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  • and Roger Review

    and Roger is a gut-punch. The type of game that is both inventive mechanically and emotionally moving. It is stylish, sometimes cute, and often devastating. At only about an hour long, and Roger is a quick play, but it will likely stick with me forever. And yet I can’t tell you much of anything about it. Not really, anyway. Diving deep into why the game works, and what it’s about would completely take the air out of it. Instead, you just have to trust me. Do you think that’s something you could do? Publisher: Kodansha Developer:   TearyHand Studio Platform:  Played on PC (Steam) Availability:  Released on July 23, 2025 for Windows PC and macOS (Steam). To demand that someone trusts you implicitly without knowing the context is a big ask. If you don’t know what’s going on or my reasoning, how could you possibly take that leap? But leap you must. It's the only way you’ll ever know why this is currently my GOTY. But let me help you out a little bit, at least.  Let’s start by saying the obvious — and Roger  is great to look at and listen to. The art style is simple and clean, with bold linework and a simple palette. There aren’t many animations, as the story is mostly shown in striking frames at the center of the screen while you complete a puzzle, but the way every element of the visual design combines (UI, images, colors, etc.) is a real treat. All of this is backed by a gentle soundtrack that helps set the mood in any given sequence.  Mechanically, and Roger is a point-and-click adventure puzzle game where nearly every short scene and screen introduces a wholly new mechanic or action for you to complete in order to advance. There isn’t a lot of cohesion moment-to-moment on the specific types of tasks you’ll be assigned to complete, but you’ll notice some throughlines that crop up (such as moving things simultaneously or timing your button presses) that will frequently be remixed or expanded upon as the story evolves. ...the emotions and ideas that the game are communicating with you are not always pleasant.  Each new “puzzle” is cleverly designed to put you in on the action, with frantic moments being more shaky and tense, while lighter, sweeter moments are a bit more breezy and whimsical. Every aspect of the game is pushing you toward a feeling. It is communicating the story and characterization through its gameplay in a way that feels substantial and unique. This can be both beautiful and bittersweet, as the emotions and ideas that the game are communicating with you are not always pleasant.  And that’s okay. It's more than okay! We need art that challenges us. Art that can move us to tears. Art that can shape the way we not only approach the world around us, but can also make us consider ourselves and our place in it. and Roger  is one such game — a poignant and crushing examination of life and love under the toughest of circumstances. Verdict and Roger  is devastating in its execution, somehow managing to pack the story full of fear, happiness, love, confusion, and everything in between — all within a one hour timespan. Its unique and creative gameplay not only supports the narrative, but is integral to its delivery. It’s the type of game that will inspire developers and players for years to come. A truly singular piece of art in the gaming space.

  • Australis Review

    I don't think we'll be making any waves with this one. I’m not sure how one is supposed to look at a title like Australis and not feel at least a little bit intrigued. The stunning artwork on the box and board, as well as the numerous well-crafted bits and bobs used to play the game, are alluring — beckoning players to the table to try a round. When you do sit down to play, you’re met with a soft, warm current of a title, gently pushing you through the waves of its gameplay mechanics. Unfortunately, the ride is both brief and a bit slapdash. Product:  Australis Developer: Alessandro Zucchini and Leo Colovini Publisher:   Thames & Kosmos Price: $41.95 Age: 10+ Australis  is a Medium weight board game where players aim to score points through a series of varying tasks and collections, with the player holding the highest number of points being declared the winner at the end of the game. The basic premise is simple, but the scattershot nature of the gameplay complicates things a bit on the first run. Under normal circumstances, I would play solo to run through the rules or mechanics of a title, but as there was a group ready and willing to test it out with me, we gave it a spin as all fresh players. I’m not sure if that was a mistake, but so much of the first run was spent just reading the rules and setting up that it got a bit tiresome early. There are just so many pieces and tokens to manage at any given time that it looks overwhelming at first glance. Looks can be deceiving, however, as once we all played past the first turn, things ran smoothly. There are a lot of discrete mechanics to manage, but none of them ever veer into “complicated” territory. Unfortunately, I think also it avoids ever being interesting mechanically. There are a lot of discrete mechanics to manage, but none of them ever veer into “complicated” territory. I’m not really interested in litigating the entire ruleset (there’s a rulebook for a reason), but for reference’s sake, there are separate tokens for your turtles, the fish you collect (and their food tokens), coral to place on the board, cards to manage for your “engine”, and another set of cards as prize tokens. Oh, and five separate dice sets (well, four sets, plus one big red one). All of this is so that the game can give you a platter of options as far as advancing and competing mechanically. In many ways, Australis is part engine-builder, collection game, and area control game all wrapped into one gorgeous package.  This may sound complicated, but there’s really nothing to it. The only thing you do is pick a dice on your turn, which determines which resource you get or action you take. It’s difficult to really plan anything because what is available is predicated not only on other players’ decisions, but also the randomness of dice rolls and card draw. When a round ends there’s a dice roll-off using your numbered die to determine which players get prize cards for additional points. Playing with more players ups the variability of choices available to you by quite a bit. With two players, only two dice are set for each type; with four players, there are instead four dice per player. This opens up both the possible dice rolls per dice type to include more attractive pickings, and also allows for more varied player strategies. With the game so heavily reliant on the dice roll outcomes, more players helps mitigate the randomness a bit. I really can't overstate how great this packaging looks. My biggest complaint is that once you have the rules down, the game feels almost like it just kind of happens, rather than you playing it. It’s a very safe, simple, breezy experience. Of course, the box says the target audience is 10+, but this might be a bit mundane even for that age grouping. This is a problem for repeated plays, as the lack of depth or true interaction prevents any sort of surprises from developing in the course of a game. Each player will simply take the highest number die available until the turns are over and then, eventually, the game will end. There doesn't seem to be any real thematic throughline, either. Normally when you are playing a board game, you are controlling a single entity or character, or you are simply yourself. Here, it's a bit up in the air — am I a god overseeing the health of the ocean, am I the turtle token, or am I the ocean itself? If we are the turtle, how do any of these other mechanics work in reference to said turtle? Turtles don't have much to do with coral growth and fish populations, after all. This is, of course, a minor complaint. A game doesn't have to have this type of real-life coherence to be fun, but it does feel indicative of the lack of cohesion you feel when playing Australis . You are not anyone or anything, the game is simply a collection of stuff in the ocean. Earlier I mentioned the large number of differing mechanics for family fare like this, but I also feel it's worth noting how none of these separate mechanics seem to truly shine. Engine building might be a part of the experience, but it is so minor it could be removed and the game might still play functionally the same. This is true for the fish and food mechanics, also. The disparate parts just never fully meld into a thrilling experience. Tha t said, there’s nothing inherently offensive about the game — it's as safe as it gets. No real competitive or adversarial mechanics to worry about, no bartering or cooperation to be done. By the final turn, barring any sort of horrendous luck, all players will end up in roughly the same area regardless of what they do in the course of a game. In that sense, it is a good game for children, as it’s impossible to be truly punished for making mistakes since there are no mistakes to make. Even the most hapless player will be competitive in some regard. Verdict Australis initially drew me in with its gorgeous artwork, both on the box and on the board, but left me wanting when the dice were rolled. There are a lot of mechanics and ideas to work out on first playthrough, but it becomes quickly apparent that there’s not much in the way of decision-making for the player. It also has a great table presence, with a good number of figures and pieces to track, but fails to live up to the standards set by the physical contents of the package. After just a few runs, you’ll have seen everything you need to.  Image Credits: Taylor Rioux; Thames & Kosmos Disclosure: We received a free review copy of this product from the publisher.

  • Dyebreaker Mini-Review

    Dyebreaker is an “air hockey platformer” that pits you against another team in 1v1, 2v2, or 1v2 contests where the aim is to guide a puck into a suspended target area. It’s a really fun little game with a great visual style. The tiny characters can be a bit hard to track on a small screen, but otherwise it is visually easy to parse the action, despite the large number of objects that can spawn in the course of a match. On the low end of playing — it's a lot of fun in groups with friends. I can only imagine how crazy it gets with real sickos, though, as it has an immense skill ceiling. Pros Vibrant art Fast-paced gameplay Fluid controls High skill ceiling Cons Small characters and objects are difficult to keep track of in the flow of a match, especially when playing on a smaller screen Verdict Publisher: running jump Developer: running jump Platform:  Played on PC (Steam) Availability: Released on Jul 10, 2025 for Windows PC (Steam).

  • Super Battle Mon Review

    Super Battle Mon  is a smaller scale TCG whose whole conceit is that it is easy and quick to play. Positioned as a game that even the most inexperienced players could pick up and play, the simple mechanics and small deck size mean you don’t even need a table to play. When I spoke to the developer, he told me that the game was in some ways meant to replicate that feeling of playing card games at the playground with your friends. I think it’s safe to say that has been achieved. Product:  Super Battle Mon Developer:   Coffee Cat Board Games Price: $5 for a single booster, $75 for full standard set. I’m not sure what other people’s experiences were with card games like Yu-Gi-Oh  or Pokemon  in elementary school, but for me it kind of felt like a game full of wonder, where anything could happen, and someone always had at least one card you’ve never seen before. Thankfully, Super Battle Mon does not replicate the rules complexity of those titles, so there will be no need for playground arguments over what actually is supposed to happen turn to turn. Decks are 7 cards total, and there are 90 Super Battle Mon to collect. Cards do not have an associated rarity, meaning each Mon is just as likely to appear in a pack as any other. This is quite unlike most TCGs where the best cards are often harder to come by, pushing players to buy more packs for an opportunity to find them. Instead, there are holographic versions and alt-color versions that you can collect for bling.  The entire deck makes up your starting hand, so there’s never any chance of a “bad” hand — completely eliminating any sort of randomness on that end. Instead, the most complexity comes from player interactions. How will your opponent play, how will that affect your hand or plans, and what can you do to come out on top — these are all questions TCG players are familiar with and that remain a core part of Super Battle Mon . Cards have a very simple design, which is beneficial for visibility. The goal is to end up with the most Mons on the board, using your cards to cheat in your own Mons or to disrupt your opponents hand and plan. Each turn starts with players placing a card face-down, flipping it, resolving abilities, and then comparing power. The player with the lowest powered Mon loses the turn and has to discard a card. This will persist until both players can’t play any more cards, and the player with the most Mons in play wins. From an aesthetic perspective, the cards seem to focus on readability, with large, thick text, distinct icons, and simple creature designs. Card art features a single image of the Mon, with background colors matching their type (e.g. fire, grass, water, and dark, or any mix of those types).That simplicity certainly makes it easy to tell which card is which, but I do find that it also comes off a bit flat. It gives off the air that these things aren’t unique — they’re just another one in the set or series.  Individual games are fast and fun, and once you get a handle on the already simple ruleset, you can really fly through a battle in a matter of minutes. This is really useful as an introductory game for young children or inexperienced gamers. I mostly played with those inexperienced types, and all of them seemed to get the game almost immediately. Of course, there is still room for mind games and strategizing, but the skill floor is certainly lowered when compared to other TCGs on the market. Verdict Super Battle Mon  fulfills its core objective of being a simpler, more streamlined TCG that is perfect for beginners or for playing when you don’t have a lot of time. The basic rulesets mean that anyone can realistically pick it up and play, opening it up to an underserved audience in the space. This does come with some drawbacks, of course. That simplicity means the avenues of strategy and expression are quite limited. I found myself ready to move on after only a few matches at any given time, as there’s just not enough meat on the game to keep more seasoned card players on the hook. Despite this, it’s a solid game with clear objectives, nice card stock, and good vibes. Definitely worth a look for anyone eyeing a title with a low barrier to entry. Image Credits: Coffee Cat Board Games Disclosure: We received a free review copy of this product from the publisher.

  • Pixels — The Electronic Dice Review

    Something to die for. I first learned about Pixels — The Electronic Dice  during Gen Con 2025, and I’ve been enamored with them from the moment I first laid eyes on the glowing icosahedron. They say first impressions matter the most, and the bright, customizable colors and built-in screen reader are immediate attention-grabbers. That’s far from all these dice have to offer, however.  Product:  Pixels - The Electronic Dice Developer:  Systemic Games Price: $60 for single die Functionality and Customizability Pixels — The Electronic Dice  are programmable, electronic, light-up dice that can connect to your phone or other device via bluetooth. The dice are fully customizable and controllable via a downloadable app, although they are perfectly usable without it.  One immediate observation I had when testing this out was just how good the die feels to roll and play with. It comes in the standard D20 size, but is a bit heavier than your average plastic die. It’s not heavy enough to be a major concern for damage to countertops, tables, or other gaming surfaces, but does have a nice weighty feel that is satisfying to toss around.  Outside of your bog-standard “roll dice, get number” functionality, you can customize light patterns that appear when rolling and when any given number is rolled. It also features the ability to modify the sound that plays during a roll and upon completion. The total depth of the customizability is actually staggering. For color profiles alone, there are something like 90 different default patterns, many of which have display color configuration, and all of which can be adjusted for duration, repeat count, fading, and intensity. These color profiles can be implemented separately for each individual dice number (1-20) as well as for specific actions (when die is rolling, when die is rolled, and when die turns on). Finally, color profiles can be implemented via web-request, which allow you to send a request to a URL and control the patterns and colors of external devices or platforms. One example is the ability to control the light patterns of a set of light panels that also have IFTTT connectivity. Hard to overstate how impressive this suite is right out of the box, let alone when you really get someone to tinker with it. There’s a similar implementation for sound. Default voice is set to simply announce the roll result via text-to-speech implementation, but can be changed to voice any inputted text. This voice can be further modified by adjusting pitch and rate of speech. Additionally, the app features the ability to add .wav files, so any custom sound could be applied to these same parameters. You similarly can implement sounds to play while the die is turning on or rolling.  Pixels — The Electronic Dice further features the ability to connect to Virtual Table Top platforms, such as Roll20, in order to read the die results and apply them automatically. This is due to the product’s open source nature, which allows for developers of any platform to integrate Pixels — The Electronic Dice into said platform. The functionality doesn’t stop at reading the rolls, either. Custom patterns and profiles could also be implemented, and alternative functionality within a platform can be customized per dice, as well.  And finally, another great, unsung hero of the feature set — roll tracking. The app gives you a running list of all your past roll results, which is absurdly beneficial for those of use who are a bit on the forgetful side. Hard to overstate how impressive this suite is right out of the box, let alone when you really get someone to tinker with it. Durability After hundreds of rolls for testing, I saw no damage on the die itself, and none of the internal electronics seem to have been adversely affected. All that vigorous stress testing shown on their social media has bore itself out in my actual play, and I have no real concern of damage to the internals of the die through regular use. There is a limited warranty of up to two years from date of purchase, should anything go wrong. Accessibility This die is a huge boon for accessibility. Even something as simple as having a voice play out the rolled result is a great assistance, reducing reliance on any visual cues for players. The light intensity and pattern adjustments are also beneficial for any photosensitive users or any other eyesight impairment, allowing a person to set something up that works best for them and their own specific visual needs. Conceptually, the web request integration could also provide some beneficial use cases if they can be connected to some other external device or platform that a person uses, but this isn't something I myself have been able to test. Technical Aspects The die are powered by an internal battery that is charged via a case that can connect to any power source using a USB-C cable type. By default, a pulsing red light will appear on the topmost visible face when the dice are charging. Once complete, the color will instead turn to a steady green, giving a nice visual indicator of the charging progress. The colors and timings are all customizable, just as the rolling patterns are. You can also check the battery status via the app. The app is compatible with screen readers, making it the preferred option for the visually impaired. With the LED function turned off, estimated battery life can last for around 10,000 dice rolls, so fully charging your dice after each use isn’t necessarily required. The dice tray itself has an insert specific to each die type. This helps ensure proper positioning for charging, but doubles as a stand for the dice. It can also serve as a protective case, with the casing providing a shell to enclose the die. They do sell a large charging case for larger sets of dice, but we only have the default single case, so no notes on that here. It really is a gorgeous die, even when the lights are off. Verdict Pixels — The Electronic Dice  is a phenomenal piece of engineering, both on the physical die and the app that controls the profiles. Every aspect of the implementation seems well-considered, making it a phenomenal product for both vanity and accessibility purposes. I like rolling dice well enough on their own, but this thing absolutely mesmerized my son, who spent hours over Gen Con weekend just tossing it around — a true testament to both its “fun-factor” and durability. The LED lighting is an obvious attention grabber, but I think the sound playback and web integration are the true standout features. Every aspect of the customizability allows users to add unique flavor to their dice, for sure, but more importantly (and more impressively) allows visually and audio impaired gamers to tailor their experience to fit their needs. All of this paired with the sturdy design, gorgeous look, and Bluetooth connectivity makes the Pixels — The Electronic Dice  a standout product, and one that I hope to make extensive use of going forward. Image Credits: Taylor Rioux Disclosure: We received this product for free from the manufacturer.

  • The 5 Best Board Games We Played at Gen Con 2025

    We’re on board with these titles Tens of thousands of gamers flooded the streets of Indianapolis to take part in Gen Con, and we were no exception. For the first time ever, the team at JetsonPlaysGames was able to go to Gen Con and try out or fully play a large number of titles across the weekend. After four long days of walking and playing games (as well as two extra at home trying out some goodies we brought home), we’re finally ready to list our top 5 board games we played over the weekend. These titles are new, old, soon to be released, and everything in-between. No reservations made for timeliness — only for how much we liked it. Drop Drive Age: 8+ Number of Players: 2-4 Play Time:  45-60 Min A lightweight sandbox game that utilizes a ‘drop’ mechanic where the board space is laid out by dropping the pieces from above to generate a randomized field to play within. The objective is to gather resources and earn credits — the player with the most credits at the end of the game wins. We really liked the tactile nature of Drop Drive . All the bits and bobs of the resources and the cards have a great feel to them, and it’s just nice to fly around and collect stuff. The drop mechanic and anomalies keep things fresh run-to-run, adding some variability and excitement along the way. In the few games we played, no two runs felt exactly the same.  Sanctuary: An Ark Nova Game Age: 12+ Number of Players: 1-5 Play Time:  40-100 Min Based on its predecessor Ark Nova , this title sees you plan and design a zoo for your assorted species. While this is an Ark Nova game, it does land on the comparatively simpler side, being playable for a wider range of people. Our session of Sanctuary: An Ark Nova Game  was a bit shorter than we would have liked, only getting to play through 2 games, but there are certainly a lot of avenues for optimization and player expression through gameplay that one would expect from a little like this.  From top-to-bottom this felt like an expertly crafted product, with pieces feeling appropriately weighty and sturdy, gameplay running smoothly turn to turn, and all of the artwork and design aspects working beautifully as a cohesive unit.  Nature Age: 10+ Number of Players: 1-4 Play Time: 45 Minutes Age: 8+ Number of Players: 2-4 Play Time:  45-60 Min Developed simultaneously with the digital version, Nature  is a strategy board game by the same designer that made the award-winning Evolution . We had the chance to test out some of the digital version, as well as play a bit more of the tabletop game at the con.  This game uses a modular system that lets you add or combine supplementary modules to create scenarios and ecosystems to play around with. The base game is playable without the additional modules, but works best in tandem with them, as they spice up the otherwise pretty straightforward gameplay to make something a bit more unique. Gone to Gaia Age: 12+ Number of Players: 1-2 Play Time:  Highly Variable Gone to Gaia is an upcoming cooperative roguelite board game for 1-2 players. This title is not out yet, nor is the fundraising campaign open for donations, yet despite this, we found ourselves extremely excited for what’s coming. Our play session was about 40 minutes in total, with Taylor Rioux and Joe ‘Nid’ Kaiser running through the first combat scenario and town interactions in that timeframe. The art is stunning on every part of this game. From the booklets all the way down to the individual cards used for your actions, each piece has a unique and interesting look to it. We were especially blown away by the character portraits and the maps, all of which feature some really great designs. The miniatures on display during the demo were also really cool, and we can’t wait to see what people cook up when they paint them. As this is a roguelite, total playtime will vary wildly based upon how successful you are, with defeats resulting in restarting the campaign. Regardless, it was a phenomenal experience and we can’t wait to play more of this. Catch the Moon Age: 6+ Number of Players: 1-6 Play Time:  20 Min Despite releasing in 2017, this was our first time playing this title, and boy are we glad we did. Catch the Moon  almost works like an inverse Jenga, in the sense that you’re building upward rather than removing pieces. The idea is simple: roll a die to see the constraints of ladder placement (touching one ladder, two ladders, or needing to be the highest ladder), and place your ladder in any way that meets those requirements. If a ladder (or ladders) falls to the table, or you do not meet the constraint indicated by the die, you will take a teardrop token. The game ends when all teardrop tokens have been taken, or all ladders have been placed. The winner is the player with the fewest teardrops at the end of the game. Placing the ladders very quickly becomes a geometry and physics problem, with each new ladder becoming increasingly more difficult to place appropriately. Despite this, it is also a game that would be very playable for young children, and may even be used as a supplement to teach some basic principles of mathematics or physical sciences. Despite the simplicity, and regardless of some educational uses, Catch the Moon  was without a doubt the best general party / family style game we played all weekend, with each game featuring its own sets of problems and laughs.. We sincerely wish we had the opportunity to try out more titles this year, but with such a limited staff on-site, it became quickly apparent that playing everything out on display was just not going to happen. There are a lot of titles still on our radar that are coming soon or recently released, so here’s hoping we get the opportunity to try those out as well! That said, all five of the titles listed here were great to play, and are fully deserving of their spots.

  • Gen Con 2025 Days 3 and 4 — End of Con Round-up

    An Excellent Gen Con Adventure. What’s Next? You might be asking where the round-up for day two is, but I’ll let you in on a secret: There isn’t one! Gen Con day two ended up a day of wandering, and while I did see a lot of great stuff, I didn’t have any specific meetings or get a chance to talk to many of the people at the booths. Instead, I took a moment to try out some stuff we got from day one, and spent some time with family. More to come on those titles as we get some reviews rolling out moving forward. As for days 3 and 4, it was another hectic two days, but just as full of wonder as the previous ones. Although I missed the cosplay parade, I have a number of booths and games I want to highlight that looked great to me. Rose Gauntlet Entertainment Gone to Gaia A roguelite narrative campaign on a tabletop board where what remains of civilization looks to fight off monstrous sea creatures to survive and find the path to Gaia. The version we played included these really incredible miniatures for all of the enemies and player characters, which will be available in one version of the game upon its intended release in October. Combat is a lot of fun, and the artwork on the board, cards, and other game materials is absolutely lovely. We only had an hour to play, which was enough to get through the demo scenario, but I really wish we had more time to play around with it. There seems to be a lot of variability in play, living up to its roguelite name.  Coffee Cat Board Games Super Battle Mon A lighter TCG that does not have card rarity, meaning each card is of equal rarity, so building a deck is a much more simple process than the average TCG. Decks are made up of only 7 cards, and games take around 3 minutes total. Cards have a really clean artstyle, and are simple to understand. We’ll have a more thorough review soon, but I think this is a great jumping off point for small children into the TCG space. Burning Wheel  Torchbearer Not something that was demoed, as this is a full-fledged TTRPG system, but the staff at the booth gave me a quick rundown of the title. Intended to be more reminiscent of early TTRPG titles, Torchbearer  is a more punishing dungeon-crawling experience with an emphasis on survival and exploration. Sounds like a great fit for more hardcore players looking for some extra crunch and the artwork is gorgeous to boot. North Star Games Nature Nature is a strategy board game where the focus is on growing and maintaining a population of your species. It can be played between 1-4 players, and is fundamentally a competitive game. Having the chance to play with and examine the physical and digital versions of the game, it comes off as quite easy to jump into, with simple starting mechanics that anyone could pick up. Luckily, there is also a lot of room for strategizing and optimization.Part of that is certainly due to the fact that both versions of the game were developed in tandem, with the team able to playtest and collect data through their remote digital sessions. There are also additional modules available that act as a sort of scenario modifier, such as different locals, or a focus on other species — all of which can be mixed and matched without compatibility issues. If you don’t have your eye on this one yet, I recommend a serious look. Everything I played was awesome, and the team behind it has a clear passion for the project. It can absolutely fit in with more casual groups, as well as hardcore ones. Thames & Kosmos We actually got demos of other games on top of what is here as this is a pretty huge space, but I wanted to take the time to highlight 3 specific games that we saw and will be reviewing in the future. Australis First up is Australis. This game has a little bit of everything: resource management, dice-rolling, strategy, etc.. It’s a really gorgeous looking game with colorful pieces and a beautiful board that you use to move your sea turtles along a path. This one is multiplayer only, but it isn’t too complex, so it could be played with even novice tabletop players. We were drawn in by the aesthetic, but the game is a ton of fun in actual play among a group of friends. Catch The Moon A stacking game with a very simple premise. Roll a die, see what you have to do, then place your ladder in a way that meets the conditions set by our die. If a player places a ladder and it falls, they take a tear token, Once all tears have been taken, the player with the fewest wins. It’s a really cute aesthetic, with gameplay that looks appropriate for all ages. Kind of like an inverted Jenga in the sense that you’re building, rather than removing pieces. EXIT: The Game - Adventures on Catan I have never played an EXIT game, but I have done escape rooms, and this title is Catan-flavored spin on those. It is essentially a one-time use game that you can use to set up an escape room in your own home or other space. We will be doing a full review on this at a later date. Phase Shift Games Drop Drive This is known as a “Drop-style” game, which essentially means the game's pieces are dropped from above the play space into an area to create a board state which you then play off of. Planets, resources, events — everything is semi randomized as far as location goes. Wherever the pieces land is where they are when you play. Really neat concept, and the pieces have a lot of color and personality to them. The basic premise is that you are piloting a ship and you can collect resources to sell on planets, but there are other avenues of play available such as combat that allow the freedom to kind of do whatever you want. Widget's Workshop Another drop-style game where the pieces are laid out on the play space via dropping them from above. The idea is to pick up pieces in order to build a robot, with points being scored based on how well it is put together. It’s got some cute art, and the pieces fit together to show you your robot in-progress as you play. Mythic Earth Not a game, per se, but this booth had some amazing miniatures related to pre-colonial Central and South American civilizations, such as the Inca and Maya. You don’t see a lot of representation in these spaces for such unique cultures, so it was really great to see. They also have a DnD setting book, complete with stat blocks and other information if you wanted to incorporate that into your game.  SlugFest Games The Red Dragon Inn: Adventure is Nigh! Simply another character pack for RDI featuring characters from the YouTube Series “Adventure is Nigh!” from the likes of Yahtzee Croshaw. The additional “Extras Pack” also features some new prizes and an entirely new tavern to play with. Positano A competitive strategy game where you are fighting over real estate for an ocean view off the Amalfi coast of Italy. Seems quite strategic in terms of how best to manage your building processes. The tokens and pieces were really neat, overall, with the buildings stacking easily, and various parts being easily identifiable. I really loved the color palette and designs on the pieces, with an almost pastel look to the game. Hit Point Press Floral Dragons Not a lot to say here, but this book contains some truly stunning artwork of Floral-inspired dragons, all based upon real flowers. The book comes with ecology notes and even stat blocks for DnD 5E. Just a bafflingly gorgeous work of artistry through-and-through. Grand Gamers Guild Tír na nÓg A game after my own heart, Tír na nÓg takes inspiration from celtic mythology for its setting and gameplay. The artwork is amazing, and the game seems fairly simple to play. You place tokens between the cards in the shared grid. When all tokens have been placed, you draft cards and add them to your hand, which are then added to your tableau. Each player has some goals to achieve, and you earn points for having the most connected Story cards of each color. The highest score wins.  Luma Imports Zenith A sort of tug-of-war type game where you are trying to build your ship to end the game. I was really impressed by the tactile feel of the game, with pieces made of a faux wood that just feels great to hold. It has a slick, distinct design, and a unique board layout that is sure to catch your eye. Can either be played with two or four people (broken up in a 2v2 scenario). It’s really fun to play, but I was struggling to wrap my head around some of the finer details of the mechanics. That could very well just be a me problem! CookieRun Braverse Trading Card Game A simpler, more affordable take on a TCG. Not much to say yet, as I haven’t gotten to playing it myself, but it gets bonus points for being cute enough that my child stole a deck the second I got home. And that’s the big rundown for the final two days of the con! Be sure to check out the day 1 round-up for other great things we saw along the way! We’ll have full reviews out of some games and items we got in the coming weeks, so stay tuned!

  • Gen Con 2025 Day 1 — End of Day Round-up

    Gen Con 2025 has just begun The first day of Gen Con is in the books, and I’m pretty blown away. This is not only my first Gen Con, but my first major Con of any kind, so everything here feels so new to me in many respects. I have been so blown away by not just the games and merch on display, but all of the people running the booths as well. Everyone has been so generous with their time and cordial, it has made this much easier on me as a first-time press member at the event.  That said, I did see a ton of cool things today, so here’s a quick rundown of some of the things we had the opportunity to play, have demoed for us, or otherwise caught our eye. Capstone Games Sanctuary This was the big demo for today. A really fun and interesting title where you are working on building an animal sanctuary, collecting points along the way. I have not played Ark Nova myself, but the team behind this title indicated that it is quite a bit more simple than that title.  That’s not to say it is in any way shallow. There are certainly a lot of avenues for strategy, and you can definitely feel the care the team behind it put into making it a smooth experience to play while retaining that sense of mechanical depth. Up or Down I didn’t play this title at the con, but I received a copy to try out at home. Only one game played so far, and I can see where this would fit in for group settings or family gatherings. It’s a very simple game to pick up and play (something even the most novice players could figure out), while also taking a short amount of time to complete. I didn’t love it, but the simplicity does allow for a more broad audience to give it a spin. Moose Games MENAGERIE The small demo I saw didn’t give me a great idea of the gameplay, but this title sees you collecting insects as part of a menagerie to collect points. You can actually play this one solo, so if you just want to look at some cool bugs, it might just be the perfect title for you. I was most impressed by the artwork on the cards, which feature these lovely renditions of the real-life insects the cards represent. They really are gorgeous, and wouldn’t be out of place on display in a picture frame at home, if not for the game’s iconography covering the cards. HELLO KITTY AND FRIENDS: REACH FOR THE STARS   I loved seeing this one in action. Moose Games already has some really great children’s titles that my son and I play, but this has risen to the top of my list as far as titles I want to bring home. Another simple title, REACH FOR THE STARS  could be played with young children quite easily. Just roll the cute figurines and see if any of the ones on the board match the orientation of the images on your card. It also comes with a nice Hello Kitty holding purse for the game pieces, or for personal use.  POPPY'S PLAYTIME: FACTORY FRENZY Despite video games being our forte, I am not actually familiar with the Poppy’s Playtime series. However, the team behind the board game had a clear appreciation for the video game it was based upon. Obviously, Poppy’s Playtime is not the type of title you can just slap on a board game and have it translate easily, so it was really cool to see what they did to try and capture the essence of the video game and bring it to the table, complete with a Huggy Wuggy spinner figurine that chases players around Cephalofair Games, Snapshot Games Inc., Arc Games Frosthaven Digital Another blindspot for me, but I’ve never played Gloomhaven on tabletop or digital, and I’ve never played Frosthaven , either. Getting the chance to play a demo of the digital title just prior to early access, I’m excited to see the full game in action. I had fun with the demo, but perhaps more importantly, I had a great chat with Isaac Childres (designer of Gloomhaven and Frosthaven ) and got some insight into his journey and development process. This one is definitely on my radar going forward. Nomnivore Games, Pixels Dice Get Baked! No true demo for this one due to shipping delays (a major throughline for many of the games, actually), but I got a quick rundown of the game and got to take a look at some of the art, as well as chat with the team about it. It looks fun, so I would keep an eye out for it when it finally drops. Also, the design aesthetic for the games here is really great. I mean, look at this cutie: Pixels Dice Perhaps the most singularly impressive thing I saw today, point-blank-period. I’m going to swing back to this one at a later date, but here’s the long and short of it. The dice that were shown to me could be illuminated with different colors, patterns, etc., and you could even customize the sounds played when rolling numbers on your die — all of which could be changed via an app on your phone. I think this is an excellent tool for accessibility, but is also great for kids or any other person who just wants to have a little more fun with the dice-rolling experience. Plus One Exp No actual play or true demos of any of these titles, but the premise of each was really interesting. I got a few quickstarts to work with, plus a more in-depth explanation of The Walls Will Swallow You and Hellwhalers , and I’d like to give each a look in earnest when I can get back home and play them in a group. Gundam I’m really hoping I can get a better look at these later this weekend, and specifically see the Gundam Card Game  in action, but just the main display was breathtaking in its own right. The cards have some truly phenomenal art, and I’m a big Gundam fan, so seeing them translated here was great. They also have some “Assemble Kits”, which are miniatures you put together as representative tokens of the cards in the card game (they don’t confer tangible benefits, they just look cool). And that’s it for day one! I want to reiterate that I remain overwhelmed not only by the craftsmanship and passion of the teams behind the games, but also their generosity and politeness in my visits. I saw so many cool things today, it's hard to wrap my head around it all, and every bit of interaction I had was a positive one. It feels almost surreal to see this many people in one place being so positive about a shared passion — especially at this specific moment in time. Here’s hoping the rest of the convention is just as fulfilling!

  • One-Eyed Likho Review

    Don't go looking for evil. You might just find it. Every bit of the introductory segment in One-Eyed Likho  is a little bit disorienting — a bell tolls, a smith hammers an axe on the anvil, and a raven pecks at the moon. Between the chain of events, only a smash cut is used to tie them together, engendering a sense of unease as your eyes follow the dark and discombobulating sequence. Soon, you’re sitting face-to-face and sharing a drink with your friend, The Tailor, and although the image is a bit blurry due to your assumed drunkenness, it feels as if a bit of sanity has crept back into the scene. Things change quickly, thanks to another smash cut, and massive claws tap upon the table in front of you. In your drunken stupor, you determine it is best to go searching for evil in the world. The sound design, visuals, and camerawork push the scene forward in ways that feel a bit nightmarish — something that will hold true throughout the entirety of the game’s runtime. Its greyscale visual style also lends itself well to this sullen atmosphere, enhancing the mood of any given moment through its excellent use of light and dark imagery, and the interplay between those two elements. Publisher: Morteshka Developer:   Morteshka Platform:  Played on PC (Steam) Availability:  Released on July 28, 2025 for Windows PC (Steam). Set in Russia and based on an old Slavic fairy tale, One-Eyed Likho  embraces the fantastical, leading you through mesmerizing environments as you try to find a way out of the desperate and horrific circumstances that have befallen you, thanks in no small part to your own hubris. Playing as The Smith, you start the journey to find evil in earnest by traveling through the Dark Forest, dragging The Tailor along for the trek. It’s not long before it becomes obvious things are amiss as you arrive at a seemingly abandoned cabin in the woods. That cabin lays the groundwork for the story, drawing you into the world of Likho and other fables, but it also sets the table for what to expect going forward in the gameplay. Tight corners, dark rooms, and grotesque figures make up much of the scenery, with very little visibility. Claustrophobic is the term best used here in these tight passages, a feeling accentuated even further if you play in the “Cinematic” visual mode, a tighter aspect ratio view of the game that further limits your field of vision. Here you’ll obtain the matchbox, which will serve as your only real tool for a majority of the game. This matchbox is integral not only for visibility, providing much-needed light in many scenarios, but also as your puzzle-solving mechanism; lighting debris or objects on fire is how you clear nearly every obstacle within One-Eyed Likho . While that dark and moody visual style produces some great ambience, it does do a bit of a disservice to the environments themselves, as so many details are outright obscured unless you take the time to painstakingly light a match every few seconds to explore. Exploring in that manner is technically possible, seeing as there is little urgency baked into the gameplay systems. Despite the game feeding you constant reminders about the demon stalking you, Likho herself very seldom makes an appearance, and when she does it’s mostly non-threatening. Likho is slow, with a short range of vision, and she’s easily outmaneuvered. Coupled with the downright simple puzzles throughout the odyssey, this lack of tension undercuts the frankly stunning atmospheric elements of the game. There’s absolutely no reason to ever feel rushed or scared as you make your way through those dark corridors. No reason to fear what might lie around the corner or in the rafters. One-Eyed Likho is visually stunning, utilizing surreal environments and stark contrast to create its eerie atmosphere. That breezy gameplay design does allow the player to explore more freely and there are quite a few collectibles to gather. Matryoshka dolls, manuscript pages, totems, and other items litter the environments. Many of these only require simple exploration and interaction to acquire, but others are more involved, needing minigames or slightly more advanced puzzles to be completed before being added to your collection. The additional fables and murals along the way are a great touch that add to that fantastical feeling the game so deftly navigates, but with so many of the fables being near identical, reading them feels more than a bit redundant.  Dialogue feels much the same in many instances, with repeated ideas or lines rearing their head throughout your conversations with The Tailor. And while the game does offer you quite a few opportunities for choosing your dialogue, the options are quite vague and you’re never fully sure what your character will say when you pick one. The instances where you do get to sit down and talk to The Tailor still remain positive, despite the uncertainty behind your choices, as they offer some insight into the world you are currently in and the mentality of the characters themselves. Of course, I feel the repetition is intentional. Those manuscripts all contain similar fables, all of which are not only connected with each other, but also feed into the overarching narrative you find yourself working through. Those dialogues and images are there to hammer home the point that you’re not coming out of this whole — something about you will have been irrevocably altered at the end of all of this. Despite the intent, I do find that repetition overdone and it diminishes the excitement of finding those hidden items, quelling any desire to find all of the pieces for any reason other than to say you did. Those dialogues and images are there to hammer home the point that you’re not coming out of this whole — something about you will have been irrevocably altered at the end of all of this. This disconnect between the atmospheric elements and the actual mechanical gameplay is perhaps my largest disappointment with One-Eyed Likho . It is an absolutely visually stunning game, with striking environments and smart use of lighting that instills feelings of unease and fear into a player, but those facets are so thoroughly undermined by the mechanical components of the game that it drags everything down. Despite the minor technical hiccups like invisible barriers blocking puzzles or manuscripts lighting themselves on fire before I could read them, I would never go so far as to say the gameplay was bad — it simply left me wanting. I wanted to see more of Likho, I wanted more variety in gameplay, and I wanted to feel like I wasn’t wasting my time exploring.  Thankfully, the visual identity of the game and the exceptionally strong closing segments leave a lasting impression. Despite my qualms with this title, the issues with the gameplay seem to blur a bit when I try to focus in on them — much like The Smith’s vision at the beginning of the game — and I’m left instead with a game whose distinctive imagery is seared into my memory. Verdict One-Eyed Likho is a fascinating, surreal, and almost hypnotic experience. The strong visual style and artistic direction of the game make it a truly enthralling title to behold. While the puzzles and overall gameplay are a bit lacking in terms of crafting an engaging or exciting adventure, the atmospheric elements are unmatched. Image Credits: Morteshka Disclosure: We received a free review copy of this product from the publisher.

  • Without a Dawn Review

    I resisted. I’m still here. Trigger Warning: this page contains references to themes of suicidal ideation, self-harm, and other psychological issues which some individuals may find distressing’ There’s something gnawing away at me in the back of my mind when I play a game like this. An agonizing feeling that I am never really able to shake. Whenever a game deals in earnest with mental illness or suicidal ideation, I begin to feel a bit like a bug under a magnifying glass in the hot sun. Or maybe the bugs are just beneath my skin, ready to break out and consume me. I can’t help but squirm in my chair, restless. But I am still here. I persist. Without a Dawn  is, without a doubt, a deeply upsetting title to work through. My own fears and past are dredged up every step of the way. As are painful reminders of loved ones I’ve lost along the way. Frankly, this is a phenomenal display of artistry. Publisher: Jesse Makkonen Developer:   Jesse Makkonen Platform:  Played on PC (Steam) Availability:  Released on May 19, 2025 for Windows PC (Steam). Without a Dawn is a visual novel in name only. There are minimal choices to make, and no branching paths or objects to interact with. Instead you’re guided through an emotional and evocative exploration of one person’s struggles with anxiety, suicidal ideation, and self-doubt. The art and music are outstanding, with the visuals made with something akin to ASCII art, but they shift and flow to create these stunning scenes where little changes creep up on you over time. Impactful audio, such as rain pattering, ticking clocks, and other normally mundane sounds create an isolating atmosphere, enhancing the text in a way that makes big moments much more impactful. This is complimented by the strong writing, which does an excellent job of crafting an intense sense of dread and isolation. There were moments where I began to feel anxious myself — not a feeling I’m accustomed to. Its vivid imagery — visually and linguistically — are reminiscent of poetry, allowing us insight into the emotions and experiences of the subject without flatly describing them. There’s so much tension and buildup in every single scene, it becomes unnerving and unbearable, able to push and pull you in an intended direction emotionally.  Without a Dawn has a unique and disorienting art style . Perhaps thankfully, Without a Dawn  is extremely short, taking under an hour to run through. That’s not a negative for me on this one, as I thought it got all of its emotional impact and story-telling across quite well in that brief span. It fits into that really unique space where it really only works as a game, but the why might seem a tad counterintuitive. See, the choices don’t matter much, with many of the options being false. You can choose to advance and select the intended option, or you can try and hold out through the night. In the end, you must give in to continue the story. But I always resisted anyway. To be honest, I think I always will, given the choice. There’s something about it that just feels so personal, so familiar. Having gone through my own struggles and knowing those feelings intimately, I felt compelled to resist. Perhaps that was more for me. I refuse to let myself go there again. I will persist. Alas, there is no way to really do so. I tried — god did I try.   By forcing you to make these choices and move things along, you become party to the events in a way that’s just not possible in something like a film or novel. It gives you personal connection to the events unfolding, or maybe even forces you to bear a little responsibility for the way things go. I can’t let go of that feeling. The feeling like I could have, or should   have  done more. But what more could I have done? The game made me continue in that way, right? I suppose I could have turned it off, just closed it and moved on with my life, oblivious to the events portrayed, ignorant to the loss I would contend with. Of course, that’s not really true. For better or worse, I was compelled and unable to divert myself from it. It fits into that really unique space where it really only works as a game, but the why might seem a tad counterintuitive. At the end of the game, I was a bit shaken. Or perhaps it was more disgust? Dread? I am not sure what the overarching emotion was, but I know I felt powerless in a way that’s uncommon after playing a game. So much of the visual novel feels like a car crash in slow motion. You know where it’s going, you see the signs, but you can’t stop it. No matter how much you fight, it feels inevitable. Maybe that’s why when it was over, I felt a bit of relief — a release from the burden of care imposed on me. It’s funny, when I was working through ideas in my head about how to write this review, I kept thinking about ways to incorporate the number 15, a reference to the game. I wanted to try something a little more unique, maybe make it a bit fun. But you know what? I’m a little tired, too. Verdict Without a Dawn  is a powerful and moving, albeit short, experience. A distilled shot of emotion and anxiety wrapped into a surreal package. It made me feel deeply uncomfortable in all the ways art like this is meant to. In playing it, I had to once again reckon with a part of me long buried, and in having done so I feel a bit stronger. Image Credits: Jesse Makkonen

  • JetsonPlaysGames Will Be at Gen Con 2025

    Here’s what to expect from us. Gen Con 2025 is just a few short days away, and the JetsonPlaysGames team will be there! While we are there, our normal video game coverage and reviews will be suspended. We will be focused on providing articles related to Gen Con and any of the games or events we participate in at the convention. We’ve got a pretty packed schedule for Gen Con, so here’s a few things you can keep an eye out for: Interviews with developers of the games. Daily breakdowns of what we saw/played. Game reviews. Lists and opinion articles about the games, booths, or events that excited us. We’re excited to share this stuff with all of you, especially since it will be our first con as press. While we have not previously covered tabletop games at length, this felt like the perfect opportunity to broaden our coverage into even more types of games. Many of the events and games that we’ll be participating in are already things we enjoy, so it’s a no-brainer to make it part of our wheelhouse. There aren’t any plans for video content such as travelogues, video interviews, actual play, etc., but if you have any suggestions or requests for content you would like to see, be sure to send us a suggestion using our contact form ! And if any of you see us out there, be sure to say hi!

  • Children of Morta Review

    The world in Children of Morta is corrupted, with a blight spreading across the land that infects all living creatures it comes into contact with. Left unchecked, this Corruption will eventually consume the world and all who live in it. And while fighting the Corruption is the primary driver of the plot, that’s not really what the game is about. No, Children of Morta  is about family. It’s about sticking close in the face of adversity, supporting each other and becoming stronger through all of your trials, together. Publisher: Playdigious, 11 Bit Studios Developer:   Dead Mage Platform:  Played on PC (Steam) Availability: Released on September 3, 2019 for Windows PC, and October 15, 2019 for PS4 and Xbox One. Released on November 20, 2019 for Nintendo Switch, and October 7, 2024 for iOS and Android. Taking control of the Bergson family, you must navigate the perils of corrupted dungeons and ferocious enemies to save three trapped spirits in order to stop the mountain god, Ou. Your first moments are spent controlling John Bergson, a very typical sword and shield archetype character who works best at close range and can block many blows with his gigantic shield. At the behest of your mother, the matriarch of the Bergson family, you are sent to investigate the corruption. This short section serves as the tutorial for many of the gameplay systems, but also sets the scene for the characters and their relationships, showing you a bit about the characters’ personalities and abilities without the characters themselves ever speaking a word. The story is presented by an omniscient voice, who narrates the events but does so with a gentle touch. Rather than getting into the weeds by using descriptive language to elaborate on character feelings or specific dialogues, the narration mostly focuses on the overarching events or actions taking place, and while this may at first come off as a bit redundant, I felt that it was more complimentary. As the narrator delivers the exposition, you can see the characters and their relationships shine through via the well-crafted sprites during any scene. The characters themselves do not have any spoken lines of dialogue (at least not in the story scenes), instead communicating their emotions, intentions, and personality through their animations — both alone and among the other characters. All of these scenes are beautifully crafted, utilizing the exquisite pixel art to deliver some truly phenomenal moments. Dead Mage has had some practice with this in other titles, such as Wizard of Legend , but here they have managed some really powerful emotional storytelling through the artwork alone. That spritework doesn’t just come in handy in the story moments, though. Dazzling effects in combat and enticing landscapes all serve to keep your eyes in a state of wonderment, even if it can get a bit messy in high octane environments. Late game combat is especially hard to parse when too many foes arrive on-screen, each with their own abilities and animations vying for your attention. Children of Morta sports absolutely stunning pixel art graphics. Of course, that may be part of the intentional design behind the game. As a roguelite dungeon crawler, the point is to make a run at a dungeon a few times, gathering resources to be spent back at home to upgrade your equipment and abilities, dying, and then doing it all again until you finally succeed. That visual clutter certainly adds to the difficulty, but I fear the game would not be particularly challenging without it. Personally, I don’t mind if a game is hard or easy — I can take it one way or another and it’s not something I’ve ever worried about carrying as a badge of honor. That said, when the crux of your balance is whether or not you can see , I do take umbrage to the idea. Despite the large number of playable characters, and seemingly vast amount of relics or usable items available to you in any given run, none of those runs ever really felt unique. Yes, John may use a sword while Lucy slings fireballs, but encounters are still largely approached in the same way, and the controls for combat may be a bit too simple to support the slower paced action of this title. Consequently, almost nothing ever feels threatening past the first zone. The exceptions to this would be bosses on first pass (only if you don’t have great gear, at which point they just melt anyway) and late in the third zone, where enemies have so much health it becomes a bit of a war of attrition to wade through them all as an unstoppable, zone-specific AOE constantly tracks you and attempts to ruin your day. The sort of closeness in gameplay between members is a bit disheartening, but that closeness does manifest in other ways. As you level a character and learn new abilities, they gain passive effects which can be applied when you play as other characters. For example, Lucy gains the ability to set a decoy down when one of her family members takes a large blow, distracting and damaging foes in the process. In this case, if you played as a character like John, Lucy’s presence and bond with her family could still be felt and provide tangible benefits, even if she’s not there physically. I love the way the gameplay and narrative intertwine in this way, as it does wonders in showcasing the bond between the Bergsons throughout the adventure. In this case, if you played as a character like John, Lucy’s presence and bond with her family could still be felt and provide tangible benefits, even if she’s not there physically. While disparate elements such as the combat, music, and level design are all fine in their own right, I can’t help but look back on the bond of the family as the high-point of the experience. Through their excellent spritework, Dead Mage communicates these relationships so well, making you feel each and every bit of pain or joy the Bergsons face (individually and collectively). Coupled with the inventive ways that these bonds are implemented mechanically in the form of support actions in combat, it becomes the most interesting aspect of the game. It has been said that familiarity breeds contempt, but I’ve found there’s no place like home. Verdict While the combat may not be the most exciting offering in the roguelite genre, there’s still a lot to love in Children of Morta . Beautiful pixel artwork keeps things visually interesting, and is especially well done in touching family moments. The visual flare of many of the special abilities and attacks is also another positive, though the screen can get a bit too busy in large group fights. Children of Morta  manages to tell an emotionally resonant story, perhaps in spite of its simplicity, relying on the power of family to drive things home. Image Credits: Taylor Rioux

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