@DJMcMayhem yes, although I'd say Odyssey focuses more on its worlds being hubs to linear individual challenges whereas Hat in Time is a bit more "explore and collect things"
However, I have played AHIT and not Odyssey so I'm not really qualified to say how they differ too much
@quartata That would only work if that section of the game was rewarding enough on it's own without expecting something coming. If that first section was much longer, I wouldn't have been able to stomach it. Not really a fan of dating sim or VN (or anime)
@Pavel Every game you've mentioned so far was by John. I highly recommend checking out Tony. He did shift, but he's got a lot of other hidden gems too (indestructo tank, seppukitties come to mind, but there are others)
@DJMcMayhem I think part of the problem is that it's saddled with the anime cliches to begin with. I suspect that the decision to parody visual novels came first before most of the horror aspects fleshed out. The end result is that you're obligated to go heavy on the characters first and play out all the love triangle stuff because that's what people are expecting, rather than.. well.... the literature
@Pavel Do you remember a game that was very similar to shift but in a giant labyrinth and instead of shifting you could rotate gravity? I've been trying to find it for ages
also I kinda wish Natsuki called BS more and put Monika on the defensive -- maybe she does in different dialogue options, but I felt the whole point of DDLC was to make fun of you for thinking different dialogue options would avoid things lol
Although the horror was well done if not a little overplayed. The first jumpscare made me nearly fall out of my chair I jumped so hard. Even though I saw it coming
They could have stretched out the game quite a bit if they had made a section where by that point you already know that Monika is essentially an adversary and you're basically fighting for control. They did that a bit with the cursor stuff but it would have been interesting to see actual dialogue
@EricTressler lol, went to the homepage, and the top quote: "Remember when you thought that this was a frivolous roguelike and not a seriously meaty strategy game..."
@NathanMerrill It's really not, though. You play single rooms in a kind of rogue-like setting, but the puzzle is figuring out what order to do things in so that you can level up enough to beat the boss. You don't get a persistent character.
@EricTressler: I just perfectly solved that triangle-with-corners Tametsi level on my first try. I'll expect a gold star with "Best Tametsi Player" in the mail soon, yeah?
@Pavel He shared a link to a zip file with several "terrible" levels. He's right that most of them are bad, relative to the rest. I thought a couple of them were decent though.
@EricTressler I'd say it was really tricky throughout. The shape of neighborhoods around one tile is unconventional and it's hard to see what unrevealed/unmarked tiles are shared between revealed tiles, as well as what pairs of revealed tiles to focus on to figure out the next move.
So, it sounds like I should still probably skip it. I did want to try combining small and large triangles without corner rules, so maybe tomorrow I'll give that a shot