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Puzzle games

Tetsuya Mizuguchi photo
Tetsuya Mizuguchi

Rez, Lumines dev's puzzle RPG 18 coming west


For iOS and Android devices in Q2
Feb 09
// Kyle MacGregor
If you're a fan of Testuya Mizuguchi's work (Rez, Lumines, Space Channel 5, Child of Eden) and enjoy smartphone games, well buddy, let me tell you, 2016 is looking like one hell of a year. In addition to a pair of new Lumines...
Puzzle photo
Puzzle

Someone made a robot that automatically beats Puzzle & Dragons


Fear the future
Feb 09
// Chris Carter
A reader this morning pointed me towards a pretty cool video by Japan's "Junya Sakamoto" over on YouTube, where a robot automatically deduces, and then solves puzzles in Puzzle & Dragons. If you watch the clip you'll...
Lumines photo
Lumines

Two new Lumines games are launching this year


On iOS and Android platforms
Feb 09
// Kyle MacGregor
Two Lumines games are coming to mobile platforms later this year, Mobcast just announced. One, a paid app tentatively titled Lumines 2016, is expected to launch sometime this summer, while the other, Lumines VS, is planned fo...

Review: Unravel

Feb 08 // Caitlin Cooke
Unravel (PC, Xbox One, PS4 [reviewed])Developer: Coldwood InteractivePublisher: Electronic ArtsReleased: February 9, 2016MSRP: $19.99 Unravel’s story begins with an elderly woman making her way up to bed as Yarny, the game’s darling protagonist made from red yarn, comes to life downstairs. His adventure begins just outside of the cottage, roaming through the garden and into the beyond in search of lost memories made by the family that once inhabited the house, unraveling himself along the way. Yarny is able to roam freely throughout the cottage, a landing area for the ten chapters in the game which are accessed through framed pictures. Each photo transports our hero to the area it was taken where he encounters fragments of lost family memories, pictures frozen in time. At the end of each chapter he places the memories into a photo album that starts to come to life, weaving pictures into a story. [embed]339641:62166:0[/embed] To capture all the memories you guide Yarny through various terrain and strategize on how to make it past obstacles without unraveling him too much, as he only has limited amounts of yarn before reaching another spool. At first the game throws a lot of yarn techniques and mechanics at you quickly, but with time they start to become second nature. Coming up with clever solutions using environmental props along with grappling, swinging, climbing, rappelling, and tying knots for points of resistance are key to making it through. The yarn puzzles are fairly easy to figure out without being too simple -- each task is fairly small and broken up, not requiring long chains of thought but at the same time being challenging enough to feel rewarded when making it through. There were a few areas I was stuck on for longer than I’d like, but for the most part I found them to be fun and clever. Surprisingly, the levels never felt repetitive and the game was kept fresh by experimenting with the yarn’s mechanics in new environments. Outside influences also give a bit of flavor, requiring additional thought behind the puzzles -- for example, landslides, animal chases, and active machinery all play additional parts to the game beyond the yarn. Because the yarn is finite and will stop unraveling if you use too much, being cautious with solutions is critical to making it past obstacles. Yarny will get visibly distressed and emaciated if you pull too far away -- but don’t worry, you won’t kill him, he just won’t stretch any farther. If you find yourself in a particular bind (literal or no) you are able to reset back to the last save point by holding the down button. This is an extremely useful and necessary feature as it is quite possible to accidentally get yourself in an unsolvable situation. Spools act as save points along with providing the additional thread, and are fairly regular throughout the levels, however there are some small stretches that can wear thin if you’re not careful and make too many mistakes. Unravel as a whole is a whimsical and endearing adventure, pulling you further into the atmosphere through the intricate textures and bright effects. In one of my favorite levels you make your way through a snowy farm, rolling pine cones to make snowballs. The environment was so realistically captured and joyful that I felt I was right there with Yarny rolling around in the snow. Textures and light within the environment are slightly exaggerated, but in that magical way that makes fond memories stand out brighter. Everything from a log to a puddle comes to life beyond what’s contained in reality, almost like watching the most beautiful sceneries replay in your head. There’s a certain sadness to the experience that I can’t quite explain, perhaps lost nostalgia and a lingering familial longing that tugs at the heartstrings. It’s not necessarily "sad" or depressing in the traditional sense, but a thoughtful tale that brings forth various emotions throughout that will vary depending on the player’s personal history and connection to the story. These emotions are certainly drawn out even further by the sepia tones and lovely violin accompaniment, along with the self-discovering nature of the game. Unravel cherishes the best moments in life while recognizing the hard battles we sometimes face as families, all wrapped up within delightful gameplay and stunning scenery. The atmosphere is so compelling that I couldn’t help but feel like a piece of my own story was wrapped up in the game with the rest of the photo album. It’s rare but a special thing when a game manages to impart a story that touches strings deep in the heart, and Unravel manages to meet and exceed this feat. Get ready to have all the feels. [This review is based on a retail build of the game provided by the publisher.]
Unravel review photo
Simply beautiful
At first glance Unravel feels akin to LittleBigPlanet with its adorably miniature yarn-clad mascot, but don’t let it fool you. It’s a heartfelt story with little communication beyond imprinted memories, woven with...


Unravel photo
Unravel

EA and Origin Access subscribers can play the first two levels of Unravel right now


Oooh Yarny, kumbayaaaa
Feb 05
// Joe Parlock
It’s not long now until puzzle-platformer Unravel is launched. On February 9, the world will be too distracted by how adorable Yarny is to notice many of the world’s ills, and we will at last have achieved global ...
Indie Games photo
Indie Games

Telepaint is the Titan Souls team's next game


'Portal meets Lemmings'
Feb 04
// Kyle MacGregor
And the follow-up to Titan Souls is... a puzzle game for iOS. Bet you didn't see that one coming! Described as "Portal meets Lemmings," Telepaint is about moving buckets of walking paint through increasingly co...
The Witness photo
The Witness

The Witness has already brought in $5 million


Xbox, mobile ports under consideration
Feb 02
// Jordan Devore
Expanding on his initial hints about how The Witness is selling, designer Jonathan Blow has shared more detailed numbers. On PC and PS4, the mind-melting puzzle game "has totalled over $5 million USD gross revenue in the...
The Witness photo
The Witness

Holy shit, this fan-made Witness puzzle is totally solvable


I think...
Feb 01
// Brett Makedonski
Once The Witness has its hooks in you, it really has its hooks in you. Chances are, there's no turning back. There is only playing, dreaming, and day-dreaming. Everything is a Witness puzzle waiting to happen, ...

Like solving puzzles with little to no help? INFRA might be for you

Feb 01 // Jed Whitaker
Long story short, some rich guy bought up a lot of businesses in town and financially bankrupted them and is in cahoots with the local government, or so I gathered in my time with the game. While I enjoyed a lot of what I played in INFRA, I also found that it isn't a game for me. So instead of doing a full numbered review, these are my impressions for those of you who would surely love it. Most of your time in INFRA will be spent solving puzzles involving buttons, levers, and even some platforming. When those things work, they work great, but other times it can almost feel like you're glitching the game. For example, at one point I came across a saw mill and couldn't find a way through it. I did, however, find some crates that were able to be picked up and stacked, so I did just that to get on the roof and jump across to continue the game. Was this the solution the developers had intended or had I just "cheated" my way forward? I have no idea. "I have no idea" is a great way to describe many of the puzzles. I like to think of myself as a person of some intelligence, yet many times I felt I was just randomly pressing buttons or levers till I stumbled across the solution. Other times I'd piece together tidbits of information found on stationary or posters nearby to give me an idea of how to complete a puzzle, but most of the time there was no hand holding, for better or worse.  INFRA runs on the Source engine, but it makes good use of it; crumbling buildings, murky water, vibrant caves, and green foliage stand out while not being wholly impressive. For an indie title from a team that no one has ever heard of, it gets the job done and didn't make me want to tear my eyeballs out. If anything the graphics not being top of the line and striving to be realistic help set the tone of a city falling apart. I had hoped for a story driven mystery, but the story presented suffered heavily from a shoddy localization with bad grammar abound. On top of that, INFRA has some of the most unintentionally funny and awkward voice acting I've heard in a game. Upon starting the game, you'll be greeted with a boardroom where your boss is going over assignments with you and coworkers, and everyone is fully voiced in a scene that I'd call the video game equivalent of The Room as seen below. That is a both a compliment and a complaint by the way. If the original trailer hadn't had such wonderful voice work that got me to play the game in the first place, I wouldn't be writing this, but I also kind of love how awful it is.  [embed]336879:62074:0[/embed] After six hours, I got to the point that I felt I couldn't be bothered with stumbling through any more puzzles by chance. I don't think INFRA is a bad game by any means, just not one that I'm not ready for. It made me question whether or not I'm stupid or if some of the puzzles just didn't make sense, but it was often enjoyable. If you're looking for an interesting take on the first-person adventure puzzle game that will make you scratch your head, this is for you. Otherwise, maybe wait for a sale.  INFRA launched on Steam with the first part of the game available now, and the second part to be released later this year for free. Judging by the very positive Steam reviews, you'll get between 12 and 15 hours out of what is currently released for $15.  [embed]336879:62074:0[/embed]
INFRA IMPRessions photo
Voice acting equivalent of The Room
Some games just hand out answers to puzzles -- if you can even call them that -- with numbers or solutions written nearby. While the first-person adventure INFRA does this a bit, it certainly isn't holding your hand most...

Review: Shadow Puppeteer

Feb 01 // Laura Kate Dale
Shadow Puppeteer (PC, Wii U [Reviewed])Developer: Sarepta StudioPublisher: Snow Cannon GamesReleased: January 28, 2016MSRP: $14.99 Shadow Puppeteer is a puzzle-platformer about a young boy whose body and shadow become severed by an evil figure, and their quest to become one again. You use one analogue stick to move the child in 3D space, while using the other stick to control his shadow on a 2D plane. The boy can move items around, altering the locations of shadows, and can pass through obstacles like smoke that cast a solid shadow, blocking movement for the shadow child. The first thing to note about Shadow Puppeteer is its lack of technical polish. Cutscenes have visible compression artifacting, the menus are poorly produced, every move to another small environment involves a lengthy loading screen and the beautiful art style is let down by the quality of the in-game models when compared to the visual design of the cutscenes. In short, it looks and feels very rough around the edges. [embed]338045:62072:0[/embed] While playing Shadow Puppeteer, I couldn't help but compare it to Contrast and Brothers, the two games whose mechanics it poorly mimics. Where Brothers' use of dual character control felt seamless and responsive, SP frequently felt loose, unresponsive, and fiddly. Where the shadow manipulation puzzles in Contrast were thematically tied and provided impressive visual spectacle upon completion, those in Shadow Puppeteer often felt basic, simplified, and unconnected to the world of the narrative. Oh, and the game is terrible at proper checkpointing. There were times where I died, had to replay multiple rooms, each with a load time between them, and re-watch a cutscene to return to making progress. This did not feel challenging; it just felt tedious. Shadow Puppeteer tries to do interesting things, but ultimately comes off as unpolished, bland, repetitive, and mediocre. I really tried to enjoy it, but I just couldn't bring myself to care about it. [This review is based on a retail build of the game provided by the publisher.]
Indie photo
The worst of both worlds
Shadow Puppeteer; a game that takes the shadow-manipulation mechanics of Contrast and the dual character control of Brothers: A Tale of Two Sons and wraps them in a Tim Burton aesthetic… and doesn't do any on...

The Witness photo
The Witness

The Witness is already almost outselling Braid's entire first year


I hope Blow can afford piss breaks now
Jan 31
// Joe Parlock
After being in development since what feels like the dawn of humanity, Jonathan Blow’s The Witness is doing pretty dang well for itself. Not only did it get almost universal critical praise (nabbing a 10/10 in Destructo...
The Witness photo
The Witness

Jonathan Blow says The Witness is very popular among pirates


Popularity isn't always a good thing
Jan 29
// Brett Makedonski
The Witness is very popular this week, but popularity and revenue don't always correlate directly. There's a whole subset of people out there who prefer to get their games through nefarious, illegal means and The Witness...
Ode to Wetrix photo
Ode to Wetrix

Ode to Wetrix


Sonnet #2
Jan 29
// Darren Nakamura
To start the land is purely plain and flatBut earthy blocks then fall down from the skyTake care in where they are placed on the matMake sure you never build it up too high Construct containers for the coming stormBut to...
The Witness photo
The Witness

The Witness puzzle that's vexing everyone [Update]


Again, puzzled
Jan 28
// Brett Makedonski
[Update: Jonathan Blow answered our inquiry. Here's what he had to say, edited slightly to omit anything that could be the most minor of spoilers: "Yes, I pretty much figured that one to be one of the hardest individual ...
Graybles photo
Graybles

Graybles reminds me of Fez in all the best ways


Upcoming mobile puzzle game
Jan 27
// Chris Carter
Fez is a lot more than a platformer, as it presented a ton of awesome puzzles that took the community weeks to decrypt. But honestly my favorite part were the action bits, and I couldn't get enough of the perspective swi...
The Witness photo
The Witness

The Witness has no need for impatient players, and that's awesome


Blow won't hold your hand
Jan 27
// Chris Carter
I've been playing The Witness for the past day or so. Although I don't like it as much as Brett (yet, at least) I think it's pretty damn great, and if you even remotely like puzzle games you should get it -- it's like a modern day Myst. In this era of instant gratification I suspect a lot of people are going to be turned off by it, but for me, it couldn't have come at a better time.

All the crazy Beautiful Mind shit I did to beat The Witness

Jan 26 // Brett Makedonski
That screenshot really drove home how I've committed myself to The Witness and only The Witness. It got me thinking about not only the amount of time I've spent in-game, but all the crazy out-of-game tasks I've resorted to. Here are some pictures. (Note that there are minor spoilers in this post. While there are no direct puzzle solutions, there are representations of possible solutions. You'll probably be fine if you don't dwell on any of them for too long or give them any serious thought. Heads-up, though.) This is some sketching I did early on. I thought that was a little extreme. It got so much worse. Coloring some boxes, all on the back of a fast food receipt. This was about the time that I realized my TV was kind of dusty because the sunlight shining on it illuminated all the lines I had been drawing with my fingers. More sketches, this time on the back of a letter my grandma sent me. This is just a random screenshot I took so that I could move position and reference how something looked from another angle. My recycle bin is absolutely packed with these. I could show another hundred, but that'd waste everyone's time. [embed]335778:61949:0[/embed] Here's a video that I captured very early in the game. It seemed complicated and I was proud of myself for figuring it out. My original idea was to slap together a video titled something like "Five of The Witness' toughest puzzles at the beginning of the game." I soon realized that's in no way how this game works. Idea mostly scrapped, but a memento salvaged for this piece. I wrote this in a Google Doc at 2am one night. If I died and this were the only thing I left behind, philosophers would study me for centuries to come. Here's a keyboard I lugged down to the living room and started playing. Keyboards just make sense to me. I get 'em, you know? A shoddy night vision app that I gladly downloaded on my phone. Jonathan Blow didn't send me on a top-secret reconnaissance mission. I just wanted to see what everything would look like at night. Also, that app is riddled with ad-ware. It's miserable. There's more, but this collection seems like it nicely encapsulates my experience with The Witness. Had it taken one more day, the neighbors probably would've seen me drawing on my windows with chalk. Somehow, it never came to that.
The Witness photo
Puzzled
I've put a lot of time into The Witness lately. Like, a lot a lot. Effort too. This might be the most draining review experience of my career. It's rewarding though, and that makes it less burdensome even if it...

Pokemon Shuffle photo
Pokemon Shuffle

Use this code for 3,000 coins in Pokemon Shuffle


20160123
Jan 25
// Jordan Devore
You can never have enough coins in Pokemon Shuffle, particularly if you're playing on mobile and are trying to catch 'em all, which I foolishly am. There's no escaping this fate, but I've come to accept that. After spending I...

Review: The Witness

Jan 25 // Brett Makedonski
The Witness (PC, PS4 [reviewed])Developer: Thekla, Inc.Publisher: Thekla, Inc.MSRP: $39.99Released: January 26, 2016  I have vivid memories of sitting in geometry class in ninth grade and listening to the teacher explain why geometry is a different beast than the other maths we had already learned. "Don't feel bad if you can't do this yet," he said. "The reason is because it's chemically impossible for you. We're doing theorems and proofs -- your brain hasn't ever been asked to think like that before. The synapses in your brain need to fire off in order to be able to understand this; when that happens, you'll get it and this will all be easy for you." That "A-HA!" moment my geometry teacher spoke of -- all those synapses firing to form a revelation -- is the greatest reward The Witness has to offer and it happens countless times. It never grows old. After a bit, it's no longer new, but it's always fresh. The fundamentals of The Witness are line puzzles. Grids, often in the shape of a rectangle, require navigating in a specific fashion to satisfy certain constraints and to reach the end-point. This is repeated hundreds of time over as the basic building block of the game. Through clever subversion, ever-evolving rule sets, and alternative methods, repetition never becomes cause for concern. Again, just like the many many moments of epiphany, the puzzles cease being new before long, but they are always fresh. [embed]335133:61964:0[/embed] Well, that comes with a caveat. They are fresh as long as you want them to be. The Witness is largely fueled by your desire to discover. Once that wanes, so will your interest. The game's island is drenched in mystery and detail, not all of which is able to be immediately appreciated. When that happens, it's just another revelation that hasn't formed yet. For what it's worth, I'm 40-some hours in, and my interest hasn't waned in the slightest; it has only grown considerably. The reason for this is because The Witness smartly preys on the curiosity of human nature. Every direction has an inviting setting just begging to be explored. It's a given that those settings will contain challenges -- challenges that are imperative to continue exploring. It's cyclical and gives way to a competitive mindset to not be bested even if we're not necessarily mentally equipped yet. It's all in the pursuit of just seeing more. We want to see more because seeing is learning, and that's in the fiber of our being. What truly makes The Witness everything that it is lies somewhere between the fundamentals of the puzzles and the deeply philosophical of everything else. These two work in tandem, complementing each other even when they seem worlds apart. There are so many layers of separation between the two that it's almost impossible to perceive or even conceive. But, they're there, working hand-in-hand and, on some level, one in the same. You'd be hard-pressed to declare that one of these components is closer to defining The Witness than the other. Truthfully, I wish I didn't have to score The Witness. I don't want to set people up for that expectation; I don't want a voice in the back of their head that says "Okay, when does this become a ten?" In a way, that's unfair and detrimental to how the game should be experienced, which is as open-minded and unassuming as possible. Don't go to The Witness. Let The Witness come to you. [This review is based on a retail build of the game provided by the publisher.] 
Witness review photo
Come see
I am worthless. I am garbage. I am a dolt. I am brilliant. I am special. I am a genius. Those are the two extremes of self-value that The Witness constantly inflicts. It's a continuous loop of not getting it until you totally get it. Then, you don't get it again.

NIS photo
NIS

Rose and the Old Castle of Twilight is looking just gorgeous


In a morbid sort of way
Jan 24
// Kyle MacGregor
Nippon Ichi Software's Rose and the Old Castle of Twilight is shaping up to look every bit as lovely as its predecessor, htoL#NiQ: The Firefly Diary, if these new screenshots are any indication. The PlayStation Vita puzzler i...
Unravel Gameplay photo
Unravel Gameplay

Yarnie litters the land with his very fabric in this new Unravel gameplay


Yarn, yarn never changes
Jan 19
// Jed Whitaker
After seeing Unravel unveiled at E3 2015, I haven't stopped yearning to play it. The creator was super adorable as he nervously talked about his game on stage, the main character is cute as hell, and the gameplay looks ...
The Witness photo
The Witness

The Witness is actually going to cost $40


I'll pay it
Jan 19
// Jordan Devore
The Witness is said to take somewhere in the neighborhood of 70 hours to fully complete. Despite knowing that, I somehow had it in my head that it would probably be around $20 or so. That's a fairly common price point among ...
htoL#NiQ photo
htoL#NiQ

Firefly Diary team announces new Vita game


Rose and the Old Caste of Twilight
Jan 17
// Kyle MacGregor
Nippon Ichi Software's experimental puzzler htoL#NiQ: The Firefly Diary was a success, it seems, as the studio has unveiled a successor of sorts, Rose and the Old Castle of Twilight. While not a direct sequel to The Fire...
htoL#NIQ photo
htoL#NIQ

NIS might be teasing another Firefly Diary game


htoL#NIQ
Jan 10
// Kyle MacGregor
Disgaea studio Nippon Ichi Software recently opened a teaser site featuring Hotaru, the eponymous firefly from its gorgeous (and difficult) PlayStation Vita puzzle game, htoL#NIQ: The Firefly Diary. There aren't exactly a lot of details regarding whatever this is. NIS promises more information is coming in the next issue of Japanese magazine Dengeki PlayStation this Thursday, January 14.
$2M settlement photo
$2M settlement

Brain training game owes FTC $2 million over false advertising


Gimme brain like NYU
Jan 05
// Steven Hansen
Lumosity is an online puzzle game platform that fancies itself a brain trainer and uses a lot of science claims to back that up -- and to validate its $120/year subscription fee paid by possibly 60 million members (I imagine ...
Nintendo Badge Arcade photo
Nintendo Badge Arcade

Nintendo Badge Arcade seems to be doing well for Nintendo


Are you still playing it?
Dec 28
// Chris Carter
I'm still fiddling with Nintendo Badge Arcade, earning free icons whenever I can, but I totally get the backlash that's been happening in some regions. I mean, the game is rather aggressive with how it monetizes players, whic...
The Witness photo
The Witness

The Witness 'might' get a physical release


Still putting on finishing touches
Dec 23
// Chris Carter
Although The Witness is set to release next month, Jonathan Blow is still putting on the finishing touches as we speak. Voiceover is apparently done outside of some minor work in early January, at which point the team w...
Volume - PS Vita photo
Volume - PS Vita

Volume coming to PlayStation Vita in January


Get amped
Dec 22
// Kyle MacGregor
Thomas Was Alone creator Mike Bithell's stealth puzzle game Volume sneaking to PlayStation Vita on January 5, the developer announced today. And if you're planning to pick the game up then, you might want to take advantage of...
Threes photo
Threes

Mobile puzzler Threes playable online for free


They're actually giving it away!
Dec 18
// Mike Cosimano
Boy, do I love Threes. It's a charming puzzle game; a sublime blend of simplicity and polish. It's won many awards, including a 'Best of 2014' from Apple itself. Unfortunately, developers Asher Vollmer and Greg Wohlwend ...

Review: Girls Like Robots

Dec 09 // Darren Nakamura
Girls Like Robots (iPhone, Linux, Mac, PC, Wii U [reviewed])Developer: PopcannibalPublisher: PopcannibalReleased: November 12, 2015 (Wii U)MSRP: $6.99 Girls Like Robots starts off strong. The hand-drawn art is cute and inviting. Characters are expressive and the narrative that strings everything together alternates between comfortably familiar and bizarrely irreverent. Even the central puzzle idea seems to have promise. By taking into account all of the little rules about who likes sitting next to whom, satisfying logic puzzles can be constructed. Indeed, some of the better levels had me reasoning through a succession of a-ha moments, working through the necessary if-then statements in my head in order to come to a suitable solution. Girls Like Robots even does the classic Smart Game Design Thing (™) of introducing a new mechanic over the course of it in order to keep everything fresh. Some levels ask for negative happiness, some are timed, one has an almost Tetris-esque line-clearing mechanic. Sometimes it gets really weird, with fireflies bouncing off blocks to destroy underground insect lords. [embed]325021:61447:0[/embed] And yet despite all that, I found myself bored more often than not with the seating chart gameplay. The early levels in a section are appropriately small, trivially easy in order to introduce a new idea. The problem is that it doesn't scale well: increasing the size of a puzzle increases the difficulty and complexity, but it transforms from a solvable logic exercise to a muddle of trial and error. So few of the puzzles hit the sweet spot, where the solution is neither immediately obvious nor unreasonably obtuse. Even finding the correct solution in some of the bigger challenges isn't satisfying, because the outcome doesn't appear to be substantially different than any number of failing configurations. It's all just a mess of cute characters arranged into rows. Thankfully, there is a skip button to blow past any puzzles that are taking too long. I never used it, but I found myself tempted a few times, simply because I wanted to see where the story would go next but I wasn't enjoying myself while I was actually playing. There's no doubt that Girls Like Robots is charming, and that quality alone is enough to make it worth seeing through to the end. But while the wacky story and self-aware narration is enough to carry interest, the actual puzzles work against that. In the end, the game mirrors its own volcano picnic scene. It's cute, it's weird, it sounds like a fun idea at first, and there are some delicious pies to find here and there, but somebody is going to get burned. [This review is based on a retail build of the game provided by the publisher.]
Girls Like Robots review photo
I think they're just okay
Girls like robots. It's the name of the game, and it's the first piece of information given. Most of the time spent is in laying out seating arrangements of emotional square people in an attempt to maximize happiness. Girls l...


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