♫
In the past couple of months or so,
I’ve made what I now call "Indie-Binge" a regular past-time activity of mine.
Basically what I do is, on a work free day, I take a couple of hours
and dedicate them to skimming through this vast ocean of indie-games out there.
And I do that with a... super-loose... mindset.
Meaning as soon as a title just remotely piques my curiosity
I don't think about it for too much, I just download it straight away and give it a shot.
But... I also limit myself to 30 to 40 minutes at max per game.
And this turned out to be a great way to widen the horizons a little bit
especially when I found myself stuck in
ADVANCED VIDEO GAME ENNUI
You know, this perpetual state of ever so slight dissatisfaction
with all the video game noise out there.
When it feels like you're spending more time browsing through E-Stores
than actually playing games.
And "Indie Binge" has really helped me to break out of that.
Of course, if you're not a billionaire,
this only works with games that are either super affordable
or, even better, completely free of charge.
And itch.io has turned out to be a tremendous platform for that
because indie developers can host games on their own terms there.
And I just keep finding an incredible amount of amazing, overlooked titles
a lot of them short and compressed, 
but first and foremost really interesting experiences
of which most of them are completely free of charge.
[Caleb] Sometimes, things that are expensive...
[Caleb] ... are worse!
So yeah, try out indie binge, you'll be surprised, it's gonna be a great time!
Which is also why I'm really happy that the first episode of 'Games from Underground'
was received so... well, really
because that means I can do this on a regular basis now 
and share my exploits with you!
You've just turned another hobby into a professional responsibility...
Great Job!
But yeah, seriously, this is a great thing,
because I've already tallied up so many more fantastic indie titles
than I could ever share with the capacity of my channel.
And also, and this is also one of the main goals of this series,
I get to help out small indie game creators in the process a little bit.
So... everybody wins!
Now since the last episode, we were focusing on horror/eldritch/gothic
Spooky-Scary stuff!
This time, we're gonna wind down a little bit.
I'm gonna put my money where my mouth is
and give you a list of "Games from Underground" 
that are all completely non-violent
and each of these games I also personally consider 
to be tremendously relaxing
but each game for their very own reason.
They're all titles that I would boot up in a heartbeat 
on a stressful and anxious day
where all I need is just a chill session of mental R&R.
One of my personal favorite aspects about cyberpunk is that,
despite the setting being openly dystopian and disheartening
to every inhabitant of these worlds 
that lives below a ridiculously high power-threshold --
the naive dreamer in me has always felt drawn 
to its neon future cityscapes
like a moth to a flame.
[Ad-Narrator] A new life awaits you in the Off-World colonies!
[Ad-Narrator] The chance to begin again in a golden land of opportunity and adventure!
Diary[sic] of a Spaceport Janitor is a game 
that's built around this exact... dichotomy.
This absurd desire to inhabit 
a sensory-overwhelming, depressing
and alienating neon-future-metropolis in outer space...
and.. rendered in beautifully lush 3D pixel art!
♫
In essence, this game is exactly what it says on the tin:
you’re a janitor who roams a vast, sprawling spaceport metropolis,
and picks up and burns trash to keep the streets as clean
as the daily battery-life of your incinerator allows you to.
Each morning you get paid for the amount of trash you’ve burned the previous day
and with that meagre income,
you deal with the game’s rudimentary survival mechanics to the best of your abilities.
But Spaceport Janitor is so much more than a simple survival game.
The first time I played this game, I felt myself rather quickly thrown off --
the spaceport, at first glance mesmerizing and beautiful,
rendered in this charming, lush pixel-art within 3D environments style,
can be surprisingly abrasive to a new player.
The place is littered with hundreds of confusing stores, shops, market stalls
and street vendors who sell and buy an overwhelming abundance
of overpriced and, seemingly nonsensical items.
You get hungry several times a day, and the food is as well incredibly expensive
and since you have no clue what any of those dishes offered actually are or contain
-- like can you tell me what Nzenqrexen Sugarsweat Buns are made of
or what still wiggling Xxareenn Clayworms do to your metabolism?
And by the way, no offense, I hope I didn't butcher any of those names
because I'm not a very good Nzenqrexen speaker.
But chances are high you end up eating something that’s food for a completely different race or species
but that’s pure poison for you
and you end up vomiting all over the place.
But hey! If you incinerate the vomit, that's at least a little boost for tomorrow's paycheck!
But even if you get a little money, when you don’t watch out
you randomly get mugged by the city’s official, privately owned, police force.
[Thomas the Tank Engine jingle]
And to add insult to injury, after my first day, when my protagonist got tired
and the battery of the trash incinerator was empty,
meaning I couldn’t work anymore until I got back home
the game strongly nudged me with this to do this; to go home and get some rest.
But... I realized that.. well, there’s not even a map,
so I quickly got completely lost in the confounding maze of the spaceport city,
meandered around cluelessly in growing panic and confusion,
hungry, tired and disoriented.
Diaries of a Spaceport Janitor really is a game that “defies expectations” -- knowingly.
On your first day, it leads you to discover that below the city,
there’s a system of underground “sewer dungeons”, supposedly ripe with treasure.
Might your luck have finally changed?
Can you finally break out from the life as an underpaid and underappreciated janitor?
[gate mechanism droning ominously]
But... your little trip ends up with you catching an ancient curse.
You stumble across an old altar, pass out and wake up in your apartment
and you realize that... there’s now a floating skull following you around at all times
that just shouts in your face for no apparent reason.
[skull shouting]
And that’s really your first, big quest in the game:
try to get rid of your new, unwanted companion.
You seek out a scholar who tells you that you have to find three parts of an ancient tablet
that contains instructions on how to break this curse.
Ominous.
But fulfilling these tasks turns out to be incredibly grindy.
The items you’re looking for require a lot of collecting and gathering
and feel almost too daunting to be even worth the hassle.
It requires patience, dedication and first and foremost... asceticism!
Don’t spend too much or you’ll end up broke and hungry again.
And ever since you got the curse, your body has regularly started feeling weird, disjointed...
you feel uncomfortable in your own shell.
And it turns out that your only way around this is to seek out one of the gender kiosks
and gendershift to make you feel “awesome” again.
Diary of a Spaceport Janitor is one big, fat allegory on being young, broke, queer and disenfranchised
[skull screams]
a riff on the... soul-crushing alienation of living in a hyper-consumerist society
where you, as an individual, are meaningless and expendable.
[skull screaming]
A world that’s designed to keep you down and milk you dry while you’re struggling to just get by.
See... all these tasks, the quests the game gives you,
to give you a sense of direction, and a goal to work forward to;
they’re in reality nothing but carrots on a stick.
When I gave the game a second try, I actually did begin to get a better sense of the city --
yeah, I even eventually managed to reliably find my way back home in the evening!
Great start!
I also started getting a feeling for what litter is trash
[mumbles] almost everything, really
and which of the items you collect can actually be sold to which vendors,
I learned to avoid the crooked cops,
I got the hang of which vending machines and cooks sell the most affordable --
and digestible food that doesn’t make my janitor throw up all the time.
Things were starting to lighten up.
And so I went for those grindy, gamey fetch quests
that are meant to fuel the hope of ever leaving this hamster wheel,
leaving this planet for good, and making a future for yourself.
That's what you do in games, right?
[skull screaming]
And man... it ended up in one of the weirdest grind sessions I’ve had in a game in a long time.
See -- the repetitive action of grinding is something that can be very... relaxing
if it’s approached with the right mindset and implemented in a fair way by a game.
and this game has such a strange flow once it clicks that it really lulled me into its routine.
I just kept going and going like a good sanidrone is expected to.
But after a good seven hours in one session
I left the game with my brain positively feeling like scrambled eggs.
And it also felt like I hadn’t even gotten that much closer to my actual goal,
despite it constantly feeling like I *was* accomplishing stuff.
And every time I finished something big, I got hit with the next mammoth task;
the carrot dangling tantalizingly close in front of my face,
but just out of reach, all the time...
I started wondering: How much do you *really* know about this place?
You still have virtually no clue about the thousands of items and products you can find,
known pretty much nothing about the multitude of alien races living here,
you're practically in the dark about these gods that are worshipped everywhere,
what this curse of yours is about, why you keep feeling abject in your own body.
You know nothing about the food you put in your body,
the politics that govern this place...
and what actually is gendershifting?
And why do I even *need* this?!
It's highly unlikely this world you live in will ever lift a finger to help you understand your dysphoria
but the *market* sure seizes the opportunity to capitalize on it!
by offering you expensive products to "consume" that you have to spend your meagre income on...
[skull screams, vending machine jingle]
And with that, suddenly, everything fell into place.
This is all just... bullshit!
It's facade, it's a mere pipe dream.
The game isn’t even subtle about this
it blatantly tells you right in the beginning that you should stop thinking too much about it and trying to win.
You’re just a lowly sanidrone. And that’s all you’re ever gonna be.
And that was the moment where it loudly clicked for me.
Because from that point on, I kept coming back to just be what it says on the tin:
A spaceport janitor.
We just have to imagine the janitor happy;
rolling the boulder of trash through the spaceport day in day out, rinse and repeat.
not rejecting, but finding comfort in the routine.
Accepting the curse... and owning it! [Shaun screams]
Diaries of a Spaceport Janitor puts your video game conditioning to the test --
because it wants you to shed your internalized goal-oriented mindset
and just let loose!
For me, this shift in perspective turned this game from a frustrating,
stressful and confusing existentialist fight for survival
into one of the most relaxing, peaceful and... almost zen-like experiences
I now regularly seek out on a stressful day to... just have a jolly good time
and wind down as an unimportant citizen of a vast cyberpunk spaceport metropolis.
[alien band starts playing upbeat song]
There’s something... almost spiritual to this, isn’t it?
[skull screams] "Hello everyone!"
How in an art-imitates-life way,
accepting your role in this cutesy little indie-title as exactly what the game wants you to be,
might even, ever-so-slightly, end up easing a little bit of that constant real-life existential pressure
of living in an alienating, hyper-consumerist society.
[Roy Batty] Quite an experience to live in fear, isn't it?
[Roy Batty] That's what it is to be a slave!
Diaries of a Spaceport Janitor is available on itch.io, Humble Store and on Steam
at the time of this video's release for around ten dollars.
♫
The next game I’ve picked for this video is, in many ways, a totally different experience than Spaceport Janitor
but, those two games share one common theme.
The uneventful, simple, everyday life as a... "wageslave".
Routine Feat...
and by that I mean Feat with 'e-a' and not the plural of foot
because it's not a game by Quentin Tarantino
it’s a highly atmospheric daily life and work routine sandbox
that can range from depressing and hopeless
to soothing, peaceful and thought-provoking.
But where the last game did this in the outer rim of space,
this one stays back here on earth
to be precise in a melancholic, utopian aesthetic of Eastern Bloc housing architecture.
Routine Feat is one of those games where you [sniffs] actually don't do that much.
That’s if you don’t find your own incentive, your own... reason to be in here
because if not, then you might find this suburban sandbox to be a bit dull.
But that's not by accident. There's a point to all this.
[inhales] You wake up every morning in your one bedroom apartment.
You step out on the balcony,
Have a smoke.
Or rather pretend to have a smoke while taking in the dawning suburban scenery.
Take your medications.
Go into the kitchen, listen to the radio maybe while looking out the window.
[music with Russian vocals playing]
Maybe wash the dishes you left from yesterday's dinner.
Then grab an apple and get ready to go to work.
Turn off the lights, leave your apartment
and walk down the sliiiightly untidy stairwell.
♫
Might as well toss some of the litter down the chute while you're here.
You leave the apartment complex and make your way across the courtyard
and head towards the bus stop until your ride arrives and hop on to drive to work.
And at your workplace... you spend your entire day slaving away
on a computer with an old, monochromatic CRT screen,
doing meaningless, bureaucratic chores until evenfall.
Then you punch the clock and ride back home.
At once you’re back, in the evening hours, what’s there to do?
Maybe watch some telly...
[Russian voice over static]
or grab something to read from your shelf that’s filled with countless magazines and books...
[Distorted voice reading French poem]
Or -- and that’s the ultimate MacGuffin in this game,
pull out your typewriter and finally start working on that long dreamed-of passion project of yours.
Hammer away at the keyboard and write that manuscript you've been dreaming of for so long
to one day complete and send it to a publisher.
There we have it again, this carrot on a stick;
this pipe dream of eventually breaking out of the hamster wheel,
something to work towards, to give meaning to your lonely, unfulfilled existence.
Routine Feat really isn’t subtle about feelings of... loneliness, alienation and disillusion...
social isolation ... depression ...
You’re in this vast apartment complex full of traces of life everywhere,
but not a single soul to say hello to, to welcome you
or to even just acknowledge you being there with a passing nod or a smile.
And all the books and magazines you can grab and read,
as well as the pages written by “you”, the protagonist
meandering through this melancholy diorama of a summer emotion --
[inhales] they all have a tendency to sound not just contemplative,
but desolate, sad and deeply dispiriting.
But Routine Feat is not just about sadness and hopelessness,
but about the complementary nature of loneliness and solitude.
One being the sorrowful sensation of feeling unwanted, unloved and superfluous --
while the other is the calming, healing quality of remote contemplation and self-reflection.
This eclectic scenery of Eastern Bloc housing architecture
is modeled and rendered with so much playfulness and attention to detail
that you’ll find fun stuff to play around with and dazzlingly pretty vistas
exerting an air of repose and that make you want to stop, sit down and just take it in slowly..
every step of the way.
And for some reason, I just kept ignoring that carrot dangling in front of me,
and started roleplaying my day to day routine
and just futzed around aimlessly and without a care in the world.
As I said, Routine Feat is a game where you have to search your own gameplay
but when you find it, it’s kinda mesmerizing.
Like, I don’t wanna know how much time I’ve just spent messing around in the little kitchen,
cutting bread and cheese and vegetables
and washing dishes and making fried egg in the oven and sometimes just pretending to actually
[fake Russian accent] make nice supper after long hard day of work in the office
[Boris] FOR TODAY WE MAKE CLASSIC RUSSIAN DISH, IS BUTERBROD
[Boris] FOR THIS YOU NOT MANY THINGS NEED, BREAD, BUTTER
[Boris] BIG STICK OF KOLBASER OR SAUSAGE
[Boris] ONE BIG KNIFE AND ALSO ESSENTIAL PART
[Boris] BIG BLOCK OF CHEESE, THE MORE SLAV THE BETTER [smack]
[Boris] USE KNIFE FOR CHEESE MAKE SLICES VERY GOOD
[Boris] THE KOLBASER VERY MOST IMPORTANT PART
[Boris] NO NEED FOR MAKE THIN SLICE -- SAUSAGE GOES ON TOP
[Boris] AND THERE YOU GO, IS DONE, CLASSIC BUTERBROD
[monch monch] [Boris] ENJOY [monch monch monch]
Am I making a good case for this game?
I really don’t know.
I’m not even sure I’m trying to --
it feels more like I’m bouncing off my contemplations and feelings in video form
than offering a comprehensive review of it.
This is not a consumer-oriented buying guide, and why would it --
Routine Feat is completely free on itch.io anyway.
But I want to get this sense across that this sandbox is more than what it seems at first glance,
that it was not just a relaxing, but also a very introspective experience.
And this is really hard to put into words why it had this effect.
It’s a really short interactive sandbox experience
that I stuck with for many more hours than it takes to finish... the “main” quest.
That’s finishing your manuscript and awkwardly carrying it down to a post box
and sending it to a publisher in the hopes of making it big
and leaving the old, dreaded wheel of pain through accomplishment and self-actualization.
I’m not gonna spoil what you could call the ending of the game,
meaning what happens when you send it away,
but I’m gonna say that it’s perfectly in line with this dichotomy that I’ve been going on about
not just with this game.
It felt... almost cynical to me, but that’s really up to interpretation.
Routine Feat blatantly highlights the dissatisfaction and alienation of an unfulfilled work life --
but you can choose to accept your fate and step past it
to focus on the many beautiful things around you, that make life worthy and inspiring, instead.
The first noble truth of Buddhism, Dukkha, states that pain is universal and unavoidable.
and when we embrace this truth of life with mindfulness,
we come to realize that sadness is depth, while happiness is height.
Happiness is a tree growing into the sky,
while sadness is its roots reaching deep down into the womb of the earth.
Both are needed, and the higher a tree grows, the deeper it goes, simultaneously.
The bigger the tree, the bigger will be its roots.
It's all about the balance.
[Louie] It's just a matter of how you look at it, that's all.
[Louie] So don't worry, okay?
[laughs]
[♫ The Cinematic Orchestra - Diabolus]
But speaking of Buddhism
(And yes, I am very proud of that not at all shoehorned transition)
The word "Bardo", in some schools of Buddhism,
describes an intermediate state between a person’s death and rebirth.
Metaphorically, it’s often used to describe liminal spaces,
the time and space between the “what was”, and the “what’s to come”.
And what could better symbolize such a state of transition
than a taxi-ride in Tokyo City at 4AM in the morning?
In Bird of Passage by the developer SpaceBackyard,
you take on the role of a cab-passenger,
aimlessly driving through the rain-soaked, neon-lit, nighttime streets of modern-day Tokyo.
Your one and only interaction in this visual-novel like narrative experience
is chatting with your drivers --
who are bound by their profession to engage in polite conversation for the snapshot-in-time of your passage.
... that’s if you didn’t end up in a silent taxi.
But why are you riding cab after cab through the night?
Who are you? Where do you come from?
Where are you going?
And why do you seem to be stuck in this limbo --
apparently unable to do anything else but hop from taxi to taxi and just ... talk?
Ask the right questions and listen closely;
since piecing the puzzle -- your own identity and your destination -- together is what you’re here for.
And what your drivers are here for, since they are your walls to bounce off your contemplations.
Bird of Passage is one of those games that fits the description of an interactive poem in video game form.
The glossy and glittering urban nighttime scenery
is minimalistic, hypnotizing and gloomily relaxing.
It’s an interactive neon noir haiku in which you’re the glimmering dot jumping from syllable to syllable.
And despite the game having a clearly defined goal -- like, literally finding your goal --
it’s an experience that’s all about the “journey” of introspection itself.
So soak it in, this oneiric diorama
and let the droning melancholy of the synthesizers and raindrops enthrall you.
Its confusing surreality is mesmerizing and beautiful -- like the realization that
(and that’s as spoilery as I’m gonna get)
this game, that appears like a perpetually looping visual novel,
is actually a conversational puzzle at heart.
I’ve always loved games where understanding the narrative is the core engagement.
And Bird of passage is a forgotten soul’s journey from an uncertain past to an unknown future
in the liminal space of a taxi-ride.
A Lynchian ghost story about the search for the meaning of the in-between.
So hop right in! The taximeter is turned off for the ride,
since Bird of Passage is available completely free of charge on itch.io.
[Helmut] It's good to go, it's good...
[Helmut] good to go
[Yoyo] Yeayeah man, just chill, aight?
♫
Now after so much alienation, contemplation and melancholy --
let’s end this video on a more lighthearted note.
The next game is... a weird one --
and I say this with a deep fondness in my heart.
You know, it’s often said that the best comedy doesn’t punch down... but upwards!
And while I definitely agree with that sentiment
I think the most genius form of comedy makes you laugh and smile and have a good time
without punching at all.
Because... there's already enough horribleness in the world, isn't there?
So there’s this little island out there, where Martin The Sloth is king.
He... kinda made himself king because he figured that
since he’s the only one living there he’d logically be entitled to be king.
So... well during his solitary reign one day he starts hearing... spooky noises.
So - after doing a bit of research, he finds out that ghosts are supposedly invisible
and since he hasn’t even once seen a single ghost yet that’s perfect proof that it actually...
must be... a ghost that's haunting the island.
Right?
So Martin hires a group of, umm... Ghost scientists
to get to the bottom of these ominous hauntings.
But even after two full weeks of clueless probing,
even this team of specialists isn’t able to catch the slightest glimpse of the spectral happenings.
This is, of course, a case for the greatest investigator of all time!
Sadly though, Lobster Cop isn’t available,
so the supervisor calls you, the frog detective, instead,
to take on the bone-chillingly spooky case of... The Haunted Island.
If I would have to coin the genre of “The Haunted Island - A Frog Detective Game”,
the best thing I can come up with is an “Anti-Detective Adventure” game,
since the term doesn’t really say that much, so it’s nicely vague
but also because the game draws much of its unique appeal and charme from
I’m sorry
subverting the expectations of its genre.
The detective mystery is a genre laden with pre-formed expectations and stereotypes.
No matter if you read Agatha Christie or Arthur Conan Doyle stories,
or if you look at modern stuff, even in games like L.A. Noire,
it's typically all conveyed in a dark, moody, noir tone;
gloomy, stoic protagonists who smoke too much on the hunt for clues
to uncover a sinister plot of treachery and backstabbery.
And yeah, in Haunted Island, you *technically* are a detective,
who *technically* does take on a case
that you *technically* have to solve --
but you quickly realize that this game is a full-on parody on the detective genre,
that flips the genre’s key characteristics and preconceptions on its head for comedic purposes.
While, for instance, camera angles in dialogues are recreated from film noir
and the music feels like it’s directly lifted from a classic Inspector Poirot film
[Poirot] "Eh... Poirot!"
[Ratchett] "How's that?"
[Poirot] "Poi -- Rot"
[Ratchett] "Ooooh, Purroh... right..!"
or other parts seem like a blatant homage to Twin Peaks
you quickly realize that there are not many *actual* clues to find
and that it's not really a riveting mystery you're uncovering here.
More like a.... "ribbiting"... mystery....
Get it?
You mostly just grab items you find laying around,
talk to the quirky characters and find out what they want and try to organize those things for them
to get other items from them that you then can use in other places --
really the most simple adventure mechanics.
And the Frog Detective’s most important.... unimportant tool of the trade
is the best example for the humor the game draws from its genre:
the trusty magnifying glass.
I mean, every good detective needs a magnifying glass, right?
So, while you move around the colorful and zany, low-poly cel shading island in first person,
you can always hold your cool detective instrument right in front of your face and....
[ominously] inspect your surroundings for cluuuess...
Doin’ detective’s work here!
A-HA! Elementary, elementary.
Haunted Island doesn’t take itself seriously at all,
it’s incredibly light-hearted and gentle
and it works best when you accept that it wants you to approach it with that exact mindset.
Just relax and have a good time, talk to some friendly people,
and help them out with their predicaments
and after all is said and done, have a lovely dance-off.
That's the vibe, really.
And the characters -- even though many of them can be 
boiled down to mostly one central characteristic --
despite that they don’t feel one-dimensional at all, 
but sometimes surprisingly relatable,
especially considering how short the game actually is.
A super casual, wholesome and relaxing experience
that made me audibly laugh more than once 
and pretty much smile and chuckle my way through it.
And one thing that really makes it for me is the writing:
it’s this type of... well,
not just the dialogue, but holistic game writing in general
that feels very stream of consciousness, like,
casual conversations dropped without much thought,
but if you look closer, you realize that actually 
a lot of thought went into it.
And one thing, especially in the age of social media
with video games that's often overlooked in my experience
is how... giffable or screenshottable a game is.
Like, how many moments of the game, 
especially in dialogues,
you can just capture and share without any context
and it completely works as a self-contained joke on its own.
"Memeability" so to say.
So, the game is short, know that,
and if you expect a full-on detective game 
where you solve a deep-running film-noir mystery
with intrigue and multilayered plot-twists,
you’re gonna be disappointed.
Haunted Island is, for lack of a better word, 
an anti-detective game.
One that made me pretty much instantly fond of 
all the characters I came across.
I'm personally a big fan or Orbit, 
the anxious mallard
and also Noodle,
the sheep that finds wool absolutely disgusting!
I mean honestly, how would you feel if you find out
that people started wearing clothes made of your body hair?
Ughh
And I’m super glad to hear that the team is actually working on a sequel;
and if they keep going with sequels,
I’m excited for the day
in approximately a decade or so
when the Frog Detective narrative universe
will have grown into the most successful
and popular franchise in video game history.
That's definitely gonna happen.
The Haunted Island: A Frog Detective Game, 
at the time of this video’s launch
is available on itch.io and Steam for roughly $5.
[Sherlock Holmes] There's no doubt about it in my mind.
[Sherlock Holmes] Or perhaps I should say in my imagination
[Sherlock Holmes] for that's where crimes are conceived
and where they're solved:
[Sherlock Holmes] in the imagination.
♫
Alright, so, two of the games are completely free of charge
over on itch.io
and I hope this gives you a little bit of an incentive
to start your own "Indie Binge".
I mean, maybe you've done something like that in the past yourself,
but try it out!
It's gonna be a good time.
Just make sure that you're not too critical with what you play.
Browse through the stores, see what's, y'know, free of charge
and if something just remotely piques your curiosity
just click on 'download' and play it in the next few minutes.
Uhh, but, limit yourself to these 30-40 minutes.
Set a timer if you have to.
And even if you're interested, just wait until the next save point,
go out, go over to the next game.
And you'll see, there's gonna be games that stick with you,
that you'll kind of...
feel drawn back to the next day or in a few days.
Especially if you, y'know, cut yourself off like that.
All of these four games had this effect on me.
I played a little bit, I cut myself off
and I wanted to get back to them in a day or two.
Now one last thing:
If you get games on itch.io that are completely free
it gives you the option to "Name Your Own Price",
namely like leaving a little tip to the developers.
And I'd like you to consider doing that --
you don't have to, of course, it's free, but
leaving a little tip often goes a long way
so yeah, just consider supporting small indie creators a little bit with that.
And with that, I wanna switch back to the spaceport city,
because I hear that the bi-weekly lottery announcement is coming up
and I wish all of you good luck!
[Obnoxiously loud PSA jingle]
[skull screams]
[Announcer] A new life awaits you in the Redscarf Municipal Colonies!
Gather round, citizens, for twice every week,
the Redscarf Municipal Lottery offers you the chance to begin again
in a golden land of opportunity and adventure!
Today's Lucky Winners of the Redscarf Municipal Lottery:
[Support the channel: patreon.com/RagnarRoxShow]
Join the Redscarf Municipal Lottery for only 500 credits a day
so you can too, win a ticket to the Rescarf Colonies.
You. Are. Worth it!
[Obnoxiously Loud Jingle]
[Vomiting]
[Vomiting]
