I always enjoy checking out the demos from these events. Has anyone else tried any yet? Would love to hear about any fun demos you’ve found.

  • Unidentified Falling Objects The spiritual successor to Super Puzzle Platforming Deluxe, an old favorite of mine that I think about 5 other people played. It’s a falling blocks arcade puzzle game, except rather than control where the blocks fall, you control a little guy who platforms on top of them, can kick them around to set up combos, and shoot blocks to break them. The core gameplay still feels quite similar to the previous game, which is not a bad thing, but the main new thing here seems to be a meta progression system where you unlock new weapons and abilities to create a loadout. Didn’t play a ton of this one because I was already pretty sold just from loving the previous game, but it seems good so far.

    Shadow Gambit: The Cursed Crew A new game from the devs of Shadow Tactics, which I haven’t played but have heard very good things about. This seems similar to what I know of the gameplay from that, but with a pirate theme and magical abilities. The gameplay was fun, it’s good about giving you full information so it’s more puzzle-like, and the built in quick save system works well to remove the frustration of any trial and error. You also have some fun abilities like being able to teleport to enemies and being able to freeze enemies in time to sneak past them. It makes your character feel very powerful, but sets up scenarios that are still puzzling to solve. There was too much focus on story in the demo, which I mostly ignored as I just wanted a taste for the gameplay and will pay more attention to that in the full game. Not the best structure or pacing for a demo, but the game itself seems fun.

    Ebenezer and the Invisible World A metroidvania where you play as Ebenezer Scrooge is such a ridiculous concept that I had to check it out. Unfortunately, it’s pretty rough. It opens with a movie length cutscene setting up an unnecessarily convoluted story, after which NPCs still constantly interrupt you with dialogue. The gameplay feels very clunky, the movement and attacks aren’t fun, and the enemy types are very frustrating to fight. I did get one movement ability that seemed potentially fun, but you could really only use it in predetermined spots and there wasn’t that much creative to do with it. It also had some very frustrating backtracking. Not the smart metroidvania kind where you get a new ability and go somewhere you remembered to use it, but the kind where it’s unclear where to go and you hit a lot of lengthy dead ends.

    En Garde! This sword dueling game is just as lovely as it looks. You can immediately tell the effort that went into the animations, everything looks and feels great and there’s a lot of character to it. The dialogue is short and amusing. There’s some light platforming, which feels pretty good, but the main focus of the gameplay is the sword fighting. At first I thought it was going to be too easy, with a very generous parry timing and easy ways to stun enemies, but the game pretty quickly started kicking my ass. The fights get pretty chaotic with multiple enemies involved, but in a way where it doesn’t feel unfair and when you do execute everything successfully it feels great. There’s a lot of fun options to use the environment to your advantage, like kicking crates and barrels into enemies, knocking enemies off of cliffs or into hazards, throwing a bucket over an enemy’s head, etc. It really makes the combat stand out from similar games that you need to be running around the arenas a lot, sliding over tables and kicking things into enemies. Fighting dirty is encouraged and it’s very fun. Really loved this one and will 100% be playing the full game.

    ArcRacer I’ll play any new anti-gravity racer that comes out, and I somehow hadn’t heard of this one until now. On the F-Zero to Wipeout spectrum it definitely leans towards the former. The standout differentiating feature seems to be how your boost works, there are little orbs around the track you collect and you can spend all of them that you’re holding for a boost with the intensity depending on the amount you had. This adds some decision making to your racing lines of whether you want to go for the mini-boost pads or gather orbs for a larger boost. These are also shared between all the racers, so if someone is in front of you they can grab all the orbs. This seemed to give a little too much of a snowball effect to first place, but the game is only focused on singleplayer so it’s probably not a huge deal. The handling of your ship also feels a bit looser and more floaty than most games in the genre, I’m not sure that’s entirely a bad thing, just different. The visuals are decent, not as standout as F-Zero GX or BallisticNG, but not bad. There was only a tutorial, one track, and one ship in the demo, so not a lot to judge there but I’ll probably check out the full game.