#haiku the robot
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shkarpett · 8 months ago
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Some chill Rusty's Retirement doodles
🌱( ´ ꒳ ` *)
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cactusesartdump · 8 months ago
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Recently decided to try drawing the main characters of metroidvanias I played. ngl I liked the process
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zt2cans · 17 days ago
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doodles of stuff i like
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flame-shadow · 2 years ago
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some Haiku the Robot sketches
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atwas-gaming · 4 months ago
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Just finished Haiku the Robot, including the true ending. I love this game, it's basically Hollow Knight on Easy Mode. The moveset for both Haiku and a lot of the enemies are very similar to HK, as well as the way upgrades, saves, and fast travel work. A lot of bosses are very similar, and there is definitely a similarity in the story.
But it's different enough that you don't feel like you're playing an HK fangame or copypasta. It's more like it took inspiration from HK and went in its own direction. You can definitely recognize things like Greenpath, or Cornifer's wife (I'm blanking on her name right now), but there are other elements that are unique to Haiku (or at least, I don't recognize them from HK or another game).
It's kind of like how In Stars and Time feels a bit like Deltarune, or how Sonic Frontiers is reminiscent of BOTW. To me, it feels like meeting an old friend for the first time 😊
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purble-gaymer · 1 year ago
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rusty’s retirement isn’t usually my type of game, but i checked it out because i really enjoyed haiku and wanted to see more of the dev’s work. it’s very cute, and i’m having a lot of fun with it. it’s also nice to have something to keep me company while i’m doing work. i love getting to see all the characters again, i love the robot helpers, the art is just as charming as the original game—oh, what’s that? limerick and verse aren’t in it? never mind, 2/10
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ladyofthebookcase · 2 months ago
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robots don't even walk around no more they just use their grappling hook to get everywhere
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c7thetumbler · 10 months ago
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Quick Game Reviews: August 2024
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Continuing on with August! A few days late because I was neck deep in the last game on here. It's very platformer heavy this month as well, but I was on a roll.
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image from Steam page
Earth Defense Force 6 (Steam)
EDF! EDF!
EDF is a series that knows what it's about. Having played 4 and 5 on Steam as well, this is just more of that. The game boasts half as many more missions as 5 had, which is astonishing because 5 had 100 and that felt like way too many. I'm playing with friends and still haven't beaten it, but I hope to sometime soon.
The main difference I would say between this and 5 would be the plot. It's still the same tacky, B-movie plot with funny stilted dialogue and crazy scenarios, but they introduced a new element to it that lets it get even crazier but also makes me interested in what's going on past "How are we going to win". Gameplay wise, there's new weapons and enemies of course, and some of those new enemies require much more specific ways of dealing with them, but it still usually boils down to "Shoot them all really fast, and if they have a weak point shoot that." It's good, near-mindless fun and I appreciate that.
If you've played an EDF game before, this is more of the same and definitely best with a group of friends. If you haven't, keep that in mind and maybe wait for a sale.
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Screenshot from my switch
New Pokémon Snap (Switch)
I didn't own Pokémon Snap on it's original release; I believe the first time I played it was on Wii VC, if not WiiU VC, so I had gotten far past 1st-gen hype that carried it a lot. It's a fun game, but it's pretty short and the lack of variety on each individual course wasn't doing it any favors. That's not to say I disliked it, but when this new one was announced I wasn't really in any hurry to try it out.
To it's credit, it's done a great job of adding features in a way that solves those issues with the original. You can level up each area as you get more points in it, which unlocks alternate routes and events in each one, and a number of them allow you to go at night which is a completely different experience as well. Your Pokedex also store 4 different rankings of pictures which have their own scoreboard, so you're encouraged to take pictures of the same Pokémon over and over again to get the best you can. I'll say this is a huge improvement, and worth the price of the game in terms of length at least, and that's without me going too far into the "post-game" content.
The game is a lot prettier than its current generation at the time, Gen 8, which is really funny given how poorly that game is run. It does a good job of showing you how expressive, interesting, and deep world that the Pokémon games have built but never have been able to explore upon fully due to the scope of those games and Gamefreak's... development practices. Pokémon's a franchise with a lot of incredibly unique gaming potential and side games like this do a great job of exploring that.
I did however find myself getting frustrated at some points. The Challenge system they have where NPC's give you tasks to try and get unique photos is very finnicky. I've often done pictures that I thought would fulfill their requirements, only for them to not even acknowledge it. I didn't complete a vast majority of them because of this; this kind of game benefits from not having to look things up online because the wonder and discovery is the point, but this could've used some work or an additional hint system for dumdums like me. Some of these challenges can also only be completed after unlocking levels and features and using them correctly, so it's especially frustrating to see the challenge pop up and attempt to do it several times only to discover that it's not possible until you hit level 3 and unlock the special glowy orb.
Overall though, this is Pokémon Snap but much larger and with a lot of great additions to the formula. If you enjoyed the gameplay of the original and want more, this will scratch that itch, but be prepared for some moments where you're confused on what to do next with little guidance.
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Image from Steam page
Kitsune Tails (Steam)
I 100%'d this!
This is an adorable, very well done game. It's very much a love letter to SMB3 with some smaller SMW elements thrown in, and they're not only aware of that they've fully embraced it. I'd recommend it for anyone that just loved those classic Mario platformers, as it'll check all those boxes you know and love.
Kitsune Tails also features its own support for importing custom levels or even minigames based off of Lua and its own internal assets, complete with documentation and examples inside the local files for the game. That's something you don't see a lot, and even though I never made anything for it it was fun to mess around with. I will say that they will do themselves some favors if they find a way to make that work with Steam Workshop just inherently so players don't have to hunt around for files or join a discord with no anonymous accessibility (like forums used to do), but I won't count that against them because I have no idea how complicated that is. Update after I wrote this, Steam Workshop is now supported! That's the third time time they've updated the game with design changes and fixes that I was counting against it, which is very rad.
My only real complaints with it come in some more specific issues. A few levels could use some work design-wise; a few vertical levels really enjoy having enemies off-screen jump down to the next available platform to the player which is never fun, and there are some jumps and challenges that just don't feel right. Some enemies have clearly been designed to exploit difficult jumps and player behaviors. Monkeys that throw down diagonally at unforgiving intervals, and then drop down at an unavoidable rate. Ninja raccoons throw 3 projectiles very quickly as opposed to the traditional single projectile from piranha plants, ghosts perpetually chase you rather than being more manageable about directions your facing. It can lead to a lot of frustrating, repetitive fails that don't feel as fair as they could be, but ultimately with enough practice and patience nothing is insurmountable. Midway through my last run to get the hardest achievement they updated some of the problem jumps to be a bit easier which is appreciated, but these enemy issues don't feel addressable in the same way.
The story is adorable and lovely and genuine. Don't let "SMB3 but with fox girl lesbians," while true, color your perception of how the game presents itself or should play. This is a labor of love from a group of speedrunners, Mario fans, and the community that has kept that alive and evergreen.
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Screenshot from my Switch
Pokémon Mystery Dungeon: Rescue Team DX (Switch)
I wanted to get a game I could chill with on the couch while listening to podcasts with a drink and my cat, so I picked this up again. I had played the original game on DS and remember liking it a lot, and I've played a number of Mystery Dungeon-esque games in various forms so I figured this would be a good fit. The amount of time between then and now of course (20ish years?) allowed me to forget most of the story beats and I'm not sure entirely of everything that changed, but I'll try and recollect as much as I can.
Visually the filter really works for it; the storybook aesthetic is a lot more interesting than just generic Pokémon cartoon looks, and they recreated everything in 3D very well. The inclusion of several Gen 4 Pokémon, something which at the time of the original release wasn't out yet, was fun to see again and made me nostalgic for when Gamefreak actually tried to do tie ins like that. In terms of changes, I wish they had kept in the Basic Attack that was in the base game, as without it PP management becomes a real chore. While it's cool to see some enemies Mega-evolve in the later dungeons as well, it's not really much of a feature because every Pokémon gets that stat bonus if the right conditions are met anyway.
So from my perspective, this is really just an HD port of the original game; if they added new Pokémon or dungeons to it then they're VERY late in the game and I never grinded enough to get to them. So now I have to jump back to my running bit with Switch remakes releasing at crazy prices. This is available for $59.99 digitally, full brand new Switch Game price, despite just being a rerelease of a GBA/DS game. That's criminal; something like this should release for $30 tops, and without any real new content to justify that price increase there's absolutely no reason it should be less. They really undercut my point here though because just after I picked this up, they released the GBA version of the game on NSO+, so like. Just play that. Or if you don't have NSO+, I'll fall back on my previous statement from last month that The value of these 20+ year old games is essentially free given that it's so easy to find them online, they've been iterated on so many times, and the original developers aren't getting a cent of that anyway. I'm not against remakes, but let's start being realistic about it: if pirating the original takes as much effort as buying it and gives you a near identical experience to the remake, then the remake wasn't needed.
Save your cash. If you want a great Pokémon Mystery Dungeon experience, Explorers of Sky for the DS is generally considered the best in series, and I'd like to see them actually make an effort to drastically improve on this side-series next time.
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Image from Steam page
Penny's Big Breakaway (Steam)
I 100%'d this as well!
I was super-excited for this when it was first announced. It was developed by Christian Whitehead and the team behind Sonic Mania, which is hands-down the best 2D Sonic game even still, and they proved that they could figure out and distill the formula down to one the best it could be. So seeing them do a 3D platformer that looked like it would build off of 2D Sonic momentum mentality in a way that 3D Sonic never did was exciting.
I may have over-hyped it. That's not to say this is a bad game; far from it! I had a lot of fun with it and enjoyed a lot of the challenges it brought. It's movement is well crafted and a lot of thought clearly went into the different ways a player could move around the world. But the game is less "3D, momentum-Based Sonic" and more "Mario Odyssey with a Yo-yo instead of a cap." There are a few ways to quickly build or gain speed, but overall most of your movement is going to be rolling on your yo-yo until you get to precision platforming, and then you need to take it slower to do your normal jump, swing jump, double jump, forward dive, etc. to get where you need to go.
The game has a combo system that reminds me a lot of Pizza Tower's combo system mixed with a skateboarding game's points. You do combos by doing tricks (any movement that isn't just walking and a normal jump), and the game feels like you can carry a combo through the entire level if you play your moves very precisely. In my experience however, that's pretty close to impossible and it's a little unclear what specifically breaks your combo. Often times I'm left trying to ride my yo-yo back and forth to figure out how to land on ground without actually landing on ground, and it didn't feel great in those moments. When everything worked out though it felt really fun, and I could see how a mastery of the mechanics could really make everything feel good.
Aesthetically the game looks great. Very heavily stylized in a way that reminds me of Sonic 3D blast and well-selected palette's and themes to bring it all together. Character design is a little wacky, but it fits within it and it's a very well executed look overall; something a lot of indies struggle with so it's great to see that they were able to carry over that skillset from how well they handled Sonic Mania.
So in short, if Mario Odyssey-style movement in Mario 3D land type linear levels appeals to you, then this is a good pick-up! It will however take a little while to get used to the movement in order to properly understand how the game wants you to traverse it.
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Image from Steam page
Haiku, the Robot (Steam)
I nearly 100%'d this game! There's an achievement for going through it without repairing yourself or getting chips that help with that (ie, only healing at checkpoints), and I ruined that pretty early. I might go back and do that someday though.
This game is the "prequel" to Rusty's Retirement, which I reviewed last post. It's more that Rusty's Retirement just uses the same characters and some of the aesthetics. But it caused me to be interested in it, and I had a good time with it! It's very much a Hollow-Knight inspired metroidvania, right down to the healing ability and "chips" working like badges. It doesn't hold your hand for exploring, but to the game's credit I never felt lost, which is a problem I had with Hollow Knight itself.
The aesthetic is post-apocalyptic, rusty metal underground entirely inhabited by robots under attack from a virus that causes them to attack each other. The color palette is very muted; You're going to see a lot of Oranges, greys, and browns to match the very rusty look. It works well for it and a few bosses make a point to throw in other accents, but I can see some people getting tired of it.
Gameplay wise it's pretty solid! Everything feels pretty good, some of the traversal abilities are fun to mess around with, there's a lot of build options without feeling like some are objectively better than the other. Honestly, it's just a really solid title. If you like Hollow Knight or tried it and were a bit put off by its difficulty, then this is a great pick-up or alternative.
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Image from Steam page
Psychonauts 2 (Steam)
I also 100%'d this
I really, really liked Psychonauts when I first played it on steam over a decade ago. It had a few issues, but overall was a really fun and quirky 3D platformer at a time when those had fallen a bit out of favor. The story and visuals were wacky, it was funny, and had a lot of unique challenges. I did not back any Psychonauts 2 funding attempts though due to the things going around about double fine and Tim Schafer's inability to handle scope, so I was never expecting this to come out. When it did I bought it and it's been in my backlog ever since.
I do really want to like this game; the platforming is fun, the progression and exploration are like how I remember. But this game really seems like it doesn't want you to play it. It took half of my time with the game to start to feel like there's more gameplay than cutscenes. Over and Over again it'll remind you how incredibly linear it is as you get to a new obstacle, area, or just story beat and then just say "hey you need to stop right there and listen to the story." It feels like it inherently clashes with the collectathon genre it's a part of; you want time with yourself and the world to go and explore and find things, but you're not sure if you've fully explored an area before you're thrown out of it entirely and usually irreversibly for a long time.
The story itself is interesting. It too a while to get into due to its first half doing some poor setup of the previous game(s) that made me uninvested in the nuance it was trying to get me into. I shouldn't feel like I need to have played Rhombus of Ruin, the VR exclusive game that occurred between 1 and 2, to have an understanding of a lot of these characters, but I feel like I missed out on a lot having not played it. Eventually though it starts building it's own story with those building blocks, and that's when it gets really good.
After I unlocked the real hub world and done about 3-4 sub worlds related to it, it started to feel like what I remember. It'll still do cutscenes to contextualize the strange, psychedelic worlds and challenges you see, but then it will for the most part let you play in them without throwing you into a cutscene and then out of the level entirely again. As I approached the end the cutscenes interruption got a little more bare able as the story's various threads tied together into something that didn't feel like padding, but the rocky start is a big ask and I can see players who haven't even touched either of the original games not being able to get key elements.
Combat is still a little wonky. I find myself mostly sticking to ranged attacks and gimmick abilities that you need to counter with rather than using the melee abilities that much. The PSI abilities themselves really could've used an update in terms of how they're accessed; You can map them to any one of the 4 shoulder buttons, but you'll always want levitation and your hand abilities available because they're just incredibly useful in and out of combat. That leaves you constantly opening a poorly handled radial menu to swap between you fire, ranged attack, and more situational abilities they like to swap between frequently. Given the either contextual nature of the gimmick abilities vs the universal ones, it feels like they didn't need a swap menu at all and could've incorporated the movement ones more easily into a context-specific button. I'm only ever going to need to jump between thought bubbles when there are thought bubbles around, use clairvoyance when creatures are nearby, slow time when a platform nearby is moving too fast etc., and that would free up the remaining buttons for your way more present actions of jumping/rolling, grabbing things, and combat abilities. It would lower the amount of unaccounted for freedom in handling combat and traversing levels, granted, but the game doesn't feel like it has enough depth and isn't open enough for that to feel like a bad trade-off.
If you liked the original Psychonauts and don't mind your gameplay being interrupted, having to to go back to worlds way later to 100% them, and are interested more in story, this is for you. If you want a seamless 3D platforming collectathon experience, I'd stay clear.
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Image from the Gamebanana page
Super Mario Eclipse (Super Mario Sunshine GC mod)
This one surprised me; I had heard of a number of great Sunshine hacks that expanded on the game a lot more, but this one combines elements of a lot of them into one to make basically the most definitive Super Mario Sunshine experience + features and worlds that really bring it together well.
For the basics, the game starts out introducing new movement options and changes from vanilla, which is great. The hover burst, basically a double jump that sacrifices the length of the hover for an added boost, and it makes the game play a lot better. The hover nozzle course shows off dive boosting so you can fly crazy distances, and the turbo nozzle no longer has a charge up and controls much easier. Yoshi has also been updated to hatch automatically without fruit, and in this state he can enter water without dying until he eats a fruit, in which case he changes back to normal behavior. It all adds to the controls Sunshine really struggles with, and while the base layer is still there they're vast improvements.
The game contains the entirety of the original Super Mario Sunshine, including the tedious blue coin hunt, but adds quite a few additional levels. The levels are now interconnected, with physical paths between them being separate mini-rooms that add a lot of character to the game and make the world feel cohesive. Delfino also has 4 new levels that tie directly into the game and link nicely as well, though you can clearly tell what is new content and what isn't just because of the way Level geometry works out. Still, it really brings the whole game together, and with additions such as not kicking you out when you get shines that don't require a reload and a pause-menu Shine/Blue coin counter you're not left struggling as much as the original Sunshine had you doing.
Once you beat Bowser, you unlock Daisy Cruiser and a bunch more levels that, while smaller than the Delfino levels, are still pretty fun in their own right. I would've liked it if they had kept with the tropical + interconnected themes with these levels personally, as I think the best one of these levels is Yoshi's Island which actually does, but still it's a great amount of new content. Daisy Cruiser and Peach Beach are brought in directly from double dash, so there's some scaling issues and problems with layout that could've used some work rather than a direct port, but again they're still pretty fun. There's 240 Shines in this game, with 420 Blue Coins, and even after that there's still a large chunk of game for the 100% completion bonus, so you'll be spending a LONG time with this if you really love sunshine.
If you've not revisited Sunshine in a long time or have the itch to pick it up again, this is definitely the best way to do it. Really rounds out what was otherwise a pretty incomplete feeling game into a cohesive world and fun experience.
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snowyllama-art · 4 months ago
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playing haiku the robot and then got hit with the Disease That Makes You Think About Hollow Knight and started going rabid
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jodjuya · 9 months ago
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Finished "Haiku, The Robot"
Delightful little metroidvania. Like if "Hollow Knight" had robots instead of bugs.
No complaints! Only ever got truely stuck to the point of having to look up a walkthrough once. Very rare that a metroidvania does that, y'know?
A one-man project too, which makes it even better.
Five stars. 🤖🤖🤖🤖🤖
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heirtocragflame · 1 year ago
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Just beat Haiku the Robot. Recommended if you, like me, are losing your mind waiting for Silksong
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joaniejustwokeup · 1 year ago
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I love haiku bot, little creature that it is. It’s such a delight.
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chloesimaginationthings · 1 year ago
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WAKE UP,
HAIKU BOT JUST REBLOGGED ONE OF YOUR COMICS
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BLESSED BY HAIKU BOT ONCE AGAIN
(here’s the post)
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zzzubie · 2 years ago
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Is it wrong to want to kiss the small haiku bot under the moonlight
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ladyofthebookcase · 2 months ago
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she haiku on my the til i robot
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surlifen · 13 days ago
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I promise I don't care that much about the gimmick blog bracket and also respect the preferences of those who vote but I can't lie I'm a little bummed out that a human artist who carefully draws an immense variety of birds by request for other users is losing to a robot that repeats existing posts but adds two line breaks based on detected syllable count
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