Jackson Lustberg
Jackson is a fan of Battlefield, Fallout, Warhammer Fantasy, and indie horror games. If there's an indie with environmental storytelling, you can bet Jackson will be wandering around in it for hours.


Creating good horror is hard. It’s easy to fall into countless pitfalls and end up creating a trite experience. Gylt, a narrative-driven horror game, manages to avoid those pitfalls while striking a balance between cartoony graphics and genuine thrills, all while tackling the problem of bullying. You play as
by Jackson Lustberg
Who doesn’t love a good revenge story? There’s something deep within people, something primal, that really gets a kick out of watching the bad guys get what’s coming to them. DOOMBLADE is a brilliant Metroidvania with style, heart, and some good old-fashioned revenge. You barely know Gloom,
by Jackson Lustberg
I adore roguelites for the powerful stat scaling they offer the player, and that adoration only intensifies when the game nails the feeling of impact. However, I’ve played a good few roguelites that struggle to maintain momentum. My attacks devolve into the damage equivalent of wet-noodling enemies because I
by Jackson Lustberg
I’m a total sucker for indie horror games, especially those with strong environmental storytelling. They don’t need beautiful graphics or a perfect narrative, but there’s a limit to how much jank I can take. Greyhill Incident pushed me to that limit. The opening cinematic got me ready
by Jackson Lustberg
When I think of Warhammer 40K, my mind goes to strategy games. It did start as a tabletop game, after all. For such a rich fictional universe, the franchise only has a few FPS games out right now. Given the overpowered weapons and diverse factions, it would be the perfect
by Jackson Lustberg
I’ve heard a lot of bluster from developers about how choices in their game matter. A lot of the time, players are given two choices, both of which lead to the same ending. It’s the illusion of choice, where your mistakes were inevitable because your path was predetermined.
by Jackson Lustberg
One thing I’ve learned from playing so many roguelikes and roguelites is that you need a killer core gameplay loop in order to keep players satisfied with their experience. Horizontal or vertical progression just won’t cut it. The enemies need to be interesting to fight, they need to
by Jackson Lustberg
When I first saw the trailer for Crime Boss: Rockay City I knew I needed to play it. Chuck Norris’s hand grazed a basketball, sending it into high orbit, striking a satellite, and then returning to earth for the sickest three point shot the world has ever seen. All
by Jackson Lustberg