Season's Greetings from the House of delRhode to all the good boys and girls of the world that aren't invading their neighbors or trying to use them as human shields. Between year-end sales and recent Humble Bundle charity bundles, I've come across a few games recently that I thought deserved mention, so, here we go!
First, in the category of "I played through it fully, and it's pretty okay", is Terra Nil. It's a collection of world-puzzles where each level is set in one of four biomes (Temperate, Tropical, Arctic, or Ruins), and your goal in each is to go in, restore its habitat, then leave with no major physical traces of your having been there. This goal is handled in three major phases - cleanup/green-up the polluted space, diversify the environment, then extract - each of which has its own set of tools that changes on each level, and are only revealed at the start of each phase.
I enjoyed the game well enough, but that's not to say it's without its sticking points. One would be its weird difficulty tuning setup, with both an initial difficulty level selection (that sets starting resource levels and building costs for the entire game) and a selection of "optional" goals to meet on each level if you want the game to consider the level 100% cleared. Another would be building effects that don't strictly make sense. For example, you have various power-generation buildings like windmills, but on some levels you need to, basically, extend their range using power pylons - but the pylons are treated like power sources themselves, making it possible to power most of a map with only one or two windmills, well in excess of what they could handle on their own. Still, I enjoyed going through the different maps, for all I won't be going back to get the 100% on most of them. In short, it's a decent game, but gets a stronger recommendation if it's on sale.
Second, in the category of "I'm midway through, and enjoying it thoroughly", we have CATO: Buttered Cat. It's an odd platform-puzzler sort of thing, where you control a cat and... well, a sentient piece of buttered toast. The cat can walk around, climb some things, and fit through some tubing, while the toast... kind of flops around, and can stick to some surfaces. But the magic happens when you bring them together, as now you get, in line with one version of the old jokes, a form of anti-gravity, played off in the game as basically an infinite aerial multi-jump.
With these simple rules, and a few things in the environment to interact with (like switches that know the difference between cats and toast, icy floors and walls, and a number of toaster-adjacent interfaces), the designers have made many, many levels of actually tricky puzzles to solve, neatly packaged into at least five themed worlds, each of which ends in a non-puzzle final challenge, be that a boss fight, an over-the-shoulder roller-coaster ride with the cat sitting on the toast as a sled, or some other insanity I've yet to see. If that sounds interesting to you, follow the link and take a look, and I'll tell you it's money well spent.
Finally, in the category of "That's absurd, I like it, but I can't give it the time it needs", we have Mr. Sun's Hatbox. I got it as part of a charity bundle, and, given its kiddie look, I had zero expectations going in. Turns out, it's what the developer calls a "slapstick roguelite platformer", and, if I had the time, I'd be all-in on seeing where it goes.
Just to give you some idea of the insanity involved, here's a brief rundown of the opening minutes of the game. Mr. Sun runs a hat shop, and is getting a delivery from an Amazon-like company. In the middle of the delivery, a shadowy, crescent-moon-headed fellow and a couple of henchmen steal the package mid-delivery. Apparently, Mr. Sun paid for a delivery guarantee, so the delivery guy goes in pursuit, entering a tutorial tower where you learn about sneaking about, jumping on peoples' heads like Mario, snapping necks (!), and using balloons to retrieve objects and stunned people a la Metal Gear Solid. At the end of the tower, you fail to catch the thieves as they take off in a helicopter, but your delivery guarantee says you'll get the package back by Any. Means. Necessary. So, you commandeer the ground beneath Mr. Sun's shop to build a base, recruit agents (either voluntarily or, later, by brainwashing captured people from the missions you go on), and proceed to build your organization's strength while the search for the culprits continues.
Seriously, from what little I've played so far, this is a great game. Individual mission runs are short and sweet, which is good, considering your initial batch of recruits all have various issues/traits working against them, traits that can be removed at random (or supplemented with neutral/good traits) with leveling. However, permadeath is also a thing, so you might not want to risk your best agents on particular missions. Combined with the slapstick feel of combat when things go wrong, it's an amazing start to a game. By all means, if you've got the time to give it, give it a go.