tldr videogame curation
melbourne, australia

Genre: Strategy

A pool roguelite where you fire balls at dice and layer on increasingly unhinged sticker combos: poop attracts flies, spiders spin webs to catch them, and so on. The number-go-up loop is immediately compelling and the interactions deliver genuine “wait, that works?” moments, even if the depth doesn’t go too deep. Cheerfully weird, stupid at times, always fun.

Surreal push-your-luck roguelite is greed distilled into a game loop. The trinket synergies give it roguelite texture beneath the gambling compulsion, and the lo-fi surrealist aesthetic earns its weirdness. Early access and lean on content, but the foundation is sharp. A promising little menace.

Poncle takes the Vampire Survivors build fantasy and drops it into a first-person dungeon-crawling deckbuilder, and… it works really well! The one-more-run pull is intact, the synergies get proper silly, and the genre shift adds genuine decision-making rather than removing it. Easy recommendation.

Odd Dreams Digital’s debut evolutionary roguelite has you starting as a blob and eating your way toward becoming, as everything inevitably does, a crab - and it’s more compelling than it sounds. The mutation system is expressive, runs are snappy, and the carcinisation mechanic is a smart bit of design wit. For ten bucks it’s a confident, charming game.

Turn-based roguelike deckbuilder where you collect a band of mercenary pieces, combining traits and relics across a dark gothic medieval world. The art is fantastic, the world is intriguing and the design is elegant - approachable on the surface, genuinely demanding underneath - with solid variety across runs. So far, a strong early access foundation with clear room to grow.

Small French team’s atmospheric dungeon crawler. Descend through procedural floors in search of the lost sun, upgrading with cursed teeth and strange items. The art direction is fresh and interesting, and the vibes throughout carry a lot of weight. Where it wobbles is arguably excessive RNG, which can make a run feel like it’s happening to you rather than because of you. Brutal, but the bones are really interesting.

Coin-pusher roguelike deckbuilder - you’ll be able to tell whether you’ll like it from five seconds of a trailer. The premise may sound thin but the execution is the real thing: stack towers, trigger combos, shake the machine, feel the dopamine hit. Great art, nice music. Very cool.

Roguelike deckbuilder where you roll custom dice - each with unique and creative faces - and chase a point total. Balatro’s DNA is obvious, and the structure is clean enough. The loop never clicked quite for me; something in the feel had me admiring the concept more than enjoying the runs. Definitely worth a look for number-goes-up enjoyers.

Base-defence auto-battler where you wire up modules on a board to create your defences. The hook is immediately compelling, and the build ceiling is high enough that, initially, the real challenge became finding synergies strong enough for endgame, but efficient enough to keep it above 1fps. Patches have since reined it in. Compact, clever, very moreish.

[Early Access] It’s more Slay the Spire, and that’s entirely a compliment. New systems and mechanics add variety and depth to each run, and the two new characters both feel meaningfully distinct rather than just reskins. Already deeper than the original at launch - balance may be all over the shop, but it’s a tonne of fun. If you’re at all into these kinds of games you’re probably already playing it, but if not, just get it.