And not only to teach me a lesson about Christmas

Crowdfunded games are a gamble. We’ve seen the likes ofMighty No. 9go from extreme anticipation to an underwhelming launch. We’ve even seen games that fail to release altogether. That’s why I’m always on the lookout for projects that offer prototypes, demos, or other forms of early gameplay. It’s nice to see evidence that work has already been put into the game, that it has a clear vision and that it’s heading in a direction I personally enjoy. Having triedBug Fables’ demo, available on itsIndiegogo campaign, I can safely file that game under the “I’m excited” category.

See,Bugs Fablesis the mostPaper Marioa game has ever been sinceThe Thousand-Year Door. Turn-based battles, platforming, quirky characters, cooking, it has it all.

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One thing immediately struck me as I began playingBug Fables. The visual effects areon point. The characters flip while moving just like you’d expect, houses come undone when entering just like you’d expect, transitions between screens are from lone platforms just like you’d expect. It’s impressive, seeing how close the game gets toPaper Mario‘s vision, and its polish as well.

The gameplay felt like the originalPaper Mario‘s more than its sequel. There’s no Super Block by default (you need a medal for that), and I haven’t encountered stylish commands either. Don’t worry, this simple yet effective battle system still has a lot of charm. A few tweaks to the gameplay letBug Fablesstand on its own too, even in this early form. There are three characters in your party of roughly equal importance, instead of the main + partner system fromPaper Mario. This puts more options into the player’s hands every turn, both for positioning and move selection. The lack of jumping as an attack move also makes it more challenging to get the initiative on foes, which I appreciated.

The ghost at the end of the hallway

Bug Fableslooks a lot likePaper Marioand plays a lot likePaper Mario. Some may complain about that… But I personally think it’s a wonderful opportunity to give that game style some time in the limelight, consideringThe Thousand-Year Doorreleased 13 years ago. In any case, I had a great time.

Despite my praises, it’s still clear this isn’t the final build of the game, and members of Moonsprout Games have their work cut out for them. Beyond their promise of delivering roughly eight times the amount of content in the demo in the final game, I also had a few issues with the controls that I hope will get fixed before the final game:

Picking up the smiley face post-it off the broken mirror

The game iscurrently funded 73% of the way. There’s little doubt in my mind that it will get there in 17 days, even if it is only planned for PC so far. Yes, there’s work ahead of the developers after the game is funded, but my worries are minor compared to the delightful experience I had overall withBug Fables. It definitely convinced me to take that gamble and pledge to the project myself.

John and Molly sitting on the park bench

Close up shot of Marissa Marcel starring in Ambrosio

Kukrushka sitting in a meadow

Lightkeeper pointing his firearm overlapped against the lighthouse background

Overseer looking over the balcony in opening cutscene of Funeralopolis

Edited image of Super Imposter looking through window in No I’m not a Human demo cutscene with thin man and FEMA inside the house

Looking at the ghost of Jackie inside the lighthouse