The advantage of forgetting to do this for nine months is that I can now wring out nine blog posts straight from the premise.
Marvel’s Guardians of the Galaxy is a no so hard it’s in that category of “is that an offer or a threat?”
Stranded: Alien Dawn is a colony-management sim where the premise is that you’ve crash-landed on an alien world and have to build an ad hoc colony to survive. I don’t hate this premise, but it’s too bare-bones to really hold my attention, and as a strategy game, it’s unlikely to be at that 5-hours-or-less threshold where I’m willing to give it a try out of only mild interest. How Long To Beat says 28 hours for main story + sides, which is usually how I play, and that’s way too long when my main reaction to the premise is “I don’t hate this.”
Coral Island is a Stardew Valley type farming game, and its primary selling point over Stardew Valley appears to be that all the NPCs are 20% sexier. That’s not nothing, but there’s no way I’m sinking 50-100 hours into a game just because it has some girl named Yuri who looks good in a bikini.
I’m close-ish to the age where Spongebob Squarepants: The Cosmic Shake could plausibly be dopamine poured directly into the nostalgia centers of the brain. I was too old for Battle for Bikini Bottom when it came out, though, so this kind of thing never stood a chance with me.
Lost Eidolons is a tactical RPG where you are a mercenary-turned-revolutionary trying to overthrow an evil empire. Its big selling point tactically seems to be elemental magic? There’s some sign of a strategic level to put the tactical combats into context, but it’s not super clear from the ad how much this is strategic gameplay like XCOM’s base management and research and how much this is just NPC dialogues used to carry a plot forward. The latter is also good, but I find the former is crucial to making a tactical game work for me. At 40-50 hours, Lost Eidolons is way too long for me to risk the strategic aspects being undercooked.
Astrea is a dice-based deckbuilding Roguelike with a cool art style and interesting sounding mechanics, but it’s also a Roguelike with a 20 hour completion time. I would’ve played your game if it were shorter.
Infraspace is a planetary colonization game where every single crate of minerals and tank of oxygen has a specific location, so you can’t just slap down extraction facilities and factories and expect the mines to pour carbon into a hyperdimensional inventory which the factories then pull from. You need to schlep the carbon from the mines to the factories, and then schlep the resulting carbon widgets to homes for consumption. That means that where we’re going, we’re going to need roads. I like the idea of Cities: Skylines IN SPACE but I am nervous about its 45 hour time-to-beat. Mildly spoiling the next bit, though, I am otherwise picking up no games in September, so I’ll do the thing I do sometimes and add it to the backlog, but with a mental note to shove it off to Regrets the moment it starts to drag. I’m indulging the possibility that it turns out to be a delight from start to finish, here, because that is a genuine possibility for me.
You Suck At Parking: Complete Edition is a racing game where the gimmick is that to win, and also it seems like to progress at all periodically, you have to park in a parking space that’s not much bigger than a single car. So not only do you have to be able to take corners tight and juke obstacles, you also have to be able to come to a complete stop in a pretty specific position in a hurry. That sounds kinda cool, but I don’t like racing games enough to want to explore the edges of the possibility space like this.
