Eggletsky
Credit to wooly marigold on pinterest for the pfp im wearing rn (ill draw my own eventually im just too lazy rn)
Credit to wooly marigold on pinterest for the pfp im wearing rn (ill draw my own eventually im just too lazy rn)
Currently Offline
About me I guess smh
Hi im Eggletsky I play a lot of games but I mainly care about indie stuff and weird titles that actually try something different. I am honestly kind of obsessed with Forsaken, Postal 2, Undertale, and Mouthwashing. Those games live in my head 24/7 and I replay them way more than I should. Postal 2 is one of my all time favorites because of how stupid and chaotic it is, I just keep coming back to it to mess around in the sandbox. Undertale is another big one for me because of the characters, the music, and the different routes you can take. I also spend a lot of time thinking about Mouthwashing because it has such a strange tone and it sticks with you after you finish it. Forsaken is another game I love for the atmosphere and fast gameplay. In general I spend most of my time playing indie games because smaller teams tend to make more interesting ideas and weird concepts that big studios usually avoid. If a game is strange, funny, experimental, or just different from everything else, I will probably try it. I am always looking for new indie games to play, replaying my favorites, and talking about games that leave a strong impression. If you like weird games, older PC titles, or random indie projects, we will probably get along. Also forget to mention I do art a lot and im a artist ill do requests for art for free as long as you give credit when I get more steam levels ill add a portfolio.
Review Showcase
63 Hours played
This game is peak, and I say that after 16 hours of playing and finishing 2 full playthroughs of Postal 2. I went into it expecting a simple shock value game from the early 2000s, but after spending real time with it I can say it is the best ♥♥♥♥♥♥♥ game I have ever played. Postal 2 drops you into the town of Paradise with a basic goal for each day of the week, and that goal sounds simple on paper. You need to buy milk, return a library book, pick up a paycheck, or grab something from a store. The design sounds small, but the freedom you get while doing these tasks is huge. The map is open, connected, and full of people who react to what you do. You walk down the street and hear random conversations, arguments, and complaints. NPCs talk about politics, religion, work, and everyday problems. Some insult you, some ignore you, and some panic the moment things get chaotic. The result feels alive. The game does not force you into a strict path. You choose how each task plays out. You can walk calmly to the store, stand in line, and leave without trouble. You can also lose patience, start a fight, and turn the entire street into a disaster. Both options work, and the game reacts to them in ways that make each moment feel different. The humor is crude and aggressive, but it lands because the game commits to it fully. Every location adds something memorable. The police station feels tense because officers react fast if you cause problems. The church turns into chaos if you push things too far. The grocery store feels normal until one small decision makes the entire place collapse into shouting and panic. This constant tension makes even simple errands exciting. The controls are simple and direct. Movement feels responsive and quick. Shooting feels solid for a game of its age. You pick up weapons easily and understand how they work within seconds. The arsenal grows as the week progresses, and each weapon adds a different style of play. Some weapons cause loud and fast destruction. Others create slower chaos that spreads through crowds and streets. The variety keeps the experience fresh across the entire campaign. What surprised me most is how much the game rewards experimentation. I tried one approach in my first playthrough and a completely different approach in my second. The results felt like two separate games. In the first run I played cautiously. I avoided fights, followed tasks directly, and tried to keep the police away from me. That run still created many unpredictable moments because the town reacts to small actions. A random insult from an NPC can start a chain reaction that spreads across the street. A protest group might block your path. A single mistake can trigger alarms and police chases. In the second playthrough I decided to push the systems harder. I interacted with more NPCs, explored side paths, and triggered more events on purpose. The world responded with louder reactions, larger fights, and constant tension with the police. This flexibility is why the game holds attention for long sessions. After 16 hours I still found new interactions and hidden jokes. The writing plays a big role in that replay value. Dialogue sounds blunt and direct, which fits the tone of the game. Characters express frustration, anger, and sarcasm in ways that feel raw instead of polished. Many lines still get a laugh because they come out of nowhere during normal gameplay. One moment you walk quietly through a street. The next moment someone starts yelling about something ridiculous and the situation spirals from there. The main character also adds personality to the experience. His reactions to events feel casual and irritated, which fits the constant problems he faces while trying to finish simple errands. The soundtrack supports the mood without getting in the way. Music appears during tense moments and fades during exploration. Sound effects carry most of the atmosphere. You hear distant sirens, crowds shouting, dogs barking, and doors slamming. These details make the town feel active even when you stand still. The map layout deserves credit because it encourages exploration. Streets loop around each other and connect through alleys, parks, and buildings. You often discover shortcuts after several hours that change how you move through the town. That discovery process makes later days faster and more strategic. Enemy reactions also improve the tension. Police arrive quickly when violence starts, and they escalate their response if you keep causing trouble. Civilians run, scream, or fight back depending on the situation. Groups react differently from individuals. A single NPC might panic and flee. A crowd might surround you and shout until the situation explodes. These reactions create many unpredictable encounters. Performance holds up well during large fights and busy streets. Even when many characters appear on screen the game remains playable and clear. Visual quality reflects the era it came from, but the art style keeps environments readable. Buildings, stores, and public areas stand out enough that you always know where you are. Paradise feels like a strange version of a real town. Each district adds its own tone. Some areas feel quiet and normal. Others feel unstable the moment you enter them. This variety prevents the game from becoming repetitive. Each day introduces new tasks and locations that push you into different corners of the map. The pacing also works well. Tasks remain short enough that you never feel stuck in one objective for too long. At the same time the game allows long sessions because every trip across the map can turn into a new situation. During my 16 hours I had many moments where I planned to finish one quick errand and stop playing, but the trip created three new problems and I kept going for another hour. Few games manage that kind of pull. Postal 2 does it through simple systems that interact in unpredictable ways. The shock value often gets the most attention when people talk about this game, but the real strength comes from the freedom and the reactions of the world around you. Every system connects to the others. Movement, weapons, NPC behavior, police response, and map design all support the same idea. You enter the town, choose your approach, and deal with the results. That design creates stories that feel personal because you caused them through your decisions. After two full playthroughs I still think about moments where things went wrong or turned into chaos in unexpected ways. Few games stay that memorable after only 16 hours. Postal 2 does it through confident design and complete commitment to its tone. The game knows exactly what it wants to be and never pulls back from that direction. That confidence makes the experience stand out even today. Many modern games chase massive worlds and endless content but forget to give players meaningful freedom. Postal 2 proves that a smaller world with strong reactions can create far more memorable gameplay. After finishing it twice I feel confident saying it stands above every other game I have played. It delivers freedom, humor, tension, and replay value in a way that still feels fresh. For me it is the best ♥♥♥♥♥♥♥ game I have ever played, and after 16 hours and two full playthroughs I still want to start another run just to see what kind of chaos Postal 2 throws back at me next.
Comments
💣𝕮𝖍𝖊𝖗𝖗𝖎💥 14 Nov, 2025 @ 9:56pm 
lowkey a dumbass