Wow, what a pleasant surprise. I bought this game blind while I was in the UK. I think it was cheap. Actually, I'm pretty sure it was cheap because otherwise I wouldn't have bought it blind. :-)
It's super short (4 hours?) but tight, and enjoyable.
In a nutshell it's an old-school-style adventure game where you pick up objects/things and deliver them to where they need to go (that's the core nature of the puzzles). The conceit however is that you can read other people's minds (because there's an alien) and, because the world is sort of a 2D-cardboard cut-out (think Little Big Planet), the objects you can pick up are stickers! And you can place them (in pre-determined locations) to solve puzzles. It works REALLY well. It also helps that the devs clearly did their homework with the UI and it is, for the most part, really easy to figure out where you can go (there's a great map with key people/things marked out) and try things out. It's not really a game about solving puzzles, but rather about interacting with the characters, learning about them, and the crazy world they're in. There's some platforming, but again, it's not really the point - even though there are sections where you need to avoid guards that can be pretty annoying.
One of the coolest things (I wish more games used/did): when you read characters minds, you hear their thoughts through the speaker in the PS4 controller! You have to do this a lot, and it really sets the tone - hearing them think is louder and closer to the player, kind of like hearing the thoughts in your head?
I'm surprised by how little attention the game got? At least I don't think it got all that much attention. It's genuinely funny, the art style is wonderfully realized, and the gameplay is also resonant with the aesthetic and all the rest. I'm really glad I played this little gem.
Checked this out from the library to play (co-op) with the kids. It's fun, and a bit crazy, but I'm not sure how much depth there really will be. We've already cleared the first 2 worlds and it's starting to feel a bit "samey" even though the environments change and there are environmental differences (parts of the level shift around or you have slightly different recipes). I'm curious to see how much longer they're excited to play, I would say we had fun, but it wasn't raucous fun.
Finally booted this up and WOW! There's a lot to be said for "old school" first person shooter action. Doom definitely has it in spades. I can feel it mostly in how fast you move around...and then there's the secret areas (which often hide special items that let you level-up your armor and weapons. So, an interesting mix of old-school action sensibilities with modern progression systems. There's no onscreen radar/map (yet?) so it's somewhat annoying to die because a monster warped in right behind you without you realizing. I've started to get used to that - but it's still a bit annoying (my current solution is to move, and keep on moving all the time with frequent 180s (just to see what's behind me).
The finishing move is also a really interesting design innovation(?). If you damage an enemy enough they'll glow which means you can take them out with a finishing move. The neat thing is that a finishing move then drops ammo and health. So, if you're really low on health - it's in your best interest to get in close!
For a F2P game, I'm pretty surprised at how quickly I was able (after purchasing two permanent upgrades) grind my way through the game to a point where I had unlocked everything I wanted to unlock. These are meta-unlocks, to be fair, since the in-game ones well, you get to the end, travel back in time and all those get reset (except for the meta-unlocks, like cash multipliers).
Worth it? Yes, absolutely.
Will it succeed in the F2P marketplace? I'm guessing that no? Sure, I spent money, but for me it was spend X, play the game a while, and then you're done. This is a far cry from the "games as service" that most F2P games rely on. On the other hand, if you're not going to do much liveops stuff, then I guess it doesn't matter? As in, if you compare revenue to what you wanted/expected if you followed a traditional retail model, then so long as you get the same amount, it doesn't really matter? I'm guessing that a lot of studios are experimenting with this, though it seems like this game was a flash/web game port?
Either way, definitely fun, but I'm done and glad. (because I can move on to another game!)