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https://www.gog.com/game/inkulinati_goodies_pack
Soundtrack and wallpapers from a game called Inkulinati. I don't know much about this game, nor do I know when this will end.
https://www.gog.com/en/game/alien_breed_trilogy
This is the game(s) - the Alien Breed trilogy. Should have a day and change left on it. Again, games I don't know much about myself.
I'm not gonna lie, this doesn't really appeal to me, but for sake of completeness I'm gonna post it. (Also, this way Glenn won't say he beat me to it, hehehe.)
it's rated T for fantasy violence, language, and crude humor
you big dummy
Looks like a point-and-click horror game.
I will leave it to @lrdgck to crack a joke about this.
It's a video game adaptation of a board game. Haven't played either, but it feels like it could be more enjoyable on a tabletop.
Still, you asked for a joke, not an opinion, so...
*ahem*
You can travel to Poland... but why would you?
A retro platformer. Looks like something you guys might play.
I actually bought this (and its sequel, Alwa's Legacy) on itch.io before, but I haven't played it yet.
https://tvtropes.org/pmwiki/pmwiki.php/Main/Metroidvania
(And Falcom also created the action RPG with their game but that's a separate genre. Well, perhaps not that separate considering that there are some similarities in the way sequence is organized even in more recent Ys games.)
In addition to a generally seamless world, Metroidvania games typically have some amount of backtracking, and often have some degree of non-linearity -- not just in "you can go forwards or backwards" and "you can go left/right/up/down", but frequently also "you can go to area B or area C first" -- i.e. you can choose which of different upgrades to get first. And that's not even counting "sequence breaking" -- i.e. doing things outside of intended game order (which may or may not be accounted for by the developers).
Here's an example of non-linear sequence: You explore around a game and find that there are passages too small for you to get through, doors with a particular color that you can't open, and weird-looking walls that seem suspicious. Let's say you explore around, and the first and only item you can find is a size-toggling spell that can make you smaller. Now, you can additionally explore places that you need to be small to get into, and you explore further and find a key that opens those doors. And you explore around some more, and you find a hammer that can break open the suspicious-looking walls...but you realize that you never went through any of those previously-locked doors to get to the hammer, so that means you could actually have gotten the hammer before the key! (Speedrunners like this stuff because it makes deciding which item to get interesting. And they get especially interested if, say, they find some weird way to get the key or hammer before getting the size-toggling spell...)
Different games may implement the exact features differently, and so the "metroidvania" label, like any genre label, is ultimately somewhat vague at the edges.
Sci-fi Darkest Dungeons, seems like?
Iji probably wouldn't count since to a larger extent it's lineal; (IIRC) you can't backtrack to previous levels and there's always a "next place to advance to", although it definitely encourages exploration within levels.
The way I can most succinctly explain it is that they're mainly exploration platformers where you're supposed to find on your own places to get the ability to get to more places. Like the overworld in Zelda games but platformer.
In other stuff, I watched a bunch of FFX videos recently, I never minded it before but now I find a bunch of issues with the dialogue, voice acting, animations, etc., I wonder if it's me or the game hasn't aged as well as I once thought it did.
Historically I've considerd the Zelda games to be not metroidvanias because they're not interconnected enough (and the same applies to Cave Story, in my opinion), but given that some games considered metroidvanias aren't that interconnected either, I'd say it's arguable that the Zelda games are metroidvanias too.
Also: