In Review – November 2022

  • At least 8 posts for the #JustOnePercent project.
  • At least 4 posts unrelated to the #JustOnePercent project.
  • Finish leveling at least 2 more characters in World of Warcraft.
  • Complete the Mountacular achievement in World of Warcraft.
  • Complete the Re-Re-Re-Renowned achievement in World of Warcraft.
  • Participate in the group review of the November Humble Choice.
  • Read any six books.
  • Complete any one stitching project.
  • Watch at least a few episodes of Channel Zero on AMC+.
  • Cancel AMC+ before it goes back to full price.
  • Schedule four Monday Night Movie watch parties.
  • Schedule at least two game nights.

Another month that actually looks better in the rearview than it felt at the time. It sometimes feels like every time I get something back on the track I want it to be on, something else derails. I have been putting a high premium on settling my sleep schedule to something that works better for me on the regular, which ended up leading to dropped routines in other places (post-midnight Wordle, I was sad to see you go). More time spent playing video games led to less time at my craft desk. Trying to figure out new social media sites led to less time spent on the blog. Everything’s a balancing act, and I’m forever trying to pile far too much on the scale.

Also, I should have shot for that level 70 goal in World of Warcraft. I made it, with a couple of hours to spare.



The eight games I covered in November were Hammerting, Next Space Rebels, Factory Town, Toy Tinker Simulator, French Crime, Huntress: The Cursed Village, Wytchwood, and Aspire: Ina’s Tale. I didn’t end up playing any of these on the Steam Deck, but every single one was played for at least an hour and is represented on the spreadsheet.

I went into the month pretty sure that I was going to end up dropping games, and I think that almost felt like explicit permission to do so. I ended up getting behind and missing the anniversary for Exodus Borealis, and I bounced off Tunnel of Doom, Fantasy Gardens, and He Will Shoot within a matter of minutes. Finally, I decided to swap out Archvale for Aspire: Ina’s Tale so I could cover one more game from my library rather than GamePass.

I ended up making 105 project posts, which once added to the 12 qualifying titles I wrote about before starting the project, that means I played 117 out of 10,967 games released in 2021. I had decided up front to only count games that fully released during the year, but I have no idea how to even begin to calculate how many titles were first made available for sale versus how many were full release titles. Without the dozen prior posts, I wouldn’t quite have covered 1%, but I feel like I met the spirit of the project.

World of Warcraft

Dragonflight prep took up a lot of time this month, but not nearly as much as I expect that Dragonflight proper will in the coming month. I had hoped to level a couple more characters, but between the pre-expansion event, and the adjusted experience gains that came with the second half of the pre-patch, I managed to finish all the remaining classes on my main server. I did however, take a small shortcut; I had a level 50 boost just hanging out on my account, and I decided to use that on my rogue, cutting out 40 levels worth of time.

So, for the first time ever, after having set it as a goal multiple times now, I am going into an expansion with every class at max level! Which kind of took a bit of the shine off of my other goals, but I met those tasks as well.

Mountacular ended up being even easier than I anticipated, and I got it while working on cleaning out my quest log by finally doing the scenarios to unlock the Dark Iron Dwarves and Lightforged Draenei. I had completely forgotten that finishing those questlines rewarded racial mounts.

Re-Re-Re-Renowned took considerably longer. I eventually decided that I’d finish grinding renown on my original four level 60 characters. I picked up the consumable item that would boost them each to level 60, and did most of the rest through daily callings and questing through the Zerith Mortis story. I finished Necrolords in the earlier part of the month, but managed to put off doing anything with Night Fae until just about the very last minute.

Although there’s still some things I wish I had gotten around to, I was overall pleased with the progress I made in finishing up Shadowlands achievements. It’ll most likely be almost entirely Dragonflight for at least the first month or so, but we’ll see if I end up popping back into some older content.

Other Gaming

The biggest chunk of my non World of Warcraft game time this month went into my third attempt of My Time At Portia. I’m about 40 hours into a fresh save, and I’ve only recently passed the point where I usually wander off from the game. Will this be the time I finish it? Only time will tell. It has been several days since I’ve checked in on my builder, but I do expect I’ll get back to it, maybe even as soon as this weekend.

All of my co-op game nights in November were devoted to working our way through Rogue Heroes: Ruins of Tasos. It’s definitely a game that I would have found supremely frustrating had I played it alone – there are weird spikes in difficulty due to the oh-so-very grindy nature of it, and there have been several times I would have been at a loss for how to proceed that my co-op partner would declare was “very Zelda-esque”.

I don’t love it, but I am enjoying it, which is pretty successful for co-op stuff.

We had a SMITE night in the clubhouse, so I got to shake the rust off a little bit, and I played my first ever game of Settlers of Catan via Tabletop Simulator. I played around a little bit in RoboQuest, so I could do a short write up for UnwiseOwl’s group review of the November Humble Choice. Past that, I hardly even loaded anything up.

Gaming Related Spending

However, I clearly wasn’t deterred in the least this month from spending money on gaming! I had all my regular subscriptions (GamePass, World of Warcraft, and Humble Choice) this month, but I also did a lot of other shopping.

This collage covers most of my November gaming spending. It didn’t matter this month if it was a bundle, sale, or even single release-day purchase – if I wanted it, I bought it! On the other hand, I spent very little on any of my other hobbies this month, so I still came in under my total entertainment budget.

I also purchased my very first race change in World of Warcraft this month. I never thought there’d be an occasion where I’d want to spend money to change a character rather than just level something else, but I never ever want to go hunting for all the pre-Legion inscription recipes in the game again. So, after years of frustration with my very very short Death Knight, I decided to make her tall, in hopes that I will play her more if I can figure out where she is on the screen, which is generally full of very large monster ankle. I debated between Kul Tiran, human, or worgen for a couple of days, ultimately settling on worgen. I haven’t done much with her since then – she was already fairly well settled for Dragonflight, so it’ll be a little while yet until I see if my investment pays off.

My total gaming-related spending this month came in at a whopping $157 – and that doesn’t even include the expansion, which is part of my Christmas/birthday gift from my husband for this year.



Going back to reading on my tablet before bed made a world of difference this month. In fact, out of nine books, only one was an audiobook this month. I have basically been picking things almost at random from my Scribd recommendations; as far as I can recall, I haven’t read a single book from any of these authors prior to this month. It’s been mostly working out for me, although a few I would consider to be just alright, there wasn’t anything here that tempted me to leave it unfinished and choose something else.


Other than Monday night movies at the Clubhouse, and sporadic background cooking shows, I didn’t spend a lot of time watching this month. I did get through all six episodes of the first season of Channel Zero before my AMC+ subscription ran out, and I might put the other seasons on my Halloween watch list for next year.

I’ve also recently started re-watching Gotham from the beginning. I love the first season, I’ve probably seen it four times now. However, I find I quickly lose interest a few episodes into Season 2. I’m not super invested, but it’ll be interesting to see if this is the time it sticks.


I really need to start taking a better look at patterns before I get all the supplies for them, or – better yet – before I buy the pattern. The project I’m currently working on has 12 shades between white and the darkest gray it uses, and for the most part, it’s all single stitches here and there of each shade. It’s simply awful to work on, and super hard to follow the pattern. I have no doubt there’s at least 30 mistakes in the pattern already, and I’m not quite 1/3 done with it.

I’ve been averaging anywhere between 5,000 and 10,000 stitches most months, and in November, I only did a little over 3,000. I am so very very behind where I wanted to be, but there was almost always something more appealing I could have been doing, and I really struggled this month to get my butt into the chair, although when I did, I usually got through several hundred stitches.

So not only did nothing get finished this month, I was way behind my usual productivity.

This month really solidified for me that I just have too many hobbies. I have a ridiculous amount of free time compared to most adult humans, and I still can only manage to make headway with about half of the things I’m juggling at any given time, never mind the several other things I’d like to be doing or learning, but I just don’t have space for in my life currently. I don’t know how working adults with families – even healthy working adults with families – find the time and energy to do anything at all!

Nerd Girl Goals – December 2022

With all that remains of the #JustOnePercent Project is the wrap-up post, I have a nearly empty content planning calendar for the first time since I implemented it. I had hoped for a giant cartoon lightbulb to magically appear and direct me at what comes next, but maybe this is best. Maybe December is a good month to kind of lie low a little bit.


World of Warcraft

Probably my favorite part of an MMO is right when there’s a new expansions. I mean sure, content patches can be lovely, but there’s something incomparable to the time when absolutely everything feels new. I walk a weird path in World of Warcraft, where I like to raid, but otherwise, I am an uber-casual when it comes to end game content. I do as few dungeons as possible, avoid Mythic+ like it might actually kill me, and I almost never do any PvP. Instead, I level alts, work on professions & collections, and old content. A lot of the time, for me, World of Warcraft is a single player game that just happens to have other people in it.

I expect a lot of the next few weeks to be taken up with leveling – both in terms of character XP, as well as doing whatever I need to do to increase my reputation, and really dive into the profession rework. Usually, I spend a week or so fully focused on my main character, and then I start poking at alts. Although I still have unfinished business in Shadowlands (and Battle for Azeroth, and Legion and…), I expect almost the entirety of December to be hyperfixated on the Dragon Isles.

I’d like to have a minimum of three characters at level 70 before the end of the month. More would be excellent, but December is also a month where things tend to come up and eat away at my free time, so I’d rather set the goal on the low side and not get burned out right out of the gate.

Since I mostly have managed to avoid spoilers, as a result, I also really don’t know how most of the systems in Dragonflight actually work, so I’m keeping my achievement goals to things that feel very achievable.

Other Gaming

I’m not sure how I want to set goals for gaming outside of WoW, either, because if I’m really enjoying the new expansion, it will absolutely eat up my all of my gaming time. On the other hand, I kind of want to celebrate being free of the shackles of games I am “supposed to” play by playing some of the stuff I’ve been neglecting over the past 10 months.

One thing I know I would like to do is spend more time this month working my way through the main story of My Time At Portia. I started playing on a whim about halfway through November, and for a few days, it was all I wanted to do when I sat down at the computer. Despite having made a couple of good starts in the past, I ended up wandering off around the same point in the game both times. Now, I’ve made significant progress past that point, and I really think I’d like to see if I can get through the entire story this time, even if I don’t stick around to grind out all the artifacts and such once I have.

I expect I’m slightly less than halfway through the main plot, but with a whole bunch of workshop upgrades already under my belt, it seems like the later quests actually progress more quickly than the early ones.

I don’t expect to put nearly as much time into it as I did last month, but I’d like to keep plugging along, so I’m going to set my goal as progressing to the Somber Marsh chapter of the main story.

I also expect that there is only another couple of play sessions left in Rogue Heroes: Ruins of Tasos before we’ve completed the main quest line. We just barely poked our head into the final biome, and there’s only one major dungeon left before the endgame. Now, I’m unsure how much content there is after that, and I also have no idea how much patience we’ll have once it becomes an epic post-game grind, but I think it’s reasonable to say we’ll finish the fourth main story dungeon in Rogue Heroes: Ruins of Tasos before the end of the month, even with holiday-related things potentially causing us to miss a night or two.

Finally, I’d like to do a Quick Look of one of the games I purchased during November, in an attempt to stop buying things and then instantly forgetting they exist, as well as continue to participate in UnwiseOwl’s group review of Humble Choice, provided he continues with it. All in all, I would like to make at least 10 blog posts in December, although I won’t necessarily restrict all of them to gaming topics.



I made an impressive about-face from the reading slump I had been in for months, and now, for the first time in awhile, I’m ahead of schedule to finish 48 books this year. Normally at this point, I’m hunting around for the shortest things I can find that I’d be okay with counting towards my goal, and this year, I’m expecting smooth sailing. In fact, I could be done now if I just finished three of the titles I have in progress! To keep it simple, I’d like to meet my 2022 GoodReads challenge of completing 48 books before the end of December.


I’ve recently realized that, even with the copious amounts of free time I have, if I want to make any significant progress in my hobbies, I need to focus on one or two at a time and stop trying to do it all.

I am starting to despair that I’m ever going to finish my works-in-progress, never mind finish them all in time for holiday gifts. In fact, I expect I’ll need a lot of discipline to get even one done in time. I have just under 10,000 stitches remaining for the project currently on my desk – which is about 30% done – and that would take at least 20 very dedicated stitching days to complete. Since that seems less than likely, I’ll set a more modest goal of 66% completion before the month’s end, which feels reasonable even if I work in smaller blocks of time.

I’d also like to do more research into a scroll frame, preferably one that is meant to be used table-top, because my taste in projects has been running on the larger side. I’m already not prioritizing portability in my projects, so a solution that would allow me to see more of my project at once might be motivating.

Other Nerdstuff

I’m not going to set anything in the way of specific goals for either watching or Discord this month, other than to run the December game giveaway. This one should be significantly shorter than the last two, as I’ve decided to skip anything that didn’t make it out of the last chance giveaways during the past two sessions. I will still probably keep scheduling Clubhouse events, including a couple of holiday movie watch parties, but I realize at lot of people are socially overwhelmed in December, and I don’t want to add much to that pressure.


  • Make at least 10 blog posts in December.
  • Do at least one Quick Look of a game purchased during November.
  • Participate in the group review of the December Humble Choice.
  • Get at least three characters to level 70 in World of Warcraft.
  • Reach 100 points in at least one primary profession in World of Warcraft.
  • Progress in My Time At Portia at least as far as Somber Marsh in the main story.
  • Complete the fourth main dungeon in Rogue Heroes: Ruins of Tasos during co-op nights.
  • Complete my 2022 GoodReads challenge of reading 48 books for the year.
  • Progress to at least 66% completion in my current cross-stitch project.
  • Research and consider buying a table top scroll frame for cross-stitch.
  • Run the December 2022 Game Giveaway event.

Quick Look – Aspire: Ina’s Tale (#JustOnePercent 105/100)

Developer: Wondernaut Studio
Release Date: December 17, 2021
MSRP: $12.99

If you’ve been following along with the #JustOnePercent project over past 10 months, I’m sure it won’t be a huge surprise that I’m wrapping it up with a game I hadn’t even considered until a couple of days ago. Although I don’t usually go for platforming games, I do like to dabble in non-combat puzzle-platformers from time to time, and I picked up Aspire: Ina’s Tale in a Fanatical build-your-own-bundle back in August. By that point, however, I felt like I’d already gone so far over my goal schedule-wise. Since then, I’ve dropped a handful of games I planned to write about for one reason or another, and I decided to squeeze this one last game in before wrapping up the project.

Aspire: Ina’s Tale is not a very long game – HowLongToBeat lists an average playtime of about two and half hours for the main story, and there’s at least one walkthrough that professes to be the entire game with all achievements completed that clocks in at under two hours. If I continued playing, I expect it would take me at least twice that – my puzzle-platformer skills aren’t very well developed, and during the hour I played I was stumped a handful of times and needed to consult a walkthrough. For people more conversant in the genre, however, the game probably borders on being too easy.

On the upside, it’s absolutely beautiful, with impeccable sound design. You play as Ina, a girl who somehow became the Heart of the Tower, who awakens after a knight breached the Tower. She seems to have no memory of where she is, or why she’s there, or even what it means to be the Heart of the Tower, and she has decided that she wants to return home to her village. In order to do that, she must make her way through the tower’s ruins.

Like most puzzle platformers, this game leans heavily into the puzzling half, and the platforming, at least in the first quarter or so of the game, is really pretty simple. Things react in much the ways you would expect, which is good because you won’t get a whole lot of instruction. Like most platforming titles, it probably plays far smoother with a controller (although the store page lists only “partial controller support”). I found some of the keybinds a bit awkward, but not awkward enough to attempt to change them, but holding down Z to push or carry an object while moving was a bit uncomfortable.

Although there is no actual combat, there are some sections where you will be confronted with an enemy you need to outmaneuver, either by running away to a place where they are unable to follow or by confronting them with something that they cannot stand. In the case of the creepy spider monster you encounter early on, it is unable to go into any sort of illumination, so it can be blocked or pushed back with a light source.

Aspire: Ina’s Tale is far from my perfect game, but I found a lot here to be appreciated. It’s a beautiful, if somewhat melancholy experience in an intriguing setting. I have yet to encounter anything too mechanically difficult to keep me from progressing, and someone more conversant in puzzle platformer logic likely wouldn’t even need a walkthrough. Still, it’s a little pricey for such a short game, but if the aesthetic is appealing, it might be worth an evening if you’re able to pick it up on sale or in a bundle.

SteamDB estimates that Aspire: Ina’s Tale has sold between 3,000 and 8,300 copies on Steam. It’s gotten very positive reviews, with the handful of folks who didn’t care for it citing abstract story telling, lack of variation in its puzzles, and the short length as points against it. It is ranked 1641 out of 10,967 games released in 2021.

Quick Look – Wytchwood (#JustOnePercent 104/100)

Developer: Alientrap
Release Date: December 9, 2021
MSRP: $19.99

I was pretty excited about Wytchwood after playing the demo back in October of 2021, and I ended up picking it up pretty near full price shortly after it released. I do this thing pretty often where I buy something, and then forget all about it until months or years have gone by because my attention span is nearly non-existent, but this time, I deliberately decided to wait so I could play it for this project. In a way, I guess the joke was on me – I could have played this months ago since I’m now four full games past my goal!

The main gameplay loop of Wytchwood is heavily crafting focused. You used to have a Grimoire, full of crafting recipes, but a goat (who isn’t actually a goat) has chewed up most of the pages, so as you explore the world, you’re going to need to use your Witch Eye to inspect things you find and figure out how everything works all over again. This is part of a pretty lengthy and epic quest you’re on, but it’s how you’re going to be spending most of your time – collecting reagents, combining them from your Grimoire, and using the things you make to – you guessed it – collect more reagents to make more things.

In order to really get into Wytchwood, you’re going to need to like exploring, and be really okay with backtracking. After a short questline that serves as a tutorial for the rest of the game, the world really starts to open up, and no matter which part of the main story you choose to pursue first, you’re going to need stuff from everywhere you have access to. The maps aren’t overly large, and you’ll probably unlock the fast travel option between them fairly early on, but you will be running from one end of the world to the other trying to nab that last ingredient.

Because of the way the learning functions, you may not realize you needed something from the area you were just in until after you’ve already gone somewhere else. You may know you need something that comes from the fields to make something you need in the swamp, but until you use your Witch Eye on the target in the fields, you may not realize that in order to gather the thing you need, you need to have already crafted something to make it possible to gather it, and that thing – most likely – will need an ingredient from back in the swamp.

You do have a handful of basic, reusable gathering tools, but a lot of the time you need crafted items to get something you need to craft something else. On the upside, there seems to be no inventory limits, so there’s no reason not to grab absolutely everything when you have the chance. This won’t completely mitigate the need-to-backtrack-constantly problem, but it will certainly help.

As long as you enjoy the main loop, everything else about the game is pretty great. The quest texts and dialogs are well written (and frequently amusing), and the art style is quirky but fantastic. Even the music is pretty chill and soothing. The controls are simple, in fact, the game could easily be played with just the mouse, although you can absolutely move with the keyboard and Wytchwood has full controller support, if that’s your preferred way to play.

The game does have a clear ending, and HowLongToBeat estimates it’ll take a little more than 10 hours to get there. From what I’ve seen so far, there doesn’t seem to be any meaningful choices to add replay value either. That could be either a pro or a con depending on what you like to get out of your gaming purchases.

SteamDB estimates that Wytchwood has sold between 28,000 and 77,000 copies on Steam. Review have mostly been positive, with the negative reviews mostly focusing on the tedium of running back and forth and the lack of excitement in the crafting system. It is ranked 224 out of 10,967 games released in 2021.

Quick Look – Huntress: The Cursed Village (#JustOnePercent 103/100)

Developer: Makivision
Release Date: November 26, 2021
MSRP: $5.99

You would think, based on the sheer quantity of match-3 titles out there, that match-3 was a very popular genre, but as they fall under the umbrella of “casual” gaming, I find that most people who consider themselves to be into video games barely consider these to be video games at all. I’ve always had a soft spot for these types of games, though.

It’s rare, however, to find match-3 titles where the gameplay loop itself isn’t pretty much the only thing to recommend them, and Huntress: The Cursed Village doesn’t have much else going for it. The gameplay is interesting enough, but the story is threadbare and the writing is absolutely painful.

You play as the Huntress, who returns home to find that her village (with her father inside of it) has been cursed, and she will have to puzzle fight her way through many levels to lift the curse and save the village. Not exactly a new or interesting story. However, the mechanics are just varied enough to keep you on your toes – depending on the type of curse on the level, you’re going to need a somewhat different strategy to clear enough obstacles to proceed.

Making a match of four grants you a bomb tile, and making a five match gives you a chain tile. On certainly levels, like ones that have ghosts as pictured above, you will need those special tiles, as those are one of only two ways of removing the obstacles from the board. Other hazards will just require you matching on or next to the affected tiles, like the bats, pictured below.

The other method of clearing these problem tiles is by using your spells, which charge automatically as you make matches. The first spell will eliminate any single tile on the board (triggering a bomb or chain tile, if that’s the one you choose). The second clears a horizontal line of your choice, and the third will randomly take out a whole bunch of tiles. The more destruction a spell provides, the longer it takes to recharge.

As you proceed through the levels, each building you need to de-curse will culminate in a level that requires you to deal with all of the obstacle-types you’ve seen individually, while trying to make matches on pink colored tiles. If you run out of viable moves, have no charged spells, or the entire screen becomes pink colored tiles, you will lose the level. However, as soon as you clear the requisite number of afflicted tiles, the level will end with a prompt to banish the monster, but these monsters just won’t stay gone.

Huntress: The Cursed Village seems to be a competent match-3 title, with interesting and varied mechanics. It’s somewhat challenging, and has 77 levels which rotate between the five monster types. It also is pretty reasonably priced, and is a decent value for fans of the genre, as long as they’re okay with the weak framework.

SteamDB estimates that Huntress: The Cursed Village has sold between 120 and 330 copies on Steam. There have been almost no reviews, but the few it has gotten have recommended it. It is ranked 3804 out of 10,967 games released in 2021.

Quick Look – French Crime (#JustOnePercent 102/100)

Developer: French Crime
Release Date: November 25, 2021
MSRP: $19.99

Note: Up until a few days ago, this game was called PCI: Public Crime Investigation. Earlier this month, it was temporarily made unavailable for purchase on Steam, but purchasing was re-enabled with the game’s title changed to French Crime. I was unable to find any information about the reason for the change after the game had been out for most of a year.

Choosing to cover French Crime for this project was a no-brainer, and was one of the more expensive titles I picked up with that in mind. Sure, I probably would have grabbed it eventually anyway, but I’ve been a pretty big fan of crime-solving FMV titles in the past, and this one includes six different cases at two difficulty levels.

Well, I guess technically it includes four cases, as the first two cases can be played for free via their website or their app, but if you want to be able to save your progress and have your score appear on the rankings board, you’ll need to create an account to do so.

I’ve now played through the first case – Phantasm – which is estimated to take about 90 minutes, but I finished it in just over an hour with only a single error towards the end of the game. Unfortunately, mistakes – especially in the later parts of a case – will drastically impact your score. The first question you answer correctly nets you 5 points, and the second 10, and so on. However, missing a question will not only cause you to lose points for a wrong answer, but will reset your cumulative answer score to 5 points again. It seems like getting right answers is the only thing that effects your score – if there’s a component related to time, or the questions you ask in interrogations, it’s not clear.

But I’m getting a bit ahead of myself.

Although all the text of the game is in English (and there does not seem to be anywhere to change that), all of the dialogue in the FMV segments is in French, with English subtitles. Now, my French is super rusty but – at least as far as words I recognized – the translation seemed to be very solid.

The concept, of course, is borderline absurd. Budget cuts have led to police understaffing, so they are just letting anyone sign up to solve crimes. I honestly would probably have preferred if they didn’t go for the easy excuse and just let the game be a game. You’ll be dropped right into Phantasm via text message.

A few notes: there is realistic gore when you’re looking at crime scene photos, and again, there doesn’t seem to be any way to avoid it. I suppose they figure it’s to be expected if you’re trying to solve a murder. The first case has some fairly explicit elements to it – at the risk of being spoilery, the woman whose murder you’re investigating worked for an escort service, and while there’s certainly nothing here that’s pornographic, there’s definitely some images and evidence that is very sexual in nature.

What was a bit disappointed, however, is that you really don’t have to figure anything out for yourself. At least in the first case, the game gives you all of the information you need, right up until it’s time to send the file to court for sentencing. Then you have an abundance of evidence, some of which is critical to making your case, but most of which is extraneous. Choose your culprit, make sure to include the evidence that implicates them, and request a sentence that fits the crime.

If this sounds like something you might enjoy, I would highly recommend trying out the first case (provided you’re ok with a bit of blood & that it gets a bit racy). It is an appealing package for me, as a big fan of crime fiction & police procedural media, but if you’re looking for something that’s really going to strain your brain, you’re likely to find it a bit dull, and it does require an online connection at all times.

SteamDB estimates that French Crime has sold between 620 and 1,700 copies on Steam. Reviews have been almost entirely positive, with the few negative reviews mostly complaining about the third party account requirement, which is no longer true of the steam release. Still, those dire sales means that it is ranked 2603 out of 10,967 games released in 2021.

Quick Look – Toy Tinker Simulator (#JustOnePercent 101/100)

Ok, I know I could technically be done, but I’m going to finish out the month since I still have a handful of really cool looking games already in my library that fit the project!

Developer: Turquoise Revival Games
Release Date: November 20, 2021
MSRP: $12.99

Some genres just seem to be especially attractive to indie developers, and it feels like [Mundane Activity] Simulator has been really gaining popularity over the past couple of years. If there’s something you think you might like to try your hand at, there’s probably a simulation game for it! Unfortunately, the playability of these simulation titles varies wildly, which is why you get a handful of breakout hits, and the rest kind seem to be pretty much doomed to obscurity.

I feel like Toy Tinker Simulator missed that spark of originality that tips this kind of game from niche to mainstream, but it definitely sticks the landing for playability. The gameplay loop of taking on the job, disassembling the toy, working on the individual parts, and then putting the whole thing back together is very chill. There is money (which is needed to buy supplies & equipment), and experience (which opens up more advanced jobs), but neither one matter very much. Once you have picked up a few pieces of equipment, which your start up cash will more than cover, most beginner toys only need a few dollars worth of supplies, and each job will pay far more than you’re spending.

In fact, Toy Tinker Simulator feels positively un-fail-able. If you like your simulation games challenging, this one won’t be at all satisfying. The game won’t allow you to make mistakes – a toy that has not been completely disassembled cannot leave the workbench. You can’t choose the wrong color paint or use the wrong tools. The game will give you the proper steps for each job you take on, and you won’t be able to deviate from those in any way.

While this makes playing a completely stress-free experience, it also disallows any sort of creativity. Maybe there will come a time in the game play loop where you’re required to use your best judgement, but it isn’t in the first hour or so of game play. This makes a game that while, not completely unsatisfying to play, isn’t particularly exciting either. I personally don’t mind this sort of simulator, but I can see how a lot of folks would find it tedious and boring.

I didn’t encounter anything that felt like a bug, and although the controls are a little floaty, no precision is ever required so it doesn’t actually matter. The sound effects are fine, but don’t really add anything to the experience, and I wasn’t impressed with the music. After my first short play session, I played without sound – this game would be a good candidate for something to keep your hands busy while listening to podcasts, audiobooks, or even watching a show on a second monitor. I didn’t fall madly in love with Toy Tinker Simulator, but I really can’t find much to complain about either.

SteamDB estimates that Toy Tinker Simulator has sold between 4,300 and 11,900 copies on Steam. Reviews are mixed, as many players wanted more realistic gameplay and a whole lot less tedium. It is ranked 6963 out of 10,967 games released in 2021.

Quick Look – Factory Town (#JustOnePercent 100/100)

Developer: Erik Asmussen
Release Date: November 17, 2021
MSRP: $19.99

If you like city builders with automation, super cute graphics, and have almost infinite patience & time, well, then Factory Town might just be your new favorite game. Ok, so I may be going a little harsh here, but as someone who does really like city builders with automation, and is fine with all my workers looking like Weebles, I found that this game tried my patience. Not solely because there appears to only be two settings (paused or unpaused) for the passage of time, I played for well over an hour on the first introductory campaign scenario. See, I built myself into a corner, as it were, and needed to restart because I couldn’t figure out how to unbuild something.

When I did it again, I was bound and determined to find a way to get rid of the part that was mucking everything up, and if you go into the build menu under tools, there’s a “remove block” button, which will take out a section of path or conveyor belt. There’s also a different option to remove a resource, allowing you to get rid of anything in your way that you didn’t put there. I feel like these are very basic things in this genre, and they should not be hard to find.

Which is to say, there may also be speed settings, but those I did not find.

The tutorial is actually pretty solid, but it takes quite a bit before you can get to the “factory” part of Factory Town. You have to grow your town big enough to unlock your first research level, and you have quite a few steps of research to do before you can build the most basic wooden conveyor belt. Everything prior to this point requires you to have a little worker weeble to harvest resources, and bring them either to a production building, storage area, or shop. If you are, say, turning wood into planks, you’re then going to want another worker weeble to pick up the planks, and then take those where you need them to be. If, like me, you tend to build in tight little clusters to minimize walking time, you are going to be screwed when it comes time to build those automated stuff movers. You just won’t have any space for them.

In the end, I did manage to complete the first scenario with a single, sad conveyor belt. It was a frustrating start for me, who wouldn’t have minded if workers were all I had, so I can’t imagine how annoyed an factory-focused player would have been. The fact that it’s pretty economically simplistic might be either a pro or a con, depending on a player’s taste, but the absolute density of the menus is not doing this game any favors.

This probably isn’t a city builder game I’ll be returning to, although I’m a big fan of the genre. I have many far more user friendly city building games sitting unplayed in my library, and without the ability to (easily?) increase the game speed, I found myself bored pretty much any time I wasn’t frustrated. This is a game that should have been for me, but there are some quality of life features I’m not willing to do without in this type of game, and the obtuseness of the build menus was a big turn off as well.

SteamDB estimates that Factory Town has sold between 73,000 and 200,600 copies on Steam. From looking at the reviews, I’m clearly in the minority here – it’s gotten almost no negative reviews. It is ranked 357 out of 10,967 games released in 2021.

Quick Look – Next Space Rebels (#JustOnePercent 99/100)

Developer: Studio Floris Kaayk
Release Date: November 17, 2021
MSRP: $19.99

I honestly didn’t know what to expect going in to Next Space Rebels. Sure, I knew I was going to be building rockets (which – as expected – I’m not all that good at). I knew there was a social media component to it. What I didn’t realize is that I would be spending far more time answering social media messages than I would be doing … well, anything else.

Because you’ll be spending so much time networking, the game can feel like it drags, a little bit. Do you want more parts to build rockets to make rocket launch videos? Better get networking. Want some challenges to unlock the potential to build more complex rockets? Yep, those also come from messages. In Next Space Rebels, clout is the only currency. You’ll need to post more videos to gain more followers to get more comments, and find more people to talk to to get more stuff and more unlocks.

The actual rocket building is done via a – rather clumsy – 2D interface. Initially, you have only very basic rocket parts, but before long, you’ll be adding a bunch of toys and trash items, which don’t make particularly aerodynamic rockets, but they do make some for some absolutely ridiculous ones. The first couple of challenges are pretty simple, and serve mainly to acquaint you with the mechanics of building rockets, launching them, and posting videos.

For me, the gameplay element balance was tilted far too far in the direction of learning how to become a social media success story. If what you’re looking for is a social media simulator (complete with a side of commentary about how algorithms are bad, mmkay?), then this game might really work for you. If you just want to play with model rockets, you’ll likely find yourself frustrated by all the filler.

Although I didn’t get very far into the story (at least, I don’t think that I did), I can see the potential for a good – if somewhat unbalanced – game. Towards the end of my playtime, I found myself really struggling with the challenges I had, and assumed that further progression was locked behind that, but I realize now I could have also tried just making more videos, increasing my follower count, and continuing to network my way to more parts and more challenges. I’m honestly not sure how rigid the progression path is.

Although Next Space Rebels will be disappearing from XBox Game Pass for PC in a matter of days, it is available through the Humble Trove if you have an active Humble Choice subscription. I’m not sure yet if I plan to revisit it, but I found myself continuing to rethink my strategies after closing the game.

SteamDB estimates that Next Space Rebels has sold between 4,300 and 11,900 copies on Steam. Reviews have been mostly positive, with the negative reviews mostly focusing on lack of satisfying rocket building game play. It is ranked 2066 out of 10,967 games released in 2021.

Quick Look – Roboquest

After a good streak of months where I was at least moderately interested in one or more games from the Humble Choice bundle, the November offerings were – at least for me – kind of blah. I very nearly paused this one! While Roboquest was not the game that tipped the scales for me into leaving my subscription unpaused, it did look interesting enough for me to take it for a spin and talk about it a bit for UnwiseOwl’s monthly group review. Roboquest is an FPS rogue-lite which retails for $19.99.

I am nowhere near an FPS aficionado, but every once in awhile, I get the urge to just run around and shoot things. These fits usually don’t last terribly long, because despite being moderately competent with a (video game) gun, I don’t have much in the way of “avoiding getting shot” skills. When most people were blasting demons in DOOM, I was crawling my way through the dungeons of Daggerfall. It’s not unlike my experience with platformers, where I feel like I didn’t develop the requisite muscle memory when I was still young enough for it to stick.

So, Roboquest. The first thing you should know is that, while the game is still in Early Access (and has been for over two years now), and considering they haven’t yet announced the full release yet, it’s unlikely the developers will meet their “end of 2022” target. Now, I didn’t come close to playing through to completion, so I can’t speak to how “finished” it feels, but I can tell you, that it does feel pretty damn good to play – with some caveats.

I will say I very nearly bounced off the game before it even got started. It took me almost half a dozen tries to complete the tutorial level without getting dead … excuse me, knocked out. It wasn’t a problem of wonky controls, or overtuned difficulty, it was 100% a “I’m bad at this sort of game” problem.

I did, however, get faster at losing every time, which I suppose is its own form of improvement?

The good news is, once you get through the tutorial, which should take any moderately competent player approximately one try, you can change the difficulty settings. I immediately changed the difficulty setting to easy. After a couple of unsuccessful runs, I knocked it down again to what the game calls “Discovery”. As you can see in the screen shot below, this is story-mode for roguelites. I am particularly fond of the increased duration on health and currency pickups, since it seems like the only way I can successfully play is to hide around a corner and poke my head out to pick things off one at a time.

Having managed to appropriately tune to game to my level, I found myself having – pardon the pun – a blast. You are a friendly robot, rescued by what seems to be a child explorer, who found you and got you fixed up. Now, you’re her scout, taking out all the rather unfriendly robots hanging around, and seeing what’s what in this almost obscenely colorful post-apocalyptic world. The story is merely a picture frame for an awful lot of gunplay, and while I suppose it might get more involved as you proceed, it doesn’t necessarily have to. Its doing its job just fine, and for most players, it’s totally not what they’re here for.

Well, I think I’ve probably already convinced you that I am completely unqualified to tell you whether or not Roboquest is a good FPS. Let me also assure you that I am completely unqualified to tell you whether or not it’s a good roguelite! It does have unlocks and metaprogression, so I’m fairly confident that it is – indeed – a roguelite.

Each time you start a new level your weapon choices are randomized, although you can always elect to stick with the very basic energy pistol. Ammo or energy is only a concern (at least on the lower difficulties) in that you need to either reload or cooldown, but you never seem to run out. As you gain experience throughout your run, you will level up, unlocking random perks to choose from which you get right away, but enemies only drop loot in the form of currency, which you can use to make purchases mid-run in a break room or after completing a level.

Even on discovery difficulty, I was neither very good nor very fast, but at least I was finishing things.

Now, let’s talk about a few quirks of the game. First off, there is co-op, but it only supports two players, which I thought was kind of an odd choice for this type of game. Secondly, and this is probably not going to surprise most roguelite fans, there is no mid-run saving. The first couple of levels go fairly quickly, but if you’re doing well, you might be in it for a rather long haul, and there seems to be no way to skip levels you’ve beaten over and over and start further in. I expect both of these things to be fairly common genre conventions, but I really prefer to have at least one of the two; either the ability to save or to skip already completed levels. I don’t always have a lot of time to commit to a game in a single sitting, and when I find myself looking for a roguelite it is precisely because I want to be able to dip in and out as I need to.

Still, it’s a fun little romp, and I appreciate the extreme nature of the difficulty settings, which manage to make you feel somewhat like a god, if you’re okay with the idea that gods sometimes have absolutely no idea what they’re doing. As is typical for me, I feel like I’ve selected one of the “fun bonus” games to talk about, instead of one that determines whether most customers buy or skip.

…and that’s sort of by design, these weird little extra games are really why I almost never skip a month, even when the headliners are very much not for me.