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Space Lich Omega

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Inspired by the ever popular Candy Box and Candy Box 2 , Space Lich Omega is an browser-based RPG adventure with an almost entirely ASCII display. However, it chose to step away from the established fantasy style of it's inspiration for a more science-fantasy theme. I ended up having a fun time with this game, despite its need for a little polish, thanks to the unique story and hilarious pop-culture Easter eggs that can be discovered throughout the different explorable locations. Despite the crude-ish interface, I never had any trouble navigating throughout the game. I actually ended up beating it in a relatively short time, especially when I had my gunk production going all out, allowing me to jump my health up enormously. Although I did need to do a little grinding every now and then for an item that I missed, that didn't interfere with my enjoyment too much. Ultimately, this is no Candy Box , but it still has its merits and is worth playing if you ever find yourself in

A Dark Room

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My first experience with this game was truly phenomenal. I was searching for games similar to Universal Paperclips (I was on a minimalism high) and this game blew me away. My girlfriend teases me all the time because I'm pretty crappy at visualization when I read, while she creates entire worlds in her head. However, A Dark Room somehow managed to temporarily fix my literary handicap, and it was amazing! The text that scrolls down the side of the game essentially explains what's going on from the perspective of the player, and when the first straggler stumbled into my cottage, I immediately decided that this was a movie that I wanted to see. As the game progressed, new gameplay elements continued to be introduced, requiring me to learn how they work and take advantage of them as best I could to grow and protect my village. Although I won't go into further details about the story for the sake of spoilers, I do recommend reading everything, especially when exploring

Candy Box 2

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In an effort to find browser games that I could play in my free time, and the Candy Box franchise was one of the Internet's top recommendations. Unfortunately, aniwey had to shut down his servers for financial reasons. But lucky for me, both games were backed up on the glorious Internet Archive ! However, the first game has some saving issues in its backed up form, so I decided to jump right into the sequel instead. At first, the game is very basic, and it seems as though there isn't much to it. But with just a little bit of interaction, the true magic is revealed. Combining a small portion of the incremental aspects of idle games into an intriguing ASCII adventure definitely do this title justice, especially with the added collectible-based growth mechanic that rewards completions like myself with increased strength for discovering different secrets throughout the world.  Candy Box 2 managed to stay enticing the whole time that I played, and each little step of pr

The Legend of Zelda

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The origin to my favorite series is still quite the adventure, despite its age. However, the amount of ambiguity surrounding what is required of the player to advance in the game makes it rather frustrating. Without neighborhood friends to talk about game secrets with, or the fabled assistance of Nintendo Power , this game almost guarantees that modern players will reference an online walkthrough if they intend to beat it. However, that ambiguity seemed to really be the game's only major flaw. The Legend of Zelda is exciting, and progression always feels fantastic. Plus, though the story is rather thin on the surface, details within the game, such as the sparse and hidden population amongst the monster-ridden world, fueled my curiosity like body spray in a campfire. Although this game ultimately doesn't earn a place as one of my favorites in the franchise, I always enjoy returning to it for an adventure through the first Hyrule that the world ever knew. This is absolute

Universal Paperclips

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Based on Nick Bostrom's "Paperclip Maximizer" thought experiment, Universal Paperclips  poses the player as an A.I. told to continually make paperclips. The premise is deceptively innocent, seeming as though it may be just another idle game droplet in the sea that genre has become. However, the game's depth continues to increase, both by further complicating the play screen and everything that the player has to balance, as well as weaving a subtle narrative with a satisfyingly sadistic culmination to top it off. Universal Paperclips  is not a game to be played while working (and it is definitely meant to be played on a computer, trust me). The climbing numbers and the strategic management are both engrossing and intoxicating, making it one of the only things that I could think about or focus on, anytime I had it running, even if I meant it to just be racking up numbers in the background. That's where it really shines though, I wasn't just playing the A.I.,

Asteroids

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As I was playing around with my copy of Asteroids  for the Gameboy , I began to notice something. I was not having any fun. The game felt like a chore and really didn't seem like it was worth my time. Honestly, I thought about writing a disappointed review right then so that I could be done with it and move on. Fortunately, I decided to get my screenshots from the PC Atari Anniversary Edition  version instead of the Gameboy  version, and I actually found myself having fun! The gameplay was smooth and exciting, with each dodge of an asteroid or evasion of an alien bullet feeling like a huge success. I'm pretty sure that the only real difference between the Gameboy  and PC versions (besides the updated graphics for Gameboy ) was the fact that I could control the ship's direction with the mouse instead of buttons. I felt as though I had more control over the vehicle and and it allowed me to be much more immersed in the title. In the future, I will probably end up playing

Final Fantasy II

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Like its counterparts on the NES ,  Zelda II: The Adventure of Link  and Super Mario Bros. 2  ( Super Mario USA ), Final Fantasy II  almost completely ignored what made its predecessor so successful. However, I think it was a much more enjoyable game as a result! Final Fantasy II 's most blaring difference was the implementation of a stat-growth system instead of the traditional leveling system found in the series' other entries. Many found it tedious that you had to repeat an action to improve it (or its associated stats), but I actually enjoyed grinding in this entry because I could focus on new combat strategies in order to improve my target stats, instead of just fighting the same fight repeatedly. FFII  also took a huge step by introducing characters with names, faces, and personalities, over the anonymous heroes of FFI . The interactions between characters through predetermined dialogue sequences and the interactive "ask/learn" system helped to flesh out the