Overfall is such a strange beast. A narrative-focused rogue-lite that has you traversing an archipelago and either playing short choose-your-own-adventure vignettes or turn-based hex battles. There's a timer ticking down, and at the end of this countdown the evil Vorn will swarm all over the place and, well, end of the world and all that. When you start to play, the whole thing feels confusing and somewhat disjointed. All the parts don't seem to fit quite right. It's disappointing, really.
However, once it all falls into place, it is just glorious. You see, Overfall is actually a brilliantly complex game with a bunch of mechanisms that have to be mastered - or at least understood - before you can derive any enjoyment from them. That sounds an awful lot like work, but it feels like you're charting unexplored terrain.