Review: Mamorukun ReCurse!

I often grow frustrated when games within the industry discourse are cast aside simply for their aesthetics. Many complain that certain titles (particularly those originating in Japan) possess such grating art styles that they can’t take them seriously, or worse, look down on those who enjoy them.

At first blush, I can understand why people would feel that way about Mamorukun ReCurse!. Its aggressive anime facade can be offputting, especially for “serious gamers” who don’t want to be associated with “that kind of stuff”. Unfortunately, this mindset prevents them from experiencing all sorts of great projects, and while ReCurse! isn’t the cream of the crop, it’s a fun bullet hell timewaster perfect for those looking to chase a high score.

ReCurse! is technically an enhanced port of Mamorukun Curse!, an arcade game that hit Japan in the summer of 2008. Given its initial trappings, you might expect the story to be threadbare, and you’d be correct. Somewhere in here there’s a plot about people being sucked into the Netherworld, where you’ll need to battle a generic “Darkness”, but it’s not likely to hold your attention.

Narrative isn’t too much of a concern for an arcade experience, and the gameplay is more than capable of picking up the slack. ReCurse! is a shmup, featuring a bunch of stylized anime kids. Each has a different shot spread; some fire straight, others in an arc, and one even has homing attacks.

Along the way, you’ll have to dodge plenty of projectiles, with precise movement being just as important as actually killing enemies. It’s a thrill to narrowly avoid death, but should you get hit by an errant shot, your character is done for. Your score in a stage is dictated not only by how many foes you gun down, but by how quickly you can complete it.

ReCurse! does add one interesting wrinkle to the shmup formula, that being the curse bullet mechanic. Charging one up and blasting an enemy will make them take damage over time, but they’ll also fire more projectiles back and drop increased rewards when killed. Alternatively, you can shoot a weak curse right in front of you, where entering it will temporarily buff your firepower. These are great ways to boost your effectiveness as you chase high scores, and the risk-reward tradeoff keeps skirmishes with even low-level enemies engaging.

If you’re deadset on discovering why the game’s events are happening, you can check out story mode. Here you’ll be ushered through various stages, all of which are bookended by relatively static character portraits exchanging dialogue. While this might be considered the premiere offering for a home console release, it’s hard to recommend it when the arcade mode is also present. It allows you to play through many similar environments, even letting you choose which path you’d like to take, without needing to entertain a weak plot.

There’s also the obligatory challenge mode. You’ll be given access to a small handful of stages, and after finishing them, you’ll unlock more grueling gauntlets to battle through. Unfortunately, these are made up of the same scenarios and boss fights you’ve already experienced, offering little in terms of new playable sections, so your enjoyment will be based purely on how motivated you are by chasing scores.

Completing levels across all modes will give you unlockables to view in the gallery. They’re almost all illustrations of the cast, but if you enjoy the anime art style, they can be fun to browse through. You’re also able to view the cutscenes from the arcade release and story mode if you want a refresher.

Is Mamorukun ReCurse! for everyone? No. Is Mamorukun ReCurse! even for most people? Probably not. The game caters to a very niche audience with its gameplay and art style, but that shouldn’t take away from the fact that the package on offer is solid, and those who appreciate the genre will find it a decent addition to their collection. 

A Closer Look at the Pitaka 600D Black/Grey (Twill) iPhone 17 Pro Max Ultra-Slim Case

Here we take a closer look at the Pitaka 600D Black/Grey (Twill) iPhone 17 Pro Max Ultra-Slim Case.

An ultra-thin and ultra-light phone case with MagSafe compatibility.

  • Crafted from aerospace-grade aramid fiber for strength and elegance
  • Ultra-thin and feather-light for a barely-there feel
  • Minimalist, timeless design that elevates your iPhone
  • 100% MagSafe compatible and wireless charging ready
  • Scratch-resistant and durable for long-lasting use
  • Thickness: 0.904(±0.1mm); Weight: 21.3(±1g)
  • 2 months warranty

Made from aerospace-grade aramid fiber, which is 5x stronger than steel and weighs just 1/5 as much.  It’s ultra-thin, incredibly tough, and built for premium protection—without the bulk.

Crafted from finely woven aramid fiber, our case offers a silky-smooth, luxurious texture you can feel. It’s not just light and strong—it’s a pleasure to hold, every single time.

A case under 1 mm thick shields the Camera Control Button with aramid fiber, while a hidden capacitive layer lets you tap and slide effortlessly. Seamlessly integrated, it preserves the aramid texture for precise, responsive control.

Offers a sleek, barely-there profile that preserves your phone’s original feel. Ideal for minimalists seeking elegant protection without added weight.

The Pitaka 600D Black/Grey (Twill) iPhone 17 Pro Max Ultra-Slim Case is available now priced around $59.99.

You can learn more from the Pitaka website here.

A Closer Look at the Pitaka 600D Black/Grey (Twill) iPhone 17 Pro Max Aramid ProGuard Case

Here we take a closer look at the Pitaka 600D Black/Grey (Twill) iPhone 17 Pro Max Aramid ProGuard Case.

Military-grade protection made from aramid fiber and TPU combined.

  • Arched Corner Cushioning for all-around defense
  • Built with aerospace-grade aramid fiber reinforced by shock-absorbing TPU
  • MagSafe compatible for seamless charging and accessory use
  • Engineered for military-grade drop protection, safeguarding against serious impacts
  • Designed to resist scratches, scuffs, and daily wear
  • Thickness: 2.01(±0.1mm); Weight: 38.1(±1g)
  • 2 months warranty

Passed military-grade protection testing at a height of 2.44 meters and obtained MIL-STD-810H certification. Always feel secure.

The four corners feature an arched design that naturally creates space around the phone, acting like built-in air cushions. On impact, they deform to absorb shock, ensuring even accidental drops land softly.

Made from aerospace-grade aramid fiber, which is 5x stronger than steel and weighs just 1/5 as much. It’s ultra-thin, incredibly tough, and built for premium protection—without the bulk.

Crafted from finely woven aramid fiber, our case offers a silky-smooth, luxurious texture you can feel. It’s not just light and strong—it’s a pleasure to hold, every single time.

The Pitaka 600D Black/Grey (Twill) iPhone 17 Pro Max Aramid ProGuard Case is available now priced around $59.99.

You can learn more from the Pitaka website here.

A Closer Look at the Pitaka Moment Sunset iPhone 17 Pro Max Aramid ProGuard Case

Here we take a closer look at the Pitaka Moment Sunset iPhone 17 Pro Max Aramid ProGuard Case.

Military-grade protection made from aramid fiber and TPU combined.

  • Arched Corner Cushioning for all-around defense
  • Built with aerospace-grade aramid fiber reinforced by shock-absorbing TPU
  • MagSafe compatible for seamless charging and accessory use
  • Engineered for military-grade drop protection, safeguarding against serious impacts
  • Designed to resist scratches, scuffs, and daily wear
  • Thickness: 2.02(±0.1mm); Weight: 38.72(±1g)
  • 2 months warranty

Passed military-grade protection testing at a height of 2.44 meters and obtained MIL-STD-810H certification. Always feel secure.

The four corners feature an arched design that naturally creates space around the phone, acting like built-in air cushions. On impact, they deform to absorb shock, ensuring even accidental drops land softly.

Crafted from finely woven aramid fiber, our case offers a silky-smooth, luxurious texture you can feel. 
It’s not just light and strong—it’s a pleasure to hold, every single time.

Recreating the first popular item of the Weaving+series “Sunset Moment”, we have woven an immersive blue time from sunset to moonrise.

The Pitaka Moment Sunset iPhone 17 Pro Max Aramid ProGuard Case is available now priced around $59.99.

You can learn more from the Pitaka website here.

A Closer Look at the Pitaka Moment Milky Way Galaxy iPhone 17 Pro Max Ultra-Slim Case

Here we take a closer look at the Pitaka Moment Milky Way Galaxy iPhone 17 Pro Max Ultra-Slim Case.

An ultra-thin and ultra-light phone case with MagSafe compatibility.

  • Crafted from aerospace-grade aramid fiber for strength and elegance
  • Ultra-thin and feather-light for a barely-there feel
  • Minimalist, timeless design that elevates your iPhone
  • 100% MagSafe compatible and wireless charging ready
  • Scratch-resistant and durable for long-lasting use
  • Thickness: 1.08(±0.1mm); Weight: 22.54(±1g)
  • 2 months warranty

When we reflect on our life’s journey, it’s nothing but a collection of moments. The Weaving+ Moment Series, crafted using premium aramid fibre, captures these enchanting moments on our cases.

Crafted from finely woven aramid fibre, our case offers a silky-smooth, luxurious texture you can feel. 
It’s not just light and strong—it’s a pleasure to hold, every single time.

A case under 1 mm thick shields the Camera Control Button with aramid fiber, while a hidden capacitive layer lets you tap and slide effortlessly. Seamlessly integrated, it preserves the aramid texture for precise, responsive control.

Offers a sleek, barely-there profile that preserves your phone’s original feel. Ideal for minimalists seeking elegant protection without added weight.

The Pitaka Moment Milky Way Galaxy iPhone 17 Pro Max Ultra-Slim Case is available now priced around $59.99.

You can learn more from the Pitaka website here.

A Closer Look at Krafted Couch

Krafted has unveiled a clever new addition to the modern living room: the Krafted Couch, a fast-charge wireless device charger designed to live right on your sofa arm. Available in Deep Blue, Matcha, and Latte, it’s as much about lifestyle as it is about tech.

A beige object on a couch

AI-generated content may be incorrect.

The Krafted Couch delivers a dedicated charging spot exactly where you need it most. Instead of juggling cables or reaching for wall sockets, you simply drop your phone onto the slim charging pad and relax. An anti-slip silicone ridge ensures the pad stays securely on your sofa arm, while the flexible flat silicone design blends seamlessly into any setup.

A phone on a chair

AI-generated content may be incorrect.

This isn’t just another wireless charger. The Krafted Couch packs:

  • Fast charge wireless output (15W iPhone / 10W Android)
  • MagSafe compatibility for easy alignment
  • USB-C input (9V–2A)
  • Multi-speed charging: 15W / 10W / 7.5W / 5W
  • 2-metre charging cable for flexible placement

At just 180g and measuring 100mm x 400mm x 11mm, it’s slim enough to disappear into your lounge while delivering full-powered performance.

A person holding a phone

AI-generated content may be incorrect.

Where most chargers feel like clutter, the Krafted Couch is designed to complement. Its colour palette, Deep Blue, Matcha, Latte – feels more like interior décor than consumer electronics, setting a new standard for tech that fits your lifestyle.

The Krafted Couch costs £39.99 from https://www.kraftedtech.com/

Review: Snoopy & The Great Mystery Club

Snoopy & The Great Mystery Club is a perfect game for your children. Though mystery puzzle games are usually aimed at older audiences, this one is straightforward, enjoyable, and full of lovable characters. Furthermore, if you adore Charlie Brown and the gang, this will melt your heart.

This puzzle adventure title was developed by Cradle Games and published by GameMill Entertainment. It is a single-player experience that focuses on mini-games, fetch quests, and funny dialogue. Accordingly, it is witty, safe, and just the right side of challenging.

Snoopy & The Great Mystery Club tells plenty of silly tales. 

The story revolves around Snoopy and his ability to solve problems. This lovable dog teams up with the Peanuts Gang to overcome problems and help the community. As the story progresses, the ideas become more outlandish. Ghost stories, mythical creatures, and other cases must be solved. Thankfully, the gang work together to find the clues and solve the problems.

Each of the 4 chapters covers a unique tale. This was great as it adds fresh ideas to the game. However, the repetitive core mechanics were a little tedious. Luckily, my children didn’t mind as they enjoyed searching for clues, metal detecting, exploring prickly bushes, and much more. 

Snoopy unlocks new costumes to gain unique powers. A pirate outfit gives him a spade, and a scout costume allows the team to part prickly bushes. Each costume must be swapped on the fly as a combination of skills is required to solve each problem. 

Simple mechanics. 

Snoopy & The Great Mystery Club will not test older gamers. Unfortunately, the familiar action and repetitive approach made me grimace. Luckily, this isn’t aimed primarily at older or more skilled players. Instead, younger gamers will thrive because of the rudimentary approach and the small gaming environment.

Alongside the puzzles were an array of mini-games. These simple tasks require reasonable reactions and some finesse. Moreover, there are cars to drive, a plane to fly, music to master, and a memory test. Consequently, younger gamers may require some assistance to be successful.

Snoopy & The Great Mystery Club looks great. 

The graphics are nicely presented. The developer has captured the likeness of every character perfectly. Furthermore, the small world is well-designed and eye-catching. Unfortunately, there are a few frame rate issues during cutscenes. Though this isn’t game-breaking, it undermines the clean finish. 

The audio is fantastic. The music is safe, upbeat, and enjoyable to hear. Moreover, I like the sound effects and the fun nature of every activity. If you remember the cartoon, Snoopy & The Great Mystery Club will make you smile. The acting is great, and it has a nice layer of nostalgia. 

Simple controls. 

A refined UI and basic tutorial get you set up in no time. Though the puzzles may test younger children, the control system will not. Subsequently, this is a game that can be mastered in no time at all.

Replay value is limited. Though the developer has incorporated some collectables and fun mini-games, there is little reason to return. I raced through my playthrough in under 5 hours. However, younger gamers will take considerably longer.

Snoopy & The Great Mystery Club is perfect for youngsters.

If you love the Peanuts Gang or you adore simple puzzle games, this will be right up your street. Additionally, if you have kids with an intuitive mind, this will tick plenty of boxes. Though I found it repetitive, it is unbelievably cute, funny, and perfect for its intended audience. Accordingly, I love it and recommend buying it here! Can you solve the mystery? Build your team, find every clue, and prove your worth.

Review: Strange Antiquities

I don’t know if there are any health and safety rules for dealing with cursed objects, but the protagonist of Strange Antiquities must blow past them all. Their master is barely out the front door before they’re picking up weird antiques with their bare hands and holding them against their ear. They’ll read about how a particular item causes severe paranoia or twists their intestines into a pretzel and they’ll still start shaking it to see if it rattles.

Despite the danger of a curse on me and all my progeny, Strange Antiquities turned out to be rather cosy. An antiques shop is a great setting for a game. It’s a fairly mundane location, being little more than a counter and a load of shelves, which keeps things manageable. But it’s also full of little slices of history and folklore and, in this case, a few spoonfuls of horror. Meanwhile, there’s something spooky going on in the plot. Still, I get the feeling that Strange Antiquities is caught between two worlds, never fully committing to either.

Strange Antiquities

Creepy Keepsakes

The core loop of Strange Antiquities is nice and simple. You’re an apprentice at an antique shop, which your master has left in your care. Customers will come in and request an item, and you need to give them the right one. Said items are a bunch of strange artefacts, ranging from normal to creepy. To identify them, you need to decipher the vague clues found in a series of books. This starts simple, and ramps up until you’re identifying gemstones and weird magnetic fields.

It’s a fun central mechanic and the descriptors are just vague enough that you feel smart guessing them. I especially like ones that require you to mess with the environment, like holding a candle against them. To get more artefacts, you need to explore the town by solving a series of riddles. These do range in difficulty somewhat, but are usually quite entertaining They also have the key factor of making you feel like a clever clogs. In fact, the only part that I don’t fully like about the gameplay is the punishment for getting too many things wrong. You have to play a fiddly little dice game to restart, which didn’t quite fit for me.

Strange Antiquities

Raucous Ravens

While you’re fiddling around with a monkey’s paw or whatever, there are some spooky happenings going on in Strange Antiquities. Customers will tell of ravens gathering around the town, and comatose people turning up with black eyes. It adds a little dose of context to the world, which is nice to see. At certain points you’ll need to a make a decision as to which item to give a pivotal character, which will impact the overall ending. There seem to be quite a few twists here, which is great.

Though an issue with that is that Strange Antiquities has limited replay value. A new game nets the same customers, asking for the same items, so there will be a degree of repetition before getting to the choices. I also feel that Strange Antiquities doesn’t take its gameplay or story as far as it could. Identifying items becomes strangely easy by the end, due to the diminishing number of possible items, and I was hoping for more in-depth mechanics, like taking shavings or conducting detailed experiments. Something that feels more involved than just picking a relevant word from a book.

Strange Antiquities

Strange Antiquities – Cosily Creepy

On the story front, the actual plot points are nice but it’s a little hampered by it all being told second-hand. Sometimes choosing which item to give is a straight-up guess. I would’ve liked the little text adventures found in the exploration to be fleshed out a bit, to give us a little more agency over things. As it is, I found myself dissolving into a stereotypical shopkeeper, barking ‘whaddya want?’ at people telling me their life stories before getting to the point. Probably not the vibe Strange Antiquities was going for.

That might have more to do with the fact that I’ve been fighting off a fever all week. Still, I enjoyed my time with Strange Antiquities. Despite the premise, and that weird antique that’s just a withered hand, it has a lot of cosy vibes. I stuck with it through the epilogue until I’d identified every item. There’s something really satisfying about a shop full of labels, where everything has its place. While I wish it had pushed itself a little further, Strange Antiquities is a short, pleasant experience with a nice dusting of horror.

(Strange Antiquities‘ Steam Page)

Review: Ghost of Yōtei

Ghost of Tsushima is one of my favorite games ever and definitely my favorite Playstation new IP in the past nine years.

That art design, smooth gameplay, and that title card reveal scene will always be in my memory, and I will never forget them.

I don’t usually use photo mode too much in the games I play, but that game was special, and I have countless hours in its photo mode.

When they announced Ghost of Yōtei, I was first a bit sad that Jin wasn’t there and it’s not a direct sequel to GOT, but after playing GOY, I’m so happy they chose to create a “Ghost of” series instead of limiting it.

So the title card reveal scene in Ghost of Yōtei is amazing and lovely, but it isn’t at the same level of what Ghost of Tsushima did with that part, and I don’t blame them. That scene in GOT is really one of a kind, but still, GOY does an amazing job in that part.

STORY

Atsu is seeking revenge from the Yōtei six members, and she is clearly lost in her anger, which leads her to decisions that might end up bad for everyone. Yet, she chases death and seeks her revenge from Lord Saito, the leader of the Yotei six, and his men.

The story progresses in both past and present time to show you Atsu’s pain and what she has been through. It doesn’t just show you the whole backstory of Atsu at once, and that’s a great decision and makes the story more emotional.

The story contains some great plot twists, something that Ghost of Tsushima was really bad at. Atsu’s story is far more personal than Jin’s, and it’s way better than Jin’s story.

While better than GOT, the story still has some problems, like the Yotei six members’ lack of detail in character development. They don’t have any depth to their personalities. They could’ve added an extra hour or two to the story to both cover that part and make the story longer, as it takes about 16 hours to beat the main story.

There is one particular thing that GOT was better at, and that was Jin started as Lord Sakai and developed the name “Ghost,” while Atsu is being called The Onryo (vengeful spirit) from the very beginning.

GAMEPLAY

The gameplay is so satisfying. While borrowing a few things from Ghost of Tsushima, it is not the same at all, and it’s a whole new gameplay in Ghost of Yōtei.

You have five melee weapons which you carry at the same time. In comparison, GOT only has one melee weapon and four stances for it. In GOY, they use the stance wheel, but it replaces the stances with weapons. This leads to a very engaging gameplay.

You can feel the weight of your attacks, and the gameplay has depth which was absent in GOT. You can feel how hard the attack is that you are blocking, or the attack you did and your enemy blocked, and that is something beyond satisfying.

Fights are harder and need more focus and skill, and make you feel very proud when you win a battle.

Boss fights have way more variety in their moves and don’t get repetitive.

There are guns now in the game, which I don’t find them fun, and I prefer to use a bow or avoid ranged fights altogether.

The stealth part is the only weakness of both games that hasn’t really improved; it’s still so repetitive, and the AI isn’t smart enough to make it fun.

SIDE CONTENT

The side quests and side activities are way better too. Their story, their path, their rewards, everything is great, and they are not repetitive at all.

There is a fun mini-game called Zeni Hajiki that you play with coins, throwing them in a particular way to win a reward.

Also, there is a fun fire-making and cooking part in the game that is nice to have, and you can skip it if you don’t want to do them, but I really liked them, and they are a nice addition to have.

VISUALS

Visually, it’s a piece of art. Every time I look at the scenery in this game, I’m left speechless. While its art design is at the same level as Ghost of Tsushima, it has better textures, better lighting, better draw distance, and even RTGI in ray tracing mode.

I played the game on the PS5 Pro with the RT Pro mode, and it was amazing. I didn’t find anything that makes me want to try other modes. If you have a PS5 Pro, the RT Pro mode is the way to go.

SOUNDTRACKS

The soundtracks never fail; they play with your soul from the moment you enter the game all the way through the ending. I sometimes found myself lost, riding my horse slowly while playing music with my shamisen and enjoying the scenery around me, and that feels unbelievably good.

DUALSENSE

Sometimes I forget how good the DualSense is until I play a PlayStation first-party game and remember why I love this controller. Everything feels more real in your hands. I might say Ghost of Yotei uses the DualSense features as much as Astro Bot, if not more.

Something great that I noticed and felt so good was that the soundtracks in the background of the cutscenes use the DualSense too! You can feel the soundtracks in your hand while listening to the story, and that feels amazing.

CONCLUSION

Ghost of Yōtei is definitely a better game than Ghost of Tsushima, but I believe that it’s not just an improved GOT but rather a new game built on the foundations of Ghost of Tsushima. This game really lives up to the expectations and even goes higher, and the only thing that is keeping it from getting a perfect score is some minor issues with stealth and parts of the story.

Review: Otherwar

Otherwar is a game that didn’t initially appeal to me. It was slow, testing, and a little strange. However, its hybrid gameplay, tactical edge, and reasonably casual mindset grew on me. Moreover, I liked its pixelated style and the twists and turns I encountered.

This tower defence and bullet hell mash-up was developed and published by Take IT Studio. It is a single-player top-down game with a dated aesthetic. Furthermore, the action is linear in its design as monsters follow a set path, and your defences can only be placed in certain areas. This makes it differ slightly from its peers, as you can’t manipulate more powerful options in your favour.

Otherwar is all about survival.

Heaven vs Hell is an age-old tale. Though many do not believe, I like how it is used for entertainment purposes. Otherwar is a prime example of a solid idea being used sparingly. The concept of good vs evil is always at the fore, but it quickly becomes forgotten. This isn’t a complaint as you focus your energy on defeating waves of mental foes. 

You control a defender Angel who must prevent the hordes of hell from breaking down the gates. If they succeed, you’ll die and all hell will break loose. This isn’t ideal as you must dodge an array of horrific projectiles. As the game progresses, this becomes particularly difficult, and a solid tactical foundation is required if you wish to succeed.

Towers, coins, and luck. 

The aim of the game is simple. Kill every foe with your army of towers. If you survive, you’ll move on to the next wave and eventually the next level. However, this is easier said than done, as projectiles become nigh on impossible to dodge. This keeps you frosty throughout. 

Things are made a little easier as you unlock each of the 10 towers on offer. Moreover, each tower can be upgraded 3 times to improve your chances of survival. Yet, don’t think that’ll happen quickly, as you’ll need gold and plenty of grind to be victorious. 

Understanding the route of your foes is easy. They follow paths that are lined by your towers. Consequently, you can slow them down by selecting the correct defences for the job. This is restricted slightly as you can only buy 5 of each tower. This was annoying, but a good idea as it prevents cheating and “cheesing” victory. 

Finally, luck will be your new friend. As the bosses appear, these tanks run riot. They follow no set path, so it’s a bit of a pain to take them down. This is where lucky placement and the right blend of towers are important. Get it right, and the gates will remain intact. 

Otherwar is incredibly old-school. 

Pixelated games are my thing. Yes, I love modern realism, but I grew up with limited graphics and horrible colours. Thankful, Otherwar captures that perfectly. The sprites look rough, and the levels are basic and understated. Additionally, the animation is particularly smooth. These choices are deliberate and enhance the retro feel. 

The audio follows suit with an aggressive but dated soundtrack. The sound effects are simple, effective, and define a bygone era. Though the aesthetic will not appeal to everyone, I appreciated the nod to my gaming roots. 

Simple controls. 

Otherwar is bloody slow. The bullets are slow, the monsters move like snails, and the Angel doesn’t fly. However, it doesn’t matter. The controls are wonderfully refined, and the UI works well. The result is a rudimentary affair that is relatively simple to master. 

Dying was a familiar experience. Yet, I wanted to push on and try to win. This tough but rewarding design creates a basic and addictive gameplay loop. Subsequently, there is replay value and longevity if you fall for its charms. 

Otherwar is a slow burner. 

Slow-burning games don’t always strike a chord. I want to get on with things and plough through the content. Luckily, I gave Otherwar enough time to grow on me. If I hadn’t, I would have missed out on some retro and challenging tower defence action. 

Though this isn’t perfect and it won’t appeal to everyone, I like it. The graphics are old-school, the music is aggressive, and the controls are simple to master. Yes, there are a few bugs, and things are awkwardly slow, but I grew to ignore these shortcomings. Accordingly, I like it and recommend buying it here! Can you stop the hordes of hell? Choose your towers, avoid the projectiles, and protect the gates with your life.