Paper Alibi
Twenty-eight cases, none of them repeated, and a twenty-ninth that only exists if you solve the other twenty-eight without hints. The rare game where completion is the design rather than an afterthought.
Games appear here only after the completion screen. Each entry carries the total hours from our ledger, the number of distinct task types we identified, and where relevant the hour at which we would advise a reader to stop.
Twenty-eight cases, none of them repeated, and a twenty-ninth that only exists if you solve the other twenty-eight without hints. The rare game where completion is the design rather than an afterthought.
Eleven hours of entirely new material sit behind the completion requirement, using no reskinned assets and no repeated encounters. A gamble on the player's patience that the game earns outright.
341 objectives assembled from nineteen templates across a genuinely beautiful landscape. Extraordinary for ninety hours, then a very long exercise in map clearance that adds nothing to what came before.
No completion state exists, so we defined one: every nation played once to a stable century. The absence of an end screen turns out to suit the design rather than evade it.
612 deliveries are required for completion and 540 of them are the same three actions in a different order. Delightful for sixty hours; a data-entry exercise for the remaining fifty-eight.
Ninety of its 340 collectibles are placed with real craft and teach you something about the movement. The other 250 are in corners of levels you have already solved, and we can prove it by category.