Barbara Ritter
These three hours I spent with The Big Hollow felt just right and were entertaining from start to finish—without the time feeling stretched out or rushed. And even if my leaps of thought perhaps went a bit too far now and then, it was no problem to shift down a gear and roll everything out a bit more slowly.
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Even after just a few minutes, it was clear to me: Crushed in Time is something truly special once again. Because the elastic gameplay fits wonderfully into a classic Point & Click adventure and enables completely new interaction possibilities with its stretchy twist.
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In this way, the entire repertoire gradually expands without becoming overwhelming. However, for me personally, it could have progressed quite a bit faster, as Life Below tends to slow down the pace of progression. A few of the intermediate steps before I could expand my settlement again already felt a little repetitive to me. Even so, I enjoyed continuing to develop my own zone, attracting more marine fauna, and simply taking in the atmosphere. But despite that, the spark never quite jumped across for me.
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My brief career as a record store assistant turned out to be an incredibly pleasant surprise. From the cast of characters with all their quirks and flaws, to the well-written story, the wonderfully captured atmosphere, and the surprisingly challenging task of figuring out which vinyl record would suit which customer best, Wax Heads gets a lot of things right.
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After completing the journey, my save file in TetherGeist shows almost exactly ten hours of playtime. Ten hours in which I bounced through the seven chapters and steadily sharpened my abilities as a shaman. The individual sections are concise and consistently motivating, and thanks to the different traversal abilities, the game requires not only precise execution but also careful planning to work out the correct sequence of actions. It makes for a very successful combination—and definitely one well worth recommending.
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And my most recent trip to the museum was definitely worth it again. I practically devoured the DLC, so I managed to see everything over the course of two very long evenings. In addition to the new storyline, the DLC offers tons of new exhibits and a great new system that lets us create our own pieces and sell them off. Plus, of course, tons of additional decorations. And to appreciate that the signature Two Point humor is still in full force, I’m glad I didn’t have to study humor on a trip first! So, the bottom line is: you absolutely can’t go wrong with the third Two Point Museum DLC. So grab your paintbrushes!
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Once again, a handful of concepts have come together here in a combination I never would have imagined even in my wildest dreams. Yet the Tetris-inspired city-building deckbuilding roguelike Drop Duchy works astonishingly well. Every single system interlocks with remarkable care and flows together as if this genre mix had always been the most obvious idea imaginable. And it is precisely this sense of effortless cohesion that turns “I’ll just play one more round” into an entire evening disappearing without notice. How does this keep happening again and again?
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What I particularly enjoyed is that the dioramas are not static. For example, I built a winter scene in the city where several characters were walking through the snow. Whenever they left one puzzle piece, they would immediately reappear on the next. It is a great help while assembling the puzzle, but above all, it is simply incredibly charming how these little details breathe so much life into the dioramas.
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However, I would have liked a bit more polish in a few places. When I analyze a relic for the first time and am then told that I’ve already used this combination before, it initially feels quite confusing. Not all elements were consistently clickable either, and I often had to adjust the camera perspective more than should have been necessary—especially when nothing was actually overlapping my cultists that I was trying to select. But that said, I didn’t encounter any major issues that significantly impacted the overall gameplay experience during my time with the game. In fact, I consider this short, snappy structure to be one of its greatest strengths. Combined with a very charming and well-executed pixel art style and consistently entertaining humor, I can only recommend All Hail The Orb to fans of idle games. The updates feel cleverly designed, with individual goals always kept within reach without becoming frustrating. I can easily imagine All Hail The Orb being expanded further over time. If that happens, you’ve got my mouse—and my cultists.
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