a quiet satisfaction when it starts to make sense. Whether it was necessary is another question, but it is at least an honest attempt to evolve something well worn.

The roguelite structure adds another layer of tension. Building a deck that shapes how the board behaves gives each run a sense of identity. Cards trigger chain reactions, relics stack into powerful combinations, and suddenly a simple match turns into a cascade of points. Some relics feel transformative, especially when they boost multipliers or reward specific patterns. When the synergies line up, the game hits a real high. It becomes fast, reactive, and genuinely exciting, particularly in competitive matches where quick thinking matters.


That speed carries into the multiplayer side as well. Head to head battles can become frantic, with large combos disrupting opponents and shifting momentum in seconds. It is here that the game feels most alive. The systems that might feel a bit abstract in solo play suddenly have clear purpose when you are trying to outplay someone else.

There are drawbacks, and some are hard to ignore. The same visual intensity that makes the game stand out can also be overwhelming. The constant movement and colour can feel like too much, and for some players it may go beyond discomfort into outright nausea. It is not just busy, it is relentless. That alone will limit who can comfortably spend long sessions with it.


There is also a lingering question about depth. While the deckbuilding and relic systems add variety, the core loop still circles back to a familiar place. After a few runs, you may start to wonder if the added layers are enough to sustain long term interest. The game thrives in short bursts, where the quick pace and bright feedback keep you engaged. Stretch those sessions out, and the cracks begin to show.

The attempt at narrative, tied to ancient ruins and powerful guardians, is present but not particularly strong. It adds context rather than meaning, giving you a reason to move forward without ever becoming the main attraction. The bosses themselves are more interesting as gameplay challenges than as characters.


Dialoop ends up sitting in an unusual space. It is inventive without being essential, energetic without always being comfortable, and engaging without quite becoming absorbing over the long haul. There is a lot to admire in how it tries to push a familiar genre in a new direction, even if not every idea lands cleanly.

In the end, it is a solid and often enjoyable experience that feels best when taken in small doses. The visuals will pull some players in and push others away, and the mechanics will either click or frustrate depending on your patience. It does enough to stand out, just not quite enough to fully redefine what it is building on.

Dialoop earns a respectable 7 out of 10.

Out Now on PC Steam


25 Apr 2026

REVIEW: The Day I Became a Bird (2026 Video Game) - On Playstation 5


Review by Jon Donnis

There is a gentle kind of charm running through The Day I Became a Bird that feels almost old fashioned in the best possible way. This is not a game chasing spectacle or complexity. Instead, it leans fully into warmth, simplicity, and that slightly awkward innocence of childhood emotions. It follows Frank, a shy young boy trying to win the attention of Sylvia, a girl whose fascination with birds sparks his rather unusual plan. What unfolds is a small, heartfelt story told across a handful of days, presented like an interactive bedtime tale.


The core of the experience sits in its light puzzle solving and exploration. You guide Frank through everyday moments, from cycling to school to wandering around the park, picking up items and working through simple challenges. The puzzles are never demanding, but they are consistently engaging enough to keep things moving. There is a clear focus on accessibility here, and it shows. Younger players will find it easy to grasp, while older players may simply enjoy the relaxed pace without feeling pushed or tested.

Visually, the game is a real highlight. The hand drawn art style gives everything a soft, storybook quality that suits the tone perfectly. Characters move with a gentle fluidity, and the environments feel alive despite their simplicity. It all ties together with a soundtrack that quietly supports the mood, adding to that sense of warmth without ever becoming intrusive. The presentation as a whole carries much of the emotional weight, and it does so with confidence.

That said, the simplicity does come at a cost. The game is very short, spanning just four in game days, and it never really expands beyond its initial ideas. While the puzzles are enjoyable, there is not a great deal of variety, and seasoned players may find themselves wanting more depth or a few additional mechanics to keep things fresh. It feels very much designed with younger children in mind, particularly those who might be playing alongside a parent.


Even so, there is something quietly effective about what it sets out to do. It captures that nervous, hopeful feeling of a first crush in a way that is easy to understand and easy to connect with. It does not overreach, and perhaps that is part of its appeal. It knows exactly what it is and sticks to it.

The Day I Became a Bird is a small, heartfelt experience that leaves a lasting impression despite its brevity. It may be aimed primarily at children, but there is enough charm here to resonate more widely. Simple, warm, and gently amusing, it is the kind of game that does not demand much of your time, yet still manages to leave you smiling.

8 out of 10

Out Now on Playstation



17 Apr 2026

REVIEW: Noir Mafia Simulator 1960s American Crime (2026 Video Game) - on PC (steam)


Review by Jon Donnis

There is a clear sense of ambition running through Noir Mafia Simulator, even in its current Early Access form. Set against the smoky backdrop of 1960s America, the game drops you into a criminal underworld built on risk, improvisation, and split second decisions. It promises freedom in how you approach each job, and to its credit, that part mostly holds up.


The core loop revolves around planning and executing heists across a mix of locations, from banks to museums and even police stations. Each environment presents its own layout and set of risks, which gives the game a welcome bit of variety early on. The choice between stealth and outright aggression is always there. You can creep through corridors with lockpicks and forged documents, or walk in armed and deal with resistance as it comes. That flexibility is one of the game’s stronger points, even if the systems behind it feel a little thin.

One small highlight is the lockpicking. It is not reinventing anything, and feels very familiar, almost lifted from other games in the genre, but it works. It is simple, responsive, and adds just enough tension in the moment. It is the sort of mechanic you do not think too much about, which in this case is a good thing.


The ability to take hostages adds another layer. It is a straightforward system, but it creates moments where you can control a situation that might otherwise spiral. Moving through an area with a hostage in tow, knowing it is the only thing stopping you from being shot on sight, brings a bit of edge to proceedings. It is one of the few mechanics that genuinely changes how you think in the moment.

Where things begin to fall apart is in the presentation and overall feel. The visuals are a real sticking point. For a game releasing in 2026, even in Early Access, it looks dated to the point of distraction. Character models, environments, and animations all feel like they belong to a much older generation. It makes the world harder to invest in, especially given the strong theme it is aiming for.


Controls are another issue. The lack of gamepad support is difficult to overlook. For a third person action game, it feels like a basic expectation, and its absence makes the experience more awkward than it should be. It is the kind of omission that stands out immediately and never quite stops being noticeable.

Combat does not help matters. Shooting lacks impact and precision, and the decision to require multiple shots for something as simple as a headshot undermines the feel of the gunplay. It turns what should be tense encounters into slightly clumsy exchanges, where the mechanics never quite match the stakes.

The planning side, which should arguably be the backbone of a heist game, also feels underdeveloped. There is the outline of something interesting, but in practice it does not go far enough. You are given options, but they rarely feel deep or meaningful enough to fully support the idea of carefully orchestrated jobs.


Even so, there is a sense that something better could emerge over time. The variety of missions and the basic structure are in place, and there are moments where the game hints at what it could become with more polish and depth. Right now though, it struggles to hold attention for long.

As it stands, Noir Mafia Simulator feels like an early build in the truest sense. There is potential, but it is buried under dated visuals, limited systems, and a lack of refinement. A score of 5 out of 10 feels fair at this stage. It is a game worth revisiting if development continues, but in its current form it falls short of what it is trying to be.

Released on Early Access from April 21st


15 Apr 2026

REVIEW: ROGOLF (2026 Video Game) - on PC Steam


Review by Jon Donnis

ROGOLF takes a very familiar idea and nudges it somewhere slightly stranger. On the surface it is mini golf, plain and simple, but wrapped inside a roguelite structure and dressed up in a quietly bleak office setting. You are not just lining up shots for the sake of it. You are climbing floors, chasing a contract, and trying not to get fired along the way. It is a small twist, though a clever one, and it gives the whole thing a sense of purpose that basic mini golf games often lack.


The central loop is easy to grasp. Each run has you playing through a series of mini golf levels on an old computer, with success pushing you higher up the building in the real world. Between floors, the lift becomes a kind of lifeline. Here you meet a robot smuggler who offers upgrades, equipment, and small advantages that can make or break a run. It adds a bit of character, but more importantly it gives the game momentum. You are not just retrying holes. You are building towards something.

What keeps things engaging is the way each level introduces its own rules. One moment you are avoiding walls entirely, the next you are counting every shot against a strict limit. These variations stop the game from becoming too predictable, at least in the short term. There is a steady push to adapt, and that fits nicely with the roguelite structure where no two runs play out exactly the same way.


The scoring system adds another layer. Every shot costs you points, which creates a constant tension between caution and efficiency. At the same time, collecting coins boosts your multiplier, encouraging riskier play if you want to post higher scores. It is a simple system, but it works. Combined with the ability to buy power ups and extra balls in the break room, there is just enough strategy to keep you thinking beyond the next swing.

Still, for all its ideas, the core mini golf mechanics are quite basic. The act of hitting the ball never really evolves, and after a while you start to notice the limits. The visuals lean into a dated look, which may well be intentional given the office setting, but it does not do much to elevate the experience. More of a sticking point is the lack of variety in actual course layouts. You begin to recognise holes fairly quickly, and that repetition can dull the excitement, especially during longer sessions.

Even so, there is something appealing about the way ROGOLF ties everything together. The climb through the building, the small interactions in the lift, and the idea of pushing back against upper management with the help of a hidden ally all give it a bit of personality. It is not trying to reinvent mini golf completely. It is just trying to give it a new frame, and for the most part it succeeds.


ROGOLF ends up feeling like a modest but worthwhile experiment. It is easy to pick up, occasionally frustrating, and quietly satisfying when a run comes together. It does not quite have the depth to sustain endless play, but there is enough here to make the journey to the top floor feel earned.

A fair score of 6.5 out of 10 feels about right.

Out Now on Steam


31 Mar 2026

REVIEW: Ariana and the Elder Codex (2026 Video Game) - On PS5

Review by Jon Donnis

Ariana and the Elder Codex sets out with a simple but effective premise. You play as Ariana, a librarian tasked with restoring the Seven Hero Codices after they have been damaged and stripped of their magic. It is a neat hook, and the idea of physically entering books to repair them gives the game a clear identity. Each Codex feels like a contained world with its own challenges, and that sense of stepping into something broken and slowly putting it right carries the experience forward in a satisfying way.


What stands out almost immediately is the presentation. The hand drawn art style is genuinely striking, giving the game a soft, crafted feel that suits its magical theme. Environments have a clarity to them, and character designs are expressive without becoming cluttered. It is not just pretty for the sake of it either, as the visual design helps guide you through platforming sections and combat encounters without confusion.

The gameplay leans heavily into its Metroidvania roots, and for the most part it handles that structure well. Exploration feels rewarding thanks to the steady unlocking of new magic spells and abilities. With over thirty options to collect and six slots to experiment with, there is a real sense of freedom in how you approach the game. Finding a combination that suits your playstyle becomes part of the appeal, whether you favour mobility, damage, or survivability. That flexibility gives the progression a nice rhythm as previously unreachable areas gradually open up.


Combat is easily the strongest element. It feels fluid and responsive, which makes a big difference in a game that asks you to balance movement and attacks in tight spaces. Encounters are engaging without being overwhelming, and there is a clear satisfaction in learning enemy patterns and responding cleanly. The addition of Magic Items adds another layer, allowing you to tweak your build with buffs such as elemental boosts or reduced knockback. It all feeds into a system that feels considered rather than thrown together.

That said, the experience is not without its rough edges. The amount of dialogue can sometimes slow things down more than it should. There are moments where you want to stay in the flow of exploration or combat, only to be pulled into extended text sequences that feel excessive. It is not that the story is unwelcome, but the pacing could be tighter.


Boss fights are another mixed area. While they are clearly designed to test both your combat and platforming skills, some of them drift into frustration. Instead of feeling like a fair challenge to overcome, certain encounters can feel punishing in a way that breaks the rhythm the rest of the game builds so well. When the balance is right, these fights are a highlight, but when it is off, they can become a sticking point.

Even with those issues, Ariana and the Elder Codex remains an entertaining and well put together action platformer. The core loop of exploring Codices, unlocking abilities, and refining your combat approach is consistently enjoyable. It is a game that understands its strengths, particularly in how it handles combat and progression, even if it occasionally stumbles with pacing and difficulty spikes.


In the end, it lands as a fun and engaging experience with some genuinely interesting mechanics. Not flawless, but easy to recommend for anyone who enjoys this style of game. A solid 7.5 out of 10.


23 Mar 2026

REVIEW: Only Up Rush (2026 Video Game) - on Playstation 5

Review by Jon Donnis

Only Up Rush wastes no time dressing itself up as anything more than it is. You climb. You fall. You try again. That simplicity is the whole hook, and to its credit, the game leans into it with confidence. On PS5, it presents a clean, accessible take on the now familiar parkour climbing formula, one that is easy to pick up but quietly demanding once you start pushing for real progress.


The core loop is straightforward. Your only goal is to get higher than your last attempt. Checkpoints offer a sense of relief, breaking up what could otherwise be a brutal climb back from the ground. They are a smart inclusion, especially in a game where a single mistake can send you tumbling all the way down. That tension between risk and reward sits at the heart of the experience, and it works.

Visually, the game holds its own. The environments become more interesting the further you climb, giving a real sense of progression that is not just about numbers on a leaderboard. There is something satisfying about reaching a new height and taking in the view, even if you know the next misstep could undo it all. It keeps you pushing forward, even after repeated failures.


Controls are generally solid, and the game is easy to get into. There is a slight softness to some landings, a floaty feeling that can take a bit of adjustment. At first it can be frustrating, especially when precision matters, but over time it becomes part of the rhythm. Whether that works for you may depend on how strict you want the challenge to be. The game can feel forgiving in places, which can either smooth the experience or take the edge off depending on your mindset.

For those who enjoy speed running, Only Up Rush offers plenty of appeal. The structure naturally encourages repeat attempts, shaving seconds off runs and finding more efficient routes upward. Combined with the leaderboard, it adds a competitive layer that extends the life of what is otherwise a very simple concept.


That simplicity is both its strength and its limitation. There is not much beyond the climb itself, so your enjoyment will come down to how much you buy into that loop. Thankfully, it is a loop that is hard to walk away from. The constant urge to go again, to just get a little bit higher, carries the game through its quieter moments.

Only Up Rush does not try to reinvent the genre, but it understands what makes it compelling. It is accessible, occasionally frustrating, and quietly addictive. You fall, you learn, you climb again. That is the entire pitch, and for the most part, it delivers.

A solid 7 out of 10.

Out Now on PS5


17 Mar 2026

REVIEW: Dark Trip (2026 VR Video Game) - on MetaQuest

Review by Jon Donnis

Dark Trip arrives as one of the more unusual virtual reality releases in recent memory, and it wastes no time making that clear. This is not just another horror title dressed up for VR. It leans fully into its concept, building an experience around altered perception, unreliable reality, and the unsettling idea that the only way forward is to deliberately lose control.

You play as a detective investigating a disappearance in a small German town, a premise that sounds grounded at first but quickly spirals into something far stranger. The trail leads to an abandoned laboratory, one steeped in disturbing experiments and fragments of human suffering. Notes, recordings and environmental clues slowly piece together a grim history, one tied to wartime atrocities and occult ambitions. It is not subtle, and it does not try to be. Instead, it embraces a grotesque, almost theatrical tone that feels closer in spirit to Hellraiser than traditional detective fiction.


What sets Dark Trip apart is its core mechanic. Progression depends on the player choosing whether to remain sober or consume pills that trigger hallucinations. This is not a simple visual filter layered over the game. Entire rooms transform, puzzles shift logic, and previously invisible clues emerge only when perception is distorted. It creates a constant tension between clarity and chaos. You are never quite sure whether you are making things easier or more complicated by stepping into a hallucinated state.

At its best, this system feels genuinely inventive. Puzzles are carefully structured so that both sober and intoxicated approaches are viable, encouraging experimentation rather than forcing a single solution. Some sequences demand sharp observation in a stable environment, while others only make sense once reality begins to bend. It keeps the player engaged in a way many escape room style games struggle to achieve.


Visually, the game is strong throughout. The contrast between the cold, clinical design of the laboratory and the warped, organic horror of hallucinated spaces is striking. When the game leans into its more surreal side, it becomes genuinely unsettling. Walls breathe, machinery pulses, and the environment feels alive in a way that VR amplifies effectively. There is a confidence in how it presents these moments, even when they border on the absurd.

The storytelling is handled mostly through the environment, and it works well enough. Fragments of narrative are scattered across the rooms, encouraging players to piece together what happened rather than being told outright. It is not always subtle, but it is effective. The themes are dark, sometimes uncomfortably so, and clearly aimed at an adult audience. There is a deliberate push into taboo territory, which will not be for everyone.


That said, Dark Trip is not without its flaws. The use of AI generated artwork in places stands out, and not in a good way. It breaks immersion slightly, especially in a game that relies so heavily on atmosphere and detail. It feels like a shortcut in an otherwise carefully crafted experience.

Length is another issue. The game can be completed in around two hours, which feels short given the strength of its central idea. There is some replay value in revisiting rooms and experimenting with different approaches, but it only goes so far. Once the core mechanics have been fully explored, there is limited incentive to return.


There are also minor technical issues. Bugs do crop up, though not frequently enough to derail the experience. To the developers' credit, updates are ongoing and there is a sense that feedback is being taken seriously.

Even with its shortcomings, Dark Trip leaves a strong impression. It commits fully to its concept and delivers something genuinely different within the VR space. The idea of using altered states as a gameplay mechanic is not just a gimmick here. It is the foundation of the entire experience, and for the most part, it works.

Dark Trip is a disturbing, creative and at times genuinely unnerving piece of work. It may be short, and it may stumble in places, but it stands out in a crowded field simply by daring to do something different.

8 out of 10

Available at