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Detailed DD post [re-post after r/pennystocks removed it]
I posted this yesterday morning (UK time) but after 5 hours or so, pennystocks deleted the original post. A few people messaged me asking for it to be shared in a few High Tide specific pages. So here it is! -- This is my first time posting a DD post – a friend of mine who moderates on SPACs has shared some analysis I have written previously, but I’m keen to share this here, and see if there is any appetite for sharing my own personal written DD I have on the 30 stocks I have across a number of different portfolios. I have modified this format, as it was originally a script for a video which I created on the stock. If you prefer to listen – check it out here: https://youtu.be/qsjwU7kkPsw Some of the market stats (market cap, current multiples, etc.) are correct as of Feb-06, and clearly a little outdated since the price movements. Not a financial advisor, do your own DD. I am long HITI and have an expectation of a long term hold on this stock. Overview
High Tide Canada-based cannabis retail company, operating under multiple brands. It operates under 3 core divisions:
Brick and mortar retail – 4 key brands with just under 70 locations in Canada. Brands include: Canna Cabana, New Leaf, Meta Cannabis and Kushbar. Forecast to have around 115 stores by end of 2021
Online retail – has 2 brands, both of which attract millions of viewers per month – Grasscity.com and CBDcity.com
Wholesale – manufacturer of paraphernalia in US and Canada. Number of products are branded with various celebrities, Snoop Dogg, Paramount Pictures, Trailer Park Boys and many more
Has good c-level execs and experienced executive board; hold significant stake in the business. CEO Raj Grover holds just over 21% of the shares
Currently has a market cap of around $280m. Still significant upside to the valuation – see analysis later in post
Investment Merits Very strong market growth:
Business has demonstrated growth both organically (through new store openings, more online sales and greater wholesale sales), as well as inorganically through M&A
Growth in markets which High Tide has a physical presence in is expected to be very strong. North American cannabis market (Canada and US) is forecast to grow by 30% a year to 2027 (source: research and markets)
Analysts covering High Tide are forecasting growth in excess of this, which is positive to see and implies capturing market share
New markets / geographies ‘opening up’, legalizing and regulating cannabis is also an exciting and realistic prospect for incremental growth:
The US federal legalization debate is on the table
Many other countries are considering this too and High Tide is well positioned for these; this is catalyzed by the fact that government debt has increased significantly as part of the response to the COVID-19 health crisis. This needs to be repaid somehow, and increasing tax rates on existing taxes is an unpopular political move. Finding new tax revenues is a more palatable way of increasing tax revenues for governments. This is especially important in countries where elections are upcoming.
Personally I do expect to see this accelerate the agenda for the regulation and legalization of cannabis in many new countries
Whilst predominantly Canada and US based, High Tide does have presence in some markets where cannabis is not regulated or legalized, the UK for example (~10% of Grasscity sales are made here) and so it is well positioned with a strong and established brand to capitalize on this opportunity, when / if the market ‘opens up’
Regulation
High Tide benefits from the regulatory focus and overhang on the cannabis retail sector as it represents a strong barrier to entry, making it more challenging for new competitors to enter market
Participants in the market need to have licenses and ensure consistent compliance with laws to continue operating – failure to comply can result in significant financial penalties
Personally I normally don’t like investing into retail. There are usually fairly limited barriers to entry, minimal differentiation and negligible customer loyalty, however the cannabis market does have different characteristics in this respect and makes it a more compelling proposition
Regulation also benefits those with scale, something High Tide has as the leading player in the market. It costs money to obtain and retain licences to operate and it costs money to ensure compliance with all the laws and regulations and that all staff are acting in accordance with these
Some parallels in this respect which can be drawn to casino gaming in casinos; you don’t see new casinos popping up at the same rate which you see new restaurants or apparel stores opening
Demand
There’s a lot to like about the demand dynamics for High Tide. It’s vice-nature means that demand is less correlated to disposable incomes. Given where we are in economic cycle, especially important consideration
For those doubting this, check alcohol, tobacco or gambling expenditure across economic cycles historically, for a proxy
Strong performance throughout COVID-19 crisis
Despite heavy weighting towards brick and mortar, (the most hard hit part of retail) it has effectively managed the shift to online, which is a positive
Has relied on government support and financial assistance in the form of job retention schemes (address in more detail later in post)
This demonstrates management are capable and have effectively navigated the challenging situation
Data
Massively summarized from the video, (and my video on KERN) so check that out if interested in this point, however, they have unique access to supply chain data which could be monetized effectively and generate strong levels of recurring revenues
Other established sectors have a trusted party with such unique access to data (e.g. alcohol, lithium, different foods, etc.) and the opportunity here is enormous
I would like to see High Tide capitalize on this
Forecasts financials & analysts
Currently 2 analysts covering High Tide, both have a buy rating on the business
Their coverage is slightly outdated (expect this being updated soon and a further catalyst for positive price action) and their price targets are 60c; at the time their reports were published, they were forecasting a 4x upside (HITI was trading at ~15c)
Same analysts also forecasting strong growth - 77% CAGR to 2022. They are forecasting revenues of around $250m and EBITDA of $46m. A reminder here, these are professional analysts, not YouTube students – these come from their financial models, the assumptions of which are discussed with management
Going to go quick here, its explained more slowly in the video but High Tide is currently valued at a significant discount to the other listed peers
Looking at EV / FY+1 Sales multiples – EBITDA not meaningful as some of the peer group are EBITDA negative and High Tide itself has only recently become EBITDA positive
Personally, I think Planet13 is the most comparable given its business model
Taking both Planet13 multiple and peer group average multiple, this is then applied to High Tide’s forecast FY+1 sales to calculate an enterprise value – this is adjusted for net debt to get to a market capitalization and then divided by the share count to get an implied share price
The table below shows the implied stock price valuations from this analysis
Net debt will change in coming year given the capital structure and a large number of convertible notes – this has been ignored given it will have small impact on the price
The share count will change as a result of dilution from various instruments – if this bothers you massively then look at the valuation discount on the basis of the enterprise value as it does not impact this (and only slightly on the market cap given minimal impacts to cash from instrument execution, etc.)
Not accounting for any stock split, consolidation or any other M&A deals
The FY21 financials are on the basis of the mean broker estimates from Thomson Reuters – Seeking Alpha has different and slightly outdated ones
US is only a small part of the market which High Tide addresses, while a change in regulation would have a big impact on the company, currently it is unlikely this would happen, given the discussions about potential federal legalization
Canada regulation is established and not going anywhere
Other countries likely to legalize and regulate cannabis, as outlined earlier
Dilution
No escaping that there will be some significant dilution for shareholders, as pointed out in the table below, but this should be already priced into the stock
Potential that new equity issuances could occur to help finance growth, but provided this growth is delivered, it should be accretive for the stock price
A risk that investors need to be aware with for all companies which have relied on government financial support during COVID-19 measures. Such support has resulted in the number of businesses going bankrupt decreasing massively – this is at a lower level than it ever normally is and is masking some real underlying issues within companies. As investors we need to be open eyed about this
As High Tide has benefited from support in the form of the Canada’s Emergency Wage Support scheme, there is the risk that once this is lifted it may become apparent that the cost base has not been effectively managed
Personally, I think this is mitigated by the synergy analysis conducted as part of the M&A. A full cost base analysis would have been conducted to calculate the potential $8.4m synergies so strong likelihood that this is under control, but should keep on our radar and reassess
Marketing expenses and celebrity licenses
Need more information to ascertain whether these are underpinned by a compelling ROI. Seen a lot of people suggest this is a great positive, but the impact on sales volumes from these is unknown, as is the terms of these license agreements (e.g. split between upfront fee vs. volume-based fee)
No escaping the fact that it is an increased cost and so need to understand the ROI this generates to determine whether it really is compelling
Is there really more demand to pay a premium for Snoop Dogg bongs, Guns n Roses papers, Cheech & Chong grinders, or whatever they may be?
So far management have suggested this has been helpful in driving new sales, but this is something to dig into more
Detailed DD post [re-post after r/pennystocks deleted it]
I posted this yesterday morning (UK time) but after 5 hours or so, pennystocks deleted the original post. A few people messaged me asking for it to be shared in a few High Tide specific pages. So here it is! Hope this is OK for the mods here? -- This is my first time posting a DD post – a friend of mine who moderates on SPACs has shared some analysis I have written previously, but I’m keen to share this here, and see if there is any appetite for sharing my own personal written DD I have on the 30 stocks I have across a number of different portfolios. I have modified this format, as it was originally a script for a video which I created on the stock. If you prefer to listen – check it out here: https://youtu.be/qsjwU7kkPsw Some of the market stats (market cap, current multiples, etc.) are correct as of Feb-06, and clearly a little outdated since the price movements. Not a financial advisor, do your own DD. I am long HITI and have an expectation of a long term hold on this stock. Overview
High Tide Canada-based cannabis retail company, operating under multiple brands. It operates under 3 core divisions:
Brick and mortar retail – 4 key brands with just under 70 locations in Canada. Brands include: Canna Cabana, New Leaf, Meta Cannabis and Kushbar. Forecast to have around 115 stores by end of 2021
Online retail – has 2 brands, both of which attract millions of viewers per month – Grasscity.com and CBDcity.com
Wholesale – manufacturer of paraphernalia in US and Canada. Number of products are branded with various celebrities, Snoop Dogg, Paramount Pictures, Trailer Park Boys and many more
Has good c-level execs and experienced executive board; hold significant stake in the business. CEO Raj Grover holds just over 21% of the shares
Currently has a market cap of around $280m. Still significant upside to the valuation – see analysis later in post
Investment Merits Very strong market growth:
Business has demonstrated growth both organically (through new store openings, more online sales and greater wholesale sales), as well as inorganically through M&A
Growth in markets which High Tide has a physical presence in is expected to be very strong. North American cannabis market (Canada and US) is forecast to grow by 30% a year to 2027 (source: research and markets)
Analysts covering High Tide are forecasting growth in excess of this, which is positive to see and implies capturing market share
New markets / geographies ‘opening up’, legalizing and regulating cannabis is also an exciting and realistic prospect for incremental growth:
The US federal legalization debate is on the table
Many other countries are considering this too and High Tide is well positioned for these; this is catalyzed by the fact that government debt has increased significantly as part of the response to the COVID-19 health crisis. This needs to be repaid somehow, and increasing tax rates on existing taxes is an unpopular political move. Finding new tax revenues is a more palatable way of increasing tax revenues for governments. This is especially important in countries where elections are upcoming.
Personally I do expect to see this accelerate the agenda for the regulation and legalization of cannabis in many new countries
Whilst predominantly Canada and US based, High Tide does have presence in some markets where cannabis is not regulated or legalized, the UK for example (~10% of Grasscity sales are made here) and so it is well positioned with a strong and established brand to capitalize on this opportunity, when / if the market ‘opens up’
Regulation
High Tide benefits from the regulatory focus and overhang on the cannabis retail sector as it represents a strong barrier to entry, making it more challenging for new competitors to enter market
Participants in the market need to have licenses and ensure consistent compliance with laws to continue operating – failure to comply can result in significant financial penalties
Personally I normally don’t like investing into retail. There are usually fairly limited barriers to entry, minimal differentiation and negligible customer loyalty, however the cannabis market does have different characteristics in this respect and makes it a more compelling proposition
Regulation also benefits those with scale, something High Tide has as the leading player in the market. It costs money to obtain and retain licences to operate and it costs money to ensure compliance with all the laws and regulations and that all staff are acting in accordance with these
Some parallels in this respect which can be drawn to casino gaming in casinos; you don’t see new casinos popping up at the same rate which you see new restaurants or apparel stores opening
Demand
There’s a lot to like about the demand dynamics for High Tide. It’s vice-nature means that demand is less correlated to disposable incomes. Given where we are in economic cycle, especially important consideration
For those doubting this, check alcohol, tobacco or gambling expenditure across economic cycles historically, for a proxy
Strong performance throughout COVID-19 crisis
Despite heavy weighting towards brick and mortar, (the most hard hit part of retail) it has effectively managed the shift to online, which is a positive
Has relied on government support and financial assistance in the form of job retention schemes (address in more detail later in post)
This demonstrates management are capable and have effectively navigated the challenging situation
Data
Massively summarized from the video, (and my video on KERN) so check that out if interested in this point, however, they have unique access to supply chain data which could be monetized effectively and generate strong levels of recurring revenues
Other established sectors have a trusted party with such unique access to data (e.g. alcohol, lithium, different foods, etc.) and the opportunity here is enormous
I would like to see High Tide capitalize on this
Forecasts financials & analysts
Currently 2 analysts covering High Tide, both have a buy rating on the business
Their coverage is slightly outdated (expect this being updated soon and a further catalyst for positive price action) and their price targets are 60c; at the time their reports were published, they were forecasting a 4x upside (HITI was trading at ~15c)
Same analysts also forecasting strong growth - 77% CAGR to 2022. They are forecasting revenues of around $250m and EBITDA of $46m. A reminder here, these are professional analysts, not YouTube students – these come from their financial models, the assumptions of which are discussed with management
Going to go quick here, its explained more slowly in the video but High Tide is currently valued at a significant discount to the other listed peers
Looking at EV / FY+1 Sales multiples – EBITDA not meaningful as some of the peer group are EBITDA negative and High Tide itself has only recently become EBITDA positive
Personally, I think Planet13 is the most comparable given its business model
Taking both Planet13 multiple and peer group average multiple, this is then applied to High Tide’s forecast FY+1 sales to calculate an enterprise value – this is adjusted for net debt to get to a market capitalization and then divided by the share count to get an implied share price
The table below shows the implied stock price valuations from this analysis
Net debt will change in coming year given the capital structure and a large number of convertible notes – this has been ignored given it will have small impact on the price
The share count will change as a result of dilution from various instruments – if this bothers you massively then look at the valuation discount on the basis of the enterprise value as it does not impact this (and only slightly on the market cap given minimal impacts to cash from instrument execution, etc.)
Not accounting for any stock split, consolidation or any other M&A deals
The FY21 financials are on the basis of the mean broker estimates from Thomson Reuters – Seeking Alpha has different and slightly outdated ones
US is only a small part of the market which High Tide addresses, while a change in regulation would have a big impact on the company, currently it is unlikely this would happen, given the discussions about potential federal legalization
Canada regulation is established and not going anywhere
Other countries likely to legalize and regulate cannabis, as outlined earlier
Dilution
No escaping that there will be some significant dilution for shareholders, as pointed out in the table below, but this should be already priced into the stock
Potential that new equity issuances could occur to help finance growth, but provided this growth is delivered, it should be accretive for the stock price
A risk that investors need to be aware with for all companies which have relied on government financial support during COVID-19 measures. Such support has resulted in the number of businesses going bankrupt decreasing massively – this is at a lower level than it ever normally is and is masking some real underlying issues within companies. As investors we need to be open eyed about this
As High Tide has benefited from support in the form of the Canada’s Emergency Wage Support scheme, there is the risk that once this is lifted it may become apparent that the cost base has not been effectively managed
Personally, I think this is mitigated by the synergy analysis conducted as part of the M&A. A full cost base analysis would have been conducted to calculate the potential $8.4m synergies so strong likelihood that this is under control, but should keep on our radar and reassess
Marketing expenses and celebrity licenses
Need more information to ascertain whether these are underpinned by a compelling ROI. Seen a lot of people suggest this is a great positive, but the impact on sales volumes from these is unknown, as is the terms of these license agreements (e.g. split between upfront fee vs. volume-based fee)
No escaping the fact that it is an increased cost and so need to understand the ROI this generates to determine whether it really is compelling
Is there really more demand to pay a premium for Snoop Dogg bongs, Guns n Roses papers, Cheech & Chong grinders, or whatever they may be?
So far management have suggested this has been helpful in driving new sales, but this is something to dig into more
Not another HITI / HITIF DD post... detailed analysis incl. valuation [re-post after it was deleted on r/pennystocks for some reason...]
I posted this yesterday morning (UK time) but after 5 hours or so, pennystocks deleted the original post. I had a message to share it on here too, so here it is! -- This is my first time posting a DD post – a friend of mine who moderates on SPACs has shared some analysis I have written previously, but I’m keen to share this here, and see if there is any appetite for sharing my own personal written DD I have on the 30 stocks I have across a number of different portfolios. I have modified this format, as it was originally a script for a video which I created on the stock. If you prefer to listen – check it out here: https://youtu.be/qsjwU7kkPsw Some of the market stats (market cap, current multiples, etc.) are correct as of Feb-06, and clearly a little outdated since the price movements. Not a financial advisor, do your own DD. I am long HITI and have an expectation of a long term hold on this stock. Overview
High Tide Canada-based cannabis retail company, operating under multiple brands. It operates under 3 core divisions:
Brick and mortar retail – 4 key brands with just under 70 locations in Canada. Brands include: Canna Cabana, New Leaf, Meta Cannabis and Kushbar. Forecast to have around 115 stores by end of 2021
Online retail – has 2 brands, both of which attract millions of viewers per month – Grasscity.com and CBDcity.com
Wholesale – manufacturer of paraphernalia in US and Canada. Number of products are branded with various celebrities, Snoop Dogg, Paramount Pictures, Trailer Park Boys and many more
Has good c-level execs and experienced executive board; hold significant stake in the business. CEO Raj Grover holds just over 21% of the shares
Currently has a market cap of around $280m. Still significant upside to the valuation – see analysis later in post
Investment Merits Very strong market growth:
Business has demonstrated growth both organically (through new store openings, more online sales and greater wholesale sales), as well as inorganically through M&A
Growth in markets which High Tide has a physical presence in is expected to be very strong. North American cannabis market (Canada and US) is forecast to grow by 30% a year to 2027 (source: research and markets)
Analysts covering High Tide are forecasting growth in excess of this, which is positive to see and implies capturing market share
New markets / geographies ‘opening up’, legalizing and regulating cannabis is also an exciting and realistic prospect for incremental growth:
The US federal legalization debate is on the table
Many other countries are considering this too and High Tide is well positioned for these; this is catalyzed by the fact that government debt has increased significantly as part of the response to the COVID-19 health crisis. This needs to be repaid somehow, and increasing tax rates on existing taxes is an unpopular political move. Finding new tax revenues is a more palatable way of increasing tax revenues for governments. This is especially important in countries where elections are upcoming.
Personally I do expect to see this accelerate the agenda for the regulation and legalization of cannabis in many new countries
Whilst predominantly Canada and US based, High Tide does have presence in some markets where cannabis is not regulated or legalized, the UK for example (~10% of Grasscity sales are made here) and so it is well positioned with a strong and established brand to capitalize on this opportunity, when / if the market ‘opens up’
Regulation
High Tide benefits from the regulatory focus and overhang on the cannabis retail sector as it represents a strong barrier to entry, making it more challenging for new competitors to enter market
Participants in the market need to have licenses and ensure consistent compliance with laws to continue operating – failure to comply can result in significant financial penalties
Personally I normally don’t like investing into retail. There are usually fairly limited barriers to entry, minimal differentiation and negligible customer loyalty, however the cannabis market does have different characteristics in this respect and makes it a more compelling proposition
Regulation also benefits those with scale, something High Tide has as the leading player in the market. It costs money to obtain and retain licences to operate and it costs money to ensure compliance with all the laws and regulations and that all staff are acting in accordance with these
Some parallels in this respect which can be drawn to casino gaming in casinos; you don’t see new casinos popping up at the same rate which you see new restaurants or apparel stores opening
Demand
There’s a lot to like about the demand dynamics for High Tide. It’s vice-nature means that demand is less correlated to disposable incomes. Given where we are in economic cycle, especially important consideration
For those doubting this, check alcohol, tobacco or gambling expenditure across economic cycles historically, for a proxy
Strong performance throughout COVID-19 crisis
Despite heavy weighting towards brick and mortar, (the most hard hit part of retail) it has effectively managed the shift to online, which is a positive
Has relied on government support and financial assistance in the form of job retention schemes (address in more detail later in post)
This demonstrates management are capable and have effectively navigated the challenging situation
Data
Massively summarized from the video, (and my video on KERN) so check that out if interested in this point, however, they have unique access to supply chain data which could be monetized effectively and generate strong levels of recurring revenues
Other established sectors have a trusted party with such unique access to data (e.g. alcohol, lithium, different foods, etc.) and the opportunity here is enormous
I would like to see High Tide capitalize on this
Forecasts financials & analysts
Currently 2 analysts covering High Tide, both have a buy rating on the business
Their coverage is slightly outdated (expect this being updated soon and a further catalyst for positive price action) and their price targets are 60c; at the time their reports were published, they were forecasting a 4x upside (HITI was trading at ~15c)
Same analysts also forecasting strong growth - 77% CAGR to 2022. They are forecasting revenues of around $250m and EBITDA of $46m. A reminder here, these are professional analysts, not YouTube students – these come from their financial models, the assumptions of which are discussed with management
Going to go quick here, its explained more slowly in the video but High Tide is currently valued at a significant discount to the other listed peers
Looking at EV / FY+1 Sales multiples – EBITDA not meaningful as some of the peer group are EBITDA negative and High Tide itself has only recently become EBITDA positive
Personally, I think Planet13 is the most comparable given its business model
Taking both Planet13 multiple and peer group average multiple, this is then applied to High Tide’s forecast FY+1 sales to calculate an enterprise value – this is adjusted for net debt to get to a market capitalization and then divided by the share count to get an implied share price
The table below shows the implied stock price valuations from this analysis
Net debt will change in coming year given the capital structure and a large number of convertible notes – this has been ignored given it will have small impact on the price
The share count will change as a result of dilution from various instruments – if this bothers you massively then look at the valuation discount on the basis of the enterprise value as it does not impact this (and only slightly on the market cap given minimal impacts to cash from instrument execution, etc.)
Not accounting for any stock split, consolidation or any other M&A deals
The FY21 financials are on the basis of the mean broker estimates from Thomson Reuters – Seeking Alpha has different and slightly outdated ones
US is only a small part of the market which High Tide addresses, while a change in regulation would have a big impact on the company, currently it is unlikely this would happen, given the discussions about potential federal legalization
Canada regulation is established and not going anywhere
Other countries likely to legalize and regulate cannabis, as outlined earlier
Dilution
No escaping that there will be some significant dilution for shareholders, as pointed out in the table below, but this should be already priced into the stock
Potential that new equity issuances could occur to help finance growth, but provided this growth is delivered, it should be accretive for the stock price
A risk that investors need to be aware with for all companies which have relied on government financial support during COVID-19 measures. Such support has resulted in the number of businesses going bankrupt decreasing massively – this is at a lower level than it ever normally is and is masking some real underlying issues within companies. As investors we need to be open eyed about this
As High Tide has benefited from support in the form of the Canada’s Emergency Wage Support scheme, there is the risk that once this is lifted it may become apparent that the cost base has not been effectively managed
Personally, I think this is mitigated by the synergy analysis conducted as part of the M&A. A full cost base analysis would have been conducted to calculate the potential $8.4m synergies so strong likelihood that this is under control, but should keep on our radar and reassess
Marketing expenses and celebrity licenses
Need more information to ascertain whether these are underpinned by a compelling ROI. Seen a lot of people suggest this is a great positive, but the impact on sales volumes from these is unknown, as is the terms of these license agreements (e.g. split between upfront fee vs. volume-based fee)
No escaping the fact that it is an increased cost and so need to understand the ROI this generates to determine whether it really is compelling
Is there really more demand to pay a premium for Snoop Dogg bongs, Guns n Roses papers, Cheech & Chong grinders, or whatever they may be?
So far management have suggested this has been helpful in driving new sales, but this is something to dig into more
There are also some links within the first link that discuss indie local multiplayer games as well. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again. Details About the List I'm going to order them according to Metacritic Critic Ratings. Steam is the only one on the list with all 10 games featured (Steam has 10 of them, Switch has 9 of them, PlayStation 4 has 7 of them, and Xbox One has 5 of them), but the Switch gets more reviews than the other platforms, so I will it use the Switch version of all the games for their review scores, except #8, where I will use the Steam version, since that’s the only version of it available. The two bottom games have pretty low critic ratings (60% with 1 Critic Review and 53% with 2 Critic Reviews). I personally disagree with the low scores of these two games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Currently 9 of the games are on sale on Steam right now, and 5 of them are on sale on Switch. None of them are on sale on the PlayStation 4 or Xbox One at the moment. For the purpose of this post, I’m just going to stick with saying “achievements” and “getting all achievements” instead of “trophies” and “platinum trophy” since Steam has all 10 games on the list. You can basically substitute these with “trophies” and “platinum trophy” if you’re a PlayStation gamer. I will make mention of the two games on here that don’t include a platinum trophy however. Platforms will include a link to the U.S. store page of the game for each platform. Price is in U.S. dollars. 1. Ultra Hat Dimension
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Bot Vice follows Erin Saver through a dystopian world with anthropomorphic animals and a 1990s arcade aesthetic, complete with cheesy dialogue and an announcer that shouts your item pickups with enthusiasm. Each level takes place on one screen and tasks you with defeating waves of enemies while minimizing damage to yourself. You are always locked behind a barrier at the bottom of the screen and are only able to move left and right. In terms of move set, you have a number of different guns and projectiles, your saber, your roll, and you can duck behind cover to make it through each level. Parts of the barrier can be destroyed, leading to gaps where normal enemy fire can reach you. Weapons and powerups will spawn from hitting a certain type of enemy that you’ll then have to pick up from where they land. The gameplay is fast paced and allows you to unleash a heavy amount of firepower on some very big foes. The levels are all short but will likely take a number of attempts to complete, as there is a lot to take account of on screen. Nearly every level has a mini boss appear at the end, with a main boss featured after every five levels. At the end of every level, you’ll be rated based on your completion time and health points remaining. I only got a few high ratings on my first time through, so there’s an additional challenge there if you want an A rank on every level.
Completion Time: ~3.5 Hours
Extra Content: Beating the main campaign unlocks an additional 25 levels – this is on top of the 25 bridged together in the main campaign. Getting all achievements is somewhat difficulty, as you must beat all 25 levels in the main campaign with at least an A rank.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match.
Description: Golf Peaks is a card-base puzzle game that plays nothing like the actual sport of golf outside of getting a tiny ball in a hole. Instead you’ll choose your moves by using the cards at the bottom of the screen. They have different numbers and trajectory that result in hitting the bar different distances and different heights. You aim the ball up, down, left, or right, and then select the card you want to use. There are a number of different tiles that have their own effects that you have to account for. Ramps, for example, will force your ball down unless you’re able to have your ball travel to the top in one move. There were a number of times when I thought I had tried every solution just to finally find the right solution. The minimalist visual style and relaxing music service the game’s simple but engaging premise. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There are three extra levels in each world which will add about another two hours of game time, as they are typically harder than the nine levels found in their respective world. Getting all achievements requires beating all regular levels and bonus levels, plus finding a secret in the credits section.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. You can also try to outdo your previous score(s). The few achievements are relatively easy to obtain. There is no platinum trophy for this game.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There are motion controls for the boss fights exclusive to the Switch version of the game. There’s also an Arcade Mode that lets you replay boss fights and some collectibles to find. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Primal Light follows an alien caveman through a mostly linear series of 10 levels and 10 bosses. There are some hidden paths that lead to health and health potion upgrades, charms, and lives, with usually a challenge between you and the collectible. Charms grant passive effects, like boosting strength after taking a hit from an enemy, and allow for some player choice – there are 12 of them but only two can be wielded at a time. Health potions function similarly to Estus Flask in Dark Souls, in that they regenerate upon death, and finding the right time to use one is a game in itself. As you progress through the game, you get a few mandatory upgrades to your moveset that allow for slightly more complex platforming. The game dons a 16-bit aesthetic but controls feel modern and smooth. You can attack in four directions, and your character has some midair control. Bosses are a particular highlight, both in the visual department and from a gameplay standpoint. There is a lives system, so losing all of them at the end of a level or boss will put you back in the beginning. This is only for the two harder difficulty options – the easiest difficulty option has lives disabled. That said, I played on Normal Mode and only got one Game Over for about three to five of the levels. There is some future DLC planned for the game that will add more levels.
Extra Content: I only got 7/12 charms on my first playthrough, so there are likely a few secrets to go back for. Outside of that, if you played it on one of the lower difficulties you can try your hand at Hardcore Mode. The achievements ask you to do challenging things to get 100%, like collecting all upgrades, beating the game without dying once, and beating Hardcore Mode without using any Continues.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The achievements are very difficult. There is no platinum trophy for this game.
Special shoutout to Valfaris which is my favorite game on the list and, again, one my favorite 2D run & guns ever. Have you played any of these games? What are some other overlooked single player indie games?
I found a small casino resort about 3 hours away from me that offered a wild blackjack game. It's so good that they must of screwed up the odds on all levels of management. This is the game. -Single deck with a 90% penetration. -Pay out 2:1 -Minimum $5 to $500 -Stand on soft 17 -Splits on any pair -Unlimited splits -Ace splits get one card only -You can double down on any 2 cards. -You can surrender. -Once you double down you have the option to surrender. I have no idea who approved this in a casino. I know someone will be fired over this house edge. But I was able to play this game for two days while I was there. Needless to say I am already rushing back. I stayed at this place for 2 nights. At first I thought the dealer was miss paying 2:1 instead of 3:2. But then I had been paid out for blackjack 2 or 3 times before the pit boss came over and watched the payouts. Then after a few minutes the casino swapped out dealers. I was still really confused because I have never seen an actual $5 single deck before. I has surrendered a couple hands before the new dealer. Once she got to the table I was dealt 5,6 vs deal 10. I doubled down and got an ace. The dealer then asked if I wanted to surrender. At this point I thought that all the dealers had no clue what they were doing. Again I have never seen a true $5 single deck with a 2:1 payout and now a double down surrender? It was kind of hard to hear the lady when I asked what she meant due to barriers and masks. At this point the pit boss was walking over to mark the two chairs the frat guys sat in to be cleaned due to COVID. He explained how normal casinos don't offer a surrender like that but most people don't use it because they are smart. I want sure if this was slight heat but I was more confused than anything. I played a few more hands and walked away. The only reason for walking away is that I wanted to stand back and see if the situation was right. I got my girlfriend, walked around, got dinner and walked back to the floor. We walked around and observed everyone flocking to the 6 deck games for $5. I sat down and kind of played dumb. I asked the table why everyone liked blackjack vs craps or roulette. After some answers I slowly slipped in asking "Why are those tables of blackjack so empty?" A dealer replied that "The only players that play that are usually throwing down high bets and drunk or are from out of town. Locals want to play a game that doesn't stop to shuffle every 5 minutes". I looked around and on a Tuesday night I could only see elderly people playing penny slots, college kids getting drunk and making really bad plays and bets, and obviously gambling addicts jumping from slots, to craps, to game to game. At this point my friend and I decided too leave upstairs and get some sleep. The next day we walked around the town. I called a friend who runs a casino business about the game. He told me to go back like I was going to and look over the rules again. Once the tables opened up I grabbed my girlfriend and gave her $100. She doesn't gamble at all and kind of knows the rules. I told her to not ask me anything but ask the dealer when she is confused on how to play so I could hear them explain it. She sat down at the table and I followed after sitting down across from her. This night I observed the same thing from 2 new dealers. But this time they gave weird advice on doubling because "I can feel it" on a players 16 vs the dealers 10 and things of the sort. Overall it still confuses me. This happened a week ago. Needless to say I put in to take time off of work to travel back comes up soon to hope it wasn't some weird alternate universe.
There are also some links within the first link that discuss indie local multiplayer games as well. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again. Details About the List I'm going to order them according to Metacritic Critic Ratings. Two of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. I’ve also selected a music track I enjoyed for each game for all you audiophiles out there. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Ultra Hat Dimension
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There is no additional content, but you can go back and replay any stage you wish.
Description: Bot Vice follows Erin Saver through a dystopian world with anthropomorphic animals and a 1990s arcade aesthetic, complete with cheesy dialogue and an announcer that shouts your item pickups with enthusiasm. Each level takes place on one screen and tasks you with defeating waves of enemies while minimizing damage to yourself. You are always locked behind a barrier at the bottom of the screen and are only able to move left and right. In terms of move set, you have a number of different guns and projectiles, your saber, your roll, and you can duck behind cover to make it through each level. Parts of the barrier can be destroyed, leading to gaps where normal enemy fire can reach you. Weapons and powerups will spawn from hitting a certain type of enemy that you’ll then have to pick up from where they land. The gameplay is fast paced and allows you to unleash a heavy amount of firepower on some very big foes. The levels are all short but will likely take a number of attempts to complete, as there is a lot to take account of on screen. Nearly every level has a mini boss appear at the end, with a main boss featured after every five levels. At the end of every level, you’ll be rated based on your completion time and health points remaining. I only got a few high ratings on my first time through, so there’s an additional challenge there if you want an A rank on every level.
Completion Time: ~3.5 Hours
Extra Content: Beating the main campaign unlocks an additional 25 levels – this is on top of the 25 bridged together in the main campaign.
Description: Golf Peaks is a card-base puzzle game that plays nothing like the actual sport of golf outside of getting a tiny ball in a hole. Instead you’ll choose your moves by using the cards at the bottom of the screen. They have different numbers and trajectory that result in hitting the bar different distances and different heights. You aim the ball up, down, left, or right, and then select the card you want to use. There are a number of different tiles that have their own effects that you have to account for. Ramps, for example, will force your ball down unless you’re able to have your ball travel to the top in one move. There were a number of times when I thought I had tried every solution just to finally find the right solution. The minimalist visual style and relaxing music service the game’s simple but engaging premise. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There are three extra levels in each world which will add about another two hours of game time, as they are typically harder than the nine levels found in their respective world.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game.
Description: This comes from the creator of Cave Story and is even considered a spiritual successor by some, though it drops the Metroidvania qualities in favor of purely linear progression. While a lot of indie games opt for the NES aesthetic, Kero Blaster feels really authentic in this regard, in both its presentation and its soundtrack. While Kero Blaster plays like most run & guns, there’s a little more platforming in the second half of the game. The weapon selection is particularly noteworthy, with each gun certain strengths and weaknesses in different scenarios. The bubble has a downward arc and works on water surfaces, while the base weapon is a straight line of projectiles. Coins are the main collectible and allow you to purchase weapon and health upgrades in the shop. So even if you lose all your lives, you’ve still made some progress towards your next upgrade. That said, I only got a game over once per stage with the exception of one stage where I got two game overs.
Completion Time: ~3 Hours
Extra Content: The extra difficulty options mixes things up with enemy placement and even new stage layouts for a fresher second run.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There are motion controls for the boss fights exclusive to the Switch version of the game. There’s also an Arcade Mode that lets you replay boss fights and some collectibles to find.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning. You’ll also be able to return to any level you want via the level select menu.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter.
Description: The Long Return follows an orphaned cub who retraces his steps from the last journey he took with his mother, with backstory told via memories from the past shown in the world. It’s light on story but has a satisfying conclusion. The gameplay involves some light platforming, light exploration, and a lot of puzzle solving. There are environmental puzzles, as well as puzzles that take place on a grid disconnected from the world of the cub – think The Witness or BioShock’s hacking puzzles. The game is mostly linear, with one open level in the middle that takes up about half the game’s length. There are collectibles in the form of gems that allow you to buy hints to puzzles. At the end of each level, the game will tally your deaths and gems collected over total number of gems in the level. The game’s platforming is fairly basic, and most of the puzzles are relatively easy. The game has a polygonal look that gives it a unique flavor, and the soundtrack evokes a sense of adventure.
Extra Content: You can replay the game to collect all the gems, but there is no level select menu.
A return to gaming in 2020: catching up on a missed decade.
Prior to this year, it’s no exaggeration to say that the only game I’d played in full since about 2010 was the original BioShock. Not really sure why I stepped away from gaming - probably just some usual combination of life getting in the way and dodgy prioritisation. Then, like many others, I became acquainted with a boatload of surplus indoor time this year, and chose to find my way back with an N3DS and a Switch. Turns out I really missed it. I’ve been slowly playing through a variety of titles I missed the first time around, as well as various others I’ve stumbled across along the way. In compiling this list, I have learned that my gameplay times are crushingly slow, people have extremely strong opinions about the Paper Mario series and actually it turns out a really poorly specced PC was holding me back from gaming all this time. Would love to hear what others thought of this selection of games, especially those who hold dissenting opinions about my DNF list (I expect plenty in support of Xenoblade, lol). Be warned this is all through the lens of someone who is plainly just thrilled to be back in the fold and has zero concerns spending way more time than necessary to complete games! I suspect I have more patience and rosier-tinted glasses as compared to the average weathered gamer, so would also be interested to hear how my experiences stack up in the wider gaming context. The Legend of Zelda: A Link Between WorldsTotal play time: ~30 hours Zelda factored little in my adolescent years, and apart from renting OoT a handful of times for the 64 (and spamming bombs in SSB) this is pretty much the only Zelda experience I've had. It's kind of a blessing and a curse, from what I can tell: I have none of the hangups but equally none of the emotional connection that often seems to accompany the franchise. I really only played this because it had been given to me and came highly recommended. But this was about as good as introductions get - sure, it helped that this was essentially the first console game I'd played in its entirety in over a decade, but the game is clearly exceptional by all accounts. It seems I love a good gameplay mechanic where it doesn't tip into gimmickry, and the wall merge system I found novel, baffling and satisfying without ever being too frustrating. I obviously can't speak to the nostalgia aspect of it, but coming to it fresh was a charming experience. It's pretty hard not to be at least casually familiar with aspects of Zelda lore, and I liked that there weren't any lengthy cutscenes (looking at you, Ōkami) or tedious tutorials to slog through. The storytelling is a little naff but not distractingly so, and for me the pretty predictable ending was offset by the fun final boss battle. And you sure do feel good solving some of those puzzles. I'm not yet game to branch out into the open world of BotW, but I'm pretty glad my maiden Zelda foray was this one instead. More games ought to allow one to become a painting. Highlights: big bomb flower lols, boss battles that were satisfying / a great relief to complete Ōkami HDTotal play time: 50:57:29Completion %: 50/100 stray beads I remember seeing promo material for this game back when it was first released and thinking the brush mechanic was dope - a hype disproportionate to the amount of PS2 I owned (none). So regardless I was probably always going to be predisposed to like this game. This was the first game I finished on the Switch and I enjoyed it immensely. The art style is killer and helps it look great for a game of its age into the bargain, the brush mechanic and the puzzle element it introduces feels integrated rather than gimmicky, and the storytelling is rich and humorous. I know others have commented that the game is overly long, but I enjoyed being in the world enough that it never felt a slog. (This coming from someone who has played 100+ hours of Picross but…) I will agree that the combat system was pretty whatever, though. I am a pretty rubbish gamer by conventional skill standards and even I found this game wildly easy, but I think that also speaks to my enjoyment of the game as an all-round narrative experience rather than pure mechanics. An additional dishonorable mention for having to fight Orochi no less than three times?! Sure, going back in time was a pretty neat narrative arc and I could forgive repeating the fight in that context, but by the Ark I was sure they had to be taking the piss. Unlocking the additional skins gives this game some replay potential for me, especially the photorealistic wolf, laughable only in hindsight. The existence of about twice as many stray beads as I collected also means I may dip in and out in future, but mostly I have minimal desire to bring my dragon-head-whacking count up to 48. Nevertheless, a pretty inimitable experience, even if it took me a decade and a half to get there. Highlights: the dang art style, drawing an emoji face for my demon mask and seeing it show up again in Sei-an City Paper Mario: Sticker StarTotal play time: ~30 hours I can understand the criticism of this game: the combat system sucks and makes traversing through the world often not very fun, the characters are unmemorable, the necessity of having certain stickers to win certain fights is infuriating, the plot is generic, the lack of levelling up is nonsense. None of that stopped me from enjoying this game, though! Take that! As always, this was probably helped immensely by the nostalgia I carry for the original Paper Mario on the 64 and the fact I hadn’t really had any other Mario games to compare it to for a long time. The super vitriolic abuse it seems to cop online feels a bit disproportionate but. From poking around the series, it looks like one that people are particularly vocal about, with the only correct answer being “TTYD is the best game in the series and all other future titles will be held against this specific benchmark”. Honestly I’m just glad I played this game without the knowledge of what the gaming community thought of it, because I don’t think this is a genuinely bad game. Kirby: Planet RobobotTotal play time: ~20 hoursCompletion %: 81% Evidently I rather enjoy the cute-thing-in-a-mech-suit genre, between this game and Gato Roboto. But I have very fond memories of playing The Crystal Shards and am a Kirby main (lol) in SSB so I could probably be coerced into playing literally any Kirby game. I don’t have too much to say about this game; I think anyone familiar with the franchise will understand pretty much how it plays, but the mech suit mechanic is a heap of fun, with copy abilities possible both in and out of the suit. There were some little details that I thought were quite fun: the collection of stickers that you can use to decorate your mech was bonus entertainment, the variety of gameplay styles in the final boss battle, the remote control Kirby in the casino levels. It looks great, it’s charming, and as mentioned, I like an idiosyncratic feature that isn’t gimmicky, and I think the mech suit ticks that box. I picked up Extra Epic Yarn off the back of this, too - it just looks so dang sweet. What the Golf?Total play time: 08:24:56Completion %: 97%Total strokes: 11656Games I subsequently want to play: Superhot If there ever was a time for escapism, the middle of a pandemic seems to be a pretty good candidate, and I am certainly guilty of using this game as a bit of a feel-good salve. But what the golf, it was a grand old time, and I think we can all use the laughs it provides. I bought the game off the expectations set by the trailer and was happily not disappointed. This is a pretty straightforward game by all standards: simple overworld, three levels per stage, emphasis on silly in "silly physics". It feels like the schtick should get old pretty fast, but there's enough sly nods and references (and straight-up gameplay duplication) to keep it fresh and consistently funny. Caveat: pun disdainers avoid. It's the perfect game to dip in and out of - none of the stages are particularly long, and while some of the pacrown levels can be a bit frustrating, you're not at all forced to complete them in linear fashion. Nevertheless, I played this game in pretty lengthy stints, so the format isn't a barrier in that sense either. I know this is a fairly new game to the Switch, but it's been out on PC for a while it seems. I bought it only having seen it in the eShop, so if there was a hype train, it did not make a stop at my station. Highlights: the Superhot levels, WHAT?, the constant anticipation of what a button press would do in a new level Ori and the Blind ForestTotal play time: 14:44:46Completion %: 96%Total deaths: 488 It’s something of a classic, and evidently with good reason - I think I would have played this game for its art alone, but of course its reputation has since come to precede it. It runs really smoothly on the Switch, and the platforming is tight and enjoyable. Not sure how common it is in the wider world, but I really liked the save mechanic - as a chronic saver, I rather appreciated being responsible for setting my own save points, especially when it came to some of the more challenging sequences. I expected to struggle a lot with this one but I found the challenges fair, even the escape sequences, much as I may have wanted to burn down the Ginso Tree on the first few attempts. Feels like most people who’ve had an eye on it have played it by now, and there’s plenty of reviews out there for those on the fence to decide either way, but personally I’m very glad to have played and finished it. I’ve since been told that both the sequel and Hollow Knight eclipse this game, though I do have some idea of what to expect from both. Now if Will of the Wisps could just get a Switch port... MosaicTotal play time: ~3 hours I’d been wanting to pick this game up because a friend of mine had a hand in its creation, but I kind of could not have picked a worse time for it. Without spoiling anything, the premise of the game is being stuck in a very boring corporate dystopia, and a lot of the gameplay revolves around the repetition of your daily routines. Obviously this kind of experience can already be a little harrowing at the best of times, but in the middle of a global pandemic where time feels completely immaterial it was often a bit much. Certainly the gameplay won’t be for everyone; there is a lot of walking around in this game, and you can interact with various depressing billboards and your smartphone in ways you think might have some kind of a purpose but ultimately formally contribute nothing to your game - so in that sense, it’s kind of a bang on expression of its premise, though its messaging can be a little on the nose at times. If you’re into the visual style and can get down with the premise, this is a unique gaming experience which is both lovely and deeply unsettling at times. If you’re at all curious, the website gives a fairly clear mission statement of the game. Gato RobotoTotal play time: 05:23:28Completion %: 78% Short and sweet, this one, and looks and feels great. I’d never really picked myself as one for metroidvanias, but this game came onto my radar after Ori and I was looking for a shorter, punchy game in a similar style, and this delivered on expectations. As mentioned, I’m kind of crap at games, so the difficulty for this one felt about right for me. There were a handful of times the boss battles threatened to tip into frustration, but mostly it was just my timing being off (second stage of the mouse battle in the heater core comes to mind) as well as in the earlier parts of the game where I had just been lax in picking up healthkits. I’ve seen some complaints about it being too much of a Metroid clone, but you can’t get down with that criticism if you’ve never played Metroid *taps head*. Its short length seems to be another frequent comment, but if you’re going in with expectations suitably managed then I think there’s not too much to fault otherwise. But of course this is coming from someone who has played basically no metroidvanias in their life lol. And finally, my DNF list:
Katamari Damacy; abandoned after ~4 hours Heartbreaking for this to be on my list, but I am part of the small percentage that gets enormously motion sick from this game. A huge shame, because it’s one of those games I’ve wanted to play for literal decades now - I pushed through the first couple of levels but I just can’t make it work for me. The theme song has nevertheless taken up plenty of real estate in my brain.
Xenoblade Chronicles 3D; abandoned after ~2 hours This is probably a contentious choice to have on a list like this, though I clearly haven’t really given this a fair shake either. I think it’s probably partly to do with the learning curve of its rather involved format? Thinking of swapping this version out for the Switch one instead in the hope that might make it a bit more accessible to me.
Where the Water Tastes Like Wine; abandoned after ~2 hours The premise of this game is great, and I like its rather non-standard approach in defining what a game should look like, but it just plays so goddamn slow. I found travelling across the country extremely frustrating - none of the options were really any good - and it’s unfortunate because that makes up far and away the largest part of what you spend your time doing in this game. The voice acting is also great, but it never takes anywhere near as much time to scan the dialogue as it does to read it aloud, so most of the acting gets lost behind an A button mash anyway. I want to love this game, but I just never find myself wanting to reach for it.
Child of Light; abandoned after ~2 hours Call me petty, but I just could not manage to get past this game’s unbelievably naff rhyming dialogue. It made me want to skip through all the cutscenes and gave me no desire to attempt to follow the story. I thought the battle mechanic was quite interesting and enjoyable - not sure if this is common to other games in the genre, but it was new to me - but between the dialogue and an art style I didn’t really care for, this one’s been left by the wayside.
Wonder Boy: The Dragon’s Trap; abandoned after 01:48 I played the original Wonder Boy on a Sega Master back in the day and figured a remake of another game in the series might be fun, but I couldn’t really get into this one. Felt like it was going to be a bit grindy for my tastes. I do think it looks great and switching between the art styles is cool, but I don’t think I’ll be doing much more than dipping in and out, if even that.
Going to keep this simple. EDIT: this isn’t simple and I should write a short story on this. I am generally risk averse. I hate losing $100 at the casino, I hate paying extra for guac at chipotles, I will return something or price match an item for a few dollars of savings. I am generally frugal. But, I somehow had no issues losing 10k in options... How I started I remember my first trades like they were yesterday. I was trading the first hydrogen run-up in 2014 (FCEL, BLDP, PLUG) and made a few hundred dollars over a couple weeks. I quickly progressed to penny stocks / biotech binary events and general stock market gambling mid-2014. I was making a few % here and there but the trend was down in total account value. I was the king of buying the peak in run-ups. I managed to make it out of 2014 close to break-even to slightly down. WSB Era March 2015 was my first option trade. It was an AXP - American Express - monthly option trade. I saw one of the regular option traders/services post a block of 10,000 calls that had been bought for 1.3 and I followed the trade with 10 call options for a total of $1300. I woke up the next day to an analyst upgrade on AXP and was up 50% on my position. I was addicted! I day-dreamed for days about my AXP over night success. I think around that time there was some sort of Buffet buyout of Heinz and an option trade that was up a ridiculous amount of %%%. I wanted to hit it BIG. I came up with the idea that all I needed to reach my goal was a few 100% over night gains/ 1k>2k>4k>8k> etc. I convinced myself that I would have no problems being patient for the exact criteria that I had set and worked on some other trades. Remember, the first win is always free. I was trading options pretty regularly from March 2015 until August 2016. During my best week I was up 20k and could feel the milli within reach. I can remember the exact option trade (HTZ) and I was trading weeklies on it. For those who have been in the market long enough, you will remember the huge drawdown of August 2015. I lost half my account value on QCOM calls (100 of them) that I followed at the beginning of July and never materialized. I watched them eventually go to 0. It was another 10,000 block that was probably a hedge or sold. In August 2015 there were some issues with China and all of us woke up to stocks gapping down huge. Unfortunately my idea of buying far dated calls during the following days/weeks after the crash went sideways. I quickly learned that an increase in volatility causes a rise in option prices and I was paying a premium for calls that were going to lose value very quickly (the infamous IV crush). I kept trading options into the end of 2015 and managed to maintain my account value positive but the trading fees for the year amounted to $30,000+. My broker was loving it. I tried all the services, all the strategies. I created rules for my option plays: 1. No earnings 2. Only follow the big buys at a discount (10,000 blocks or more). 3. No weekly options 4. Take profit right away 5. Take losses quickly 6. etc. I had a whole note book of option plays that I was writing down and following. I was paying for option services that all of you know about - remember, they make money on the services and not trading. I even figured out a loop-hole with my broker: if I didn’t have enough money in my account, I could change my ask price to .01 and then change it to market buy and I would only need to accept a warning ⚠️ for the order to go through. I was able to day trade the option and make money, who cares if I didnt have enough? After a few months of this, I got a call from my broker that told me to stop and that I would be suspended if I continued with this. By the way, I was always able to satisfy the debit on the account - so it wasn’t an issue of lack of funds. Lost it all. Started taking money from lines of credits, every penny that I earned and losing it quicker and quicker. I was a full on gambler but I was convinced that 8 trades would offset all the losses. I kept getting drawn in to the idea that I could hit a homerun and make it out a hero. I eventually hit rock bottom on some weekly expiring FSLR options that I bought hours before expiration and said to myself - what the f are you doing? I resolved to invest for the long term and stop throwing tendies away. The feeling was reinforced during the birth of my first born and I thought - what a loser this kid will think of me if he knew how much I was gambling and wasting my life. It was a really powerful moment looking at my kid and reflecting on this idea. I decided at that point I was going to save every penny I had and invest it on new issues with potential. Fall 2016 TTD, COUP and NTNX IPO ‘ed I decided I was going to throw every dollar at these and did so for the next few months. I eventually started using margin (up to 215%) and buying these for the next 6 months. They paid out and managed to make it over 100k within the year. The first 100k was hard but once I crossed it, I never fell below this magic number. 2017 - I did some day trading but it was mostly obsessing over the above issues. I did gamble on a few options here and there but never more than 1k. 2018 - SFIX was my big winner, I bought a gap up in June 2018 and my combined account value had crossed 400k by August 2018. I was really struggling at crossing the 500k account value and experienced 3 x 30-40% drawdowns over the next 2 years before I finally crossed the 500k barrier and have never looked back. I still made some mistakes over the next few months - AKAO & GSUM come to mind. Both of these resulted in 20k+ losses. Fortunately my winners were much bigger than my losers. I thought about giving up and moving to index funds - but i was doing well - just experiencing large drawdowns because of leverage. 2019 big winners were CRON SWAV STNE. 2017 / 2018 / 2019 all had six digit capital gains on my tax returns. At the beginning of 2020 I was still day trading on margin (180-220%) and got a call from my broker that they were tightening up my margin as my account was analyzed by the risk department and deemed too risky. Believe it or not this was right before the covid crash. I brought my margin down to 100-110% of account value and even though the drawdown from covid hit hard, I wasn’t wiped out. I stayed the course and bought FSLY / RH during the big march drawdown and this resulted in some nice gains over the next few months. I am constantly changing and testing my investment strategy but let me tell you that obsessing over 1 or 2 ideas and throwing every penny at it and holding for a few years is the best strategy. It may not work at some point but right now it does. I still day trade but I trade with 10k or less on each individual position. It allows me minimize my losses and my winners are 1-7%. I am able to consistently make between 3-700$/ a day on day trades using the above strategy. I still take losses and still dream about hitting it big with an option trade but dont feel the need to put it all on the line every month / week. I finally crossed into the two , club. I know people are going to ask for proof or ban but I am not earning anything for posting and the details about some of the trades should be proof enough that I kept a detailed journal of it all. I have way more to write but these are the highlights. Eventually I will share how I build a position in a story I love. I still sell buy and sell to early but I am working on improving. TL:DR - I gambled, lost it all and gambled some more lost more. I made it out alive. I have only sold calls/puts lately. The one common denominator in all successful people is how much they obsess over 1 or 2 ideas. Do the same. All the winners on this sub have gone all in on one idea (FSLY / TSLA ). Stick with new stories or ones that are changing and go all in...wait a second, I didnt learn anything.
I think that they should remaster new Vegas. Not a different new fallout game.
Great game. Incredible story, and everything was set up pretty well. But the fucking barriers.Oh boy the times I’ve tried getting to my objective but going in the uphill direction that is easily steep enough to walk on, and then getting stuck? Pfft. No way man. An auto save system would be nice too. Getting stuck inside one of those invisible barriers and then you save being like an hour ago? No way. Better graphics would be handy too, but not too better to the point where it takes the games “charm” of mundane desert away. Maybe make the game playable after beating it? Moving different gangs into different casinos? I should be able to wipe out the white glove society and then move the khans in there. Bigger soundtrack. Yep. Thsi ones a biggie. Don’t want to listen to johnny guitar and SPURS THAT JINGLE JANGLE JINGLE. Also, I feel that in thsi game a playable ghoul character would be easy to do. Maybe sprinting? Not so sure about that one. Also add new buildings. As a IRL Boulder City resident, they kinda disgraced my town a lil bit. And the Luxor, and the Belagio, like 5 other grand casinos get moved in?
[H] A Ton of Bundle Games (IndieGala, Humble, and Fanatical) [W] Nov. Humble Monthly Games (Not Darksiders III or Yakuza Kiwami)
I already own Darksiders III and Yakuza Kiwami 2, so I figured I'd just skip this month and trade for the other games on here. I haven't updated my list in a long time, so there may be one or two games that I don't have anymore, but I still own most of them. So far, the games I'm looking for are: Imperator: Rome Deluxe Edition Crying Suns Darksburg Little Misfortune Smile for Me Darkwood Tsioque Rover Mechanic Simulator Youropa Townsmen - A Kingdom Rebuilt The ones that I have for trade are: Humble Gift Link - The Uncertain: Last Quiet Day Knights of Pen and Paper 1+2 Collection Road Redemption This War of Mine Throne of Lies The Online Game of Deceit Torchlight Torchlight II The First Tree One Deck Dungeon Skybolt Zack Golf With Your Friends - OST Codex of Victory Conglomerate 451 Deep Sky Derelicts Gift of Parthax Haimrik Quantum Replica Re-Legion Shiny Through the Woods The Inner World Pixel Heroes Byte & Magic Safety First! SEUM: Speedrunners from Hell The Textorcist: The Story of Ray Bibbia + Soundtrack Vambrace: Cold Soul Soundtrack Vampyr AER Memories of Old Ken Follett's The Pillars of the Earth State of Mind Warhammer 40,000: Dawn of War II Warhammer 40,000: Dawn of War III Warhammer 40,000: Sanctus Reach Warhammer: End Times - Vermintide Batman - The Telltale Series Batman: The Enemy Within - The Telltale Series Oxenfree The Walking Dead The Walking Dead - 400 Days The Walking Dead: Michonne - A Telltale Miniseries The Walking Dead: Season Two Astebreed Definitive Edition LiEat Mitsurugi Kamui Hikae Momodora: Reverie Under The Moonlight GET EVEN Carcassonne - Tiles & Tactics Mysterium: A Psychic Clue Game Small World 2 Splendor Twilight Struggle Gabriel Knight: Sins of the Father Black The Fall Children of Zodiarcs Deadbeat Heroes Forgotton Anne Goetia Tokyo Dark The Turing Test Train Valley 2 A Good Snowman is Hard to Build A Mortician's Tale Alien Spidy Broken Age Brothers: A Tale of Two Sons Brutal Legend Darksiders II Deathinitive Edition Darksiders Warmastered Edition DUCATI - 90th Anniversary Europa Universalis IV Fahrenheit: Indigo Prophecy Remastered GNOG Hacknet HIVESWAP: Act 1 Hollow Knight LEGO Batman 3: Beyond Gotham Lostwinds Magicka Music Maker EDM Edition PAC-MAN CHAMPIONSHIP EDITION 2 Party Hard Pikuniku Psychonauts Rebuild 3: Gangs of Deadsville Sniper Elite 3 Speed Brawl Stealth 2: A Game of Clones Stick Fight: The Game Super Hexagon SUPERHOT This is the Police Tilt Brush Tropico 4 Undertale VVVVVV World of Goo Worms Revolution Zombotron Dead Rising 4 Devil May Cry 4: Special Edition RESIDENT EVIL 2 - All In-game Rewards Unlock STRIDER Reigns Reigns: Her Majesty Equilinox MagiCat Samorost 3 1 Screen Platformer A Glider's Journey Adventure Boy Cheapskate DX Animal Super Squad Anomaly 2 Anomaly Defenders Anomaly Korea Anomaly: Warzone Earth Anomaly Warzone Earth Mobile Campaign Artemis: God-Queen of the Hunt Balancelot Bastion Cathedral Chivalry: Medieval Warfare Clatter Dead by Daylight - Of Flesh and Mud Dead by Daylight - Spark of Madness Deadlight: Director's Cut Dino Run DX Downtown Drift Draw Your Game Drink More Glurp Jingle Jam Challenge Invisible Inc. Kalaban Kingdom: New Lands Motorsport Manager Must Dash Amigos Nemo Dungeon Neverwinter: Vestments of the Wind Pack Ninja Senki DX PAC-MAN CHAMPIONSHIP EDITION 2 Potatoman Seeks the Troof Pumped BMX + Rapture Rejects Rebound Dodgeball Evolved Red Horizon Rogue Rocks Scanner Sombre Songs of Skydale Stories: The Path of Destinies Super Chicken Catchers THE TEAR YORG.io Chasm Fluffy Horde Regular Human Basketball Fairy Fencer F: Advent Dark Force Complete Deluxe Set Megatagmension Blanc + Neptune VS Zombies (Neptunia) Moero Chronicle Neptunia Shooter Superdimension Neptune VS Sega Hard Girls Trillion: God of Destruction Beckett Everything Rusty Lake Hotel The Stanley Parable Thomas Was Alone Yume Nikki YUMENIKKI -DREAM DIARY- Game Character Hub PE: DS Generator Parts Game Character Hub PE: Second Story Game Character Hub: Portfolio Edition RPG Maker MV RPG Maker MV - GENE RPG Maker MV - MADO RPG Maker MV - SAKAN RPG Maker VX RPG Maker VX Ace RPG Maker XP Visual Novel Maker + Live 2D Evergarden Shenmue I & II SYNTHETIK: Legion Rising Bridge Constructor Portal Portal Knights SEUM: Speedrunners from Hell Staxel Tricky Towers When Ski Lifts Go Wrong Planet Alpha Puss! The Spiral Scouts Cat Quest HIVESWAP: Act 1 Immortal Planet Pillars of Eternity Tyranny - Standard Edition Carrier Command: Gaea Mission Pound of Ground Take On Helicopters Take on Mars Ylands Distance God's Trigger Guacamelee! 2 MOTHERGUNSHIP DISTRAINT 2 Rusty Lake Paradise Unexplored The Adventure Pals Almost There: The Platformer Yoku's Island Express 60 Parsecs! Love is Dead Road Redemption Clustertruck Diaries of a Spaceport Janitor Party Hard Punch Club SpeedRunners Duskers Paratopic Pool Panic Red Faction Guerilla Re-Mars-tered Black The Fall Octahedron The Turing Test I'm not a Monster Wandersong 11-11 Memories Retold Impact Winter Little Nightmares PAC-MAN™ Championship Edition DX+ Project CARS Genital Jousting Highway Blossoms Just Deserts Purrfect Date Sunrider Academy Sunrider: Liberation Day - Captain's Edition Among the Sleep - Enhanced Edition Tooth and Tail Dandara MINIT Steel Rats 12 is Better Than 6 BLACKHOLE Cook, Serve, Delicious! 2!! Kingsway kuso Soft Body Way of the Passive Fist Slipstream Dear Esther: Landmark Edition GoNNER Headlander Ken Follett's The Pillars of the Earth Shadow Tactics: Blades of the Shogun Bleed 2 Rapture Rejects Rock of Ages 2: Bigger and Boulder Sniper Elite 3 Interplanetary: Enhanced Edition Worms Clan Wars Animal Super Squad Anomaly 2 Anomaly Defenders Anomaly: Warzone Earth Blade & Bones Board Battlefield Clicker bAdventure Cloudborn Convoy Cube Link Deep Dungeons of Doom Detective Case and Clown Bot in: Murder in the Hotel Lisbon Don't Stand Out Dungeon Escape Fahrenheit: Indigo Prophecy Remastered Flux8 Freaky Awesome Guns of Icarus Alliance Collector's Edition Hackyzack The Haunting of Billy Hello Pollution! Hyperdrive Massacre Indecision. Kabounce Lakeview Cabin Collection Last Encounter LOVE Lucius Demake Marvin's Mittens Match Point No Time To Explain Remastered Race The Sun R-COIL Road Doom Slime-san Super Steampunk Pinball 2D Sure Footing Switchblade Starter Pack Temple of Xiala Throne of Lies The Online Game of Deceit Tower 57 Tross Unit 4 Wizorb Zero G Arena Colt Express King and Assassins Kentucky Route Zero RWBY: Grimm Eclipse War for the Overworld + Heart of Gold DLC The Dwarves Resident Evil Revelations Gremlins, Inc. Old Man's Journey Pathfinder Adventures Talisman: Digital Edition Carcassonne - Tiles & Tactics Talisman: Digital Edition How to Survive 2 Darksiders II: Deathinitive Edition 12 is Better than 6 Bear With Me - Collector's Edition Dungeon of the Endless Jalopy NBA Playgrounds Action Henk JYDGE Keep Talking and Nobody Explodes Kingdom: New Lands Laser League Holy Potatoes! We're In Space?! Grand Theft Auto: Episodes from Liberty City Grand Theft Auto III Grand Theft Auto: Vice City Filthy, Stinking, Orcs Sanctum 2 Grey Goo Sorcerer King: Rivals Green Man Gaming - CRUSADER KINGS II WARHAMMER END TIMES VERMINTIDE INJUSTICE GODS AMONG US ULTIMATE THE FLAME IN THE FLOOD FROZEN SYNAPSE PRIME BEAT COP SUPER CLOUDBUILT THE LITTLE ACRE INSURGENCY FEAR 3 DEAD AGE MAGICKA SERIAL CLEANER CASTLEVANIA LORDS OF SHADOW 2 FAHRENHEIT REMASTERED OPERATION FLASHPOINT RED RIVER ROCKET KNIGHT LEGO BATMAN BIOZONE ADR1FT Fanatical - Autonauts Guards How to Take Off Your Mask ENIGMA: Garfield Kart Stronghold Legends: Steam Edition Styx: Master of Shadows Among the Sleep - Enhanced Edition EARTH'S DAWN Do Not Feed the Monkeys Rain World Shadwen Syndrome The Technomancer Chess Ultra Arcana Heart 3 LOVE MAX!!!!! DEAD OR SCHOOL Shiness: The Lightning Kingdom XBlaze Code: Embryo XBlaze Lost: Memories Duke Nukem Forever GUILTY GEAR Xrd -REVELATOR- Party Hard 2 The Walking Dead This War of Mine Blood: Fresh Supply Syberia II If My Heart Had Wings LoveKami -Divinity Stage- LoveKami -Useless Goddess- The Surge Dungeons 2 The First Templar - Steam Special Edition Urban Empire The Dark Eye: Demonicon Chronicles of Magic: Divided Kingdoms Endless Fables 3: Dark Moor King's Heir: Rise to the Throne Lost Grimoires 3: The Forgotten Well My Brother Rabbit Noir Chronicles: City of Crime Path of Sin: Greed Queen's Quest 4: Sacred Truce Tharsis Little Big Adventure 2 Return to Mysterious Island 2 Damned Return to Mysterious Island Odyssey - The Story of Science Little Big Adventure - Enhanced Edition Sanitarium The Royal Marines Commando STARBO Raptor: Call of The Shadows - 2015 Edition Guns of Icarus Online Hamsterdam Gates of Hell Perfect Heist Aces of the Luftwaffe Operation Thunderstorm Clouds & Sheep 2 Archamon The Crown of Leaves HERO DEFENSE Tales From Candlekeep: Tomb of Annihilation Last Dream: World Unknown The Swindle Robothorium: Cyberpunk Dungeon Crawler Equilinox Rogue Wizards Codex of Victory Haimrik In Fear I Trust In Fear I Trust - Episode 2 In Fear I Trust - Episode 3 In Fear I Trust - Episode 4 The Watchmaker The Uncertain - The Last Quiet Day World's Dawn Extinction Infinite Air with Mark McMorris Super Inefficient Golf Tales of Candlekeep: Tomb of Annihilation Shadwen Creeping Terror Fantasy Wars Ascension to the Throne Savage Lands Survivalist Still Life Holy Avatar vs. Maidens of the Dead Syberia Miasmata Syberia II Looterkings Damned Lost Civilization QuestRun Railroad Pioneer SkyDrift Thunder Wolves Airline Tycoon Deluxe Overclocked: A History of Violence Dark Strokes: The Legend of the Snow Kingdom Collector's Edition Eternal Journey: New Atlantis Forest Legends: The Call of Love Collector's Edition House of 1000 Doors: Evil Inside House of 1000 Doors: Serpent Flame Joan Jade and the Gates of Xibalba Love Alchemy: A Heart in Winter Magic Encyclopedia: Moon Light Mind's Eye: Secrets of the Forgotten The Fog: Trap for Moths Analogue: A Hate Story Detention The Coma: Recut The Coma: Recut - Soundtrack & Art Pack DLC Revolution Ace Californium SkyDrift Clinically Dead Out There Somewhere Fate Tectonics Plazma Being One Finger Death Punch ESport Manager Dungeons 2 Galaxy Squad Oriental Empires Stars in Shadow TASTEE Lethal Tactics The Lion's Song: Season Pass Homeworld Remastered Collection Shuyan Saga Steel Vampire Arcana Heart 3 LOVE MAX!!!! 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