>INHALE
Robin inhaled.

>HOLD BREATH
Time passed.

>EXHALE
Robin exhaled.
Robin felt his body lighten as he drifted into a deep trance.

>METAMORPH INTO EAGLE
That will mean loading the next section of the game. Do you wish to continue? (Remember, this is your last chance to SAVE a part 1 position to TAPE/DISK!)

Trying on the clothes from Persona 5's wardrobe and failing to come up with an outfit that isn't mismatched and ill-fitting. Now that the Vita has been excised, Nippon Icchi feel as though they're struggling to maintain their longstanding legacy of producing wall to wall ribald dogshit for idiots. Poison Control, on the absolute surface, does an okay job at posturing like it belongs on a home console with admittedly slick presentation, brave colour choices and effervescent UI design - but going any lower than skin deep reveals that it's just not even trying.

A genuinely dire third-person corridor shooter where the central mechanic of cleaning goo off the ground wastes absolutely no time in making itself known to be simple padding for content.
The game's structure is a series of levels that contextualise themselves as the hells made manifest of their respective victims, from which the player is tasked to cleanse those tortured souls and free them from their damnation. Where this could be a pretty intriguing premise, as each of these victims do have drastically different folk-tales among them, the game is pretty contempt to explore this setting in the most superficial way imaginable. Wall-less corridors floating in a void, stringing together enemy waves and interspersed with an apt decal and decoration or two. If you're making a game that is comprised entirely of one of the best-received elements from Persona 5, namely the mind palaces, try not to fail at realising that they were effective because of the insight they offered of their rulers. It’s nigh impossible to be invested in Poison Control because I’m not even convinced it’s all that interested either.

As comes with the NI territory, the dialogue is tropey and leery and pathetic. Each level is embarassingly titled a "Belle's Hell" (the entire cast of victims is female), every spoken line is a tit joke, the game even blatantly manipulates players into choosing the crudest dialogue options by tying them to the better stat boosts. I’m the type of mother fucker to be willing to throw a bone if it was at least any fun, but with these sluggish unreliable controls, difficulty spikes that force you to revisit older levels to grind… I’m keeping my bone!!!!!

All credit goes to the UI designers, the only mother fuckers to show up to the office. Or log in on Teams.

A tru adventure game a-la Yume Nikki. The briskness and woolly verbiage of Magic Wand still makes it my favourite TheCatamines game, but 10 Beautiful Postcards better demonstrates the author's strengths in art and humour - and that it is still possible to uproot decades of conventional videogame wisdom with W, A, S, D and a little optimism.

A scarecrow wearing very thin Dragalia Lost clothing and almost entirely propped up by its novel pinball combat gimmick. Boasts worse music, and somehow an even worse story. The tried and true grind loop blueprint returns, and looks very embarrassing when the skill arc is essentially flat and difficulty amounts to bloating boss health. Am I fuck clocking in to this every day, the gatcha doesn't even give you any 3D models.

Not a terrible VN hybrid, I honestly admire what it aspires to do with its different mechanics but they simply don't culminate in an interesting game.
The structure of Death Mark is composed of chapters with large areas to navigate and pick for key items, similar to Ace Attorney. This is where Death Mark particularly excels, being where it executes its style of horror quite well, with an excellent soundtrack and subtle corner-of-the-eye flourishes that unnerve better than any dough-brained jumpscare does. In between these sections are frankly terrible "puzzles" that typically amount to using key items on obvious spots, and bits where you have to choose the options in a dialogue tree that won't lead to instant death. The writing is basic and repetitious as fuck so the VN parts drag, characters literally never talk to one another, or even say anything particularly unique or interesting when taken on missions. Dotted throughout are these insane CGs of dying half-naked girls that look like they're from a completely different game entirely???

Death Mark wastes too much of your time. I'm not sure why it feels the need to completely deflate its atmosphere by forcing the player to meet very narrow item/character requirements that funnel you into asinine deaths and restarts, only for chapters to end in a hilarious turn-based combat puzzle thing. Curious enough to see if the sequel improves on these things, but I'm not hopeful!

They called this shit Penta Tentacles in Europe lol. Out of all of these Art Style games, I honestly think this one is my fav!
Rotozoa shares some similarities with Thatgamecompany's flOw, surprisingly (to me) enough, but with far more of a puzzle game-y spin on the formula of wading across the primordial ooze eating plankton and amoebas. What is essentially just a colour matching challenge can become pretty engrossing with some smart engagement design that stacks wonderfully as you're tasked with an increasing amount of plates to spin. All 35 stages have their own unique bgm, upon which layers are added and excited depending on how much you've grown and how much you're wrecking shop, it's pretty charming!
It's a shame Skip didn't stay active for very long after the release of Rotozoa - you could tell this studio was bustling with ideas. Skip's Art Style / Bit Generation titles very rarely feel as though they've had enough backing to push them past the concept phase, which can certainly be a bit of a charm point, as I genuinely believe that their projects still present themselves incredibly uniquely. Their titles have this confusing, stripped-back air of something that'd appear on your DSi one morning to confuse and scare the piss out of you as if you've just been airdropped some alien spyware. From what I've played or achieved, Rotozoa is the only one of their titles that lives so long it has its own credits sequence.

Mechanically competent, I'm keen on the Skate-like control scheme making shots more difficult to accurately pull off than the simple stop-and-start QTE that most other golf games roll with. Thing is, in a game this utterly bereft of personality, style, and overall gamemode variety, I somewhat expected it to act as more of a core golfing sim than it really is. It somewhat expounds the little grievances that creep up, like swinging fast causing a left hook, and the slow downswing a rightward slice - which just makes no sense, and the input method is too inconsistent for its bizarre punishments to feel fair.
Begging the PC to get a good golf game, i can't live off this saltine flavored pish forever.

People would play anything to avoid a good rhythm game huh. Nice to see the Newgrounds spirit still abound though, this is definitely Monthly Front Page Award material for what it's worth. Modding scene seems very active so I'll definitely hold out some interest.

Played this on a whim because I couldn't sleep one night, chosen specifically because its art style is kind of stellar. The character designs and lavish amount of unique animations therein are the perfect concoction to bring Ruby Gloom ass kids into the realm of gambling - welcome to the world of vice and brain rot, children. The first three hours or so is literally just tapping Next on tutorial prompts, which is hilarious considering this game essentially just plays itself. You've seen it all before, base building character upgrading stat treadmill that will only end when you, dear reader, physically perish. Deviously designed quests that reward JUST beneath what you need to meet your next progression requirement, spurring the lizzid brain into Just One More Mission fancy. The bare minimum level of player input combat that runs at like 15fps tops, just spitting upgrade items into units until the numbers cease to mean anything and you're left completely zombified. Mobile games are so good dude.

The dream is that maybe this studio will use what I can safely assume to be their incalculable "fuck you" profits to make a game that uses these designs for something less like a pachinko machine, but maybe i should just get really into cartoon network instead.

Full disclosure - the guy who did the art for this game also drew my avatar (@woofycakes). I commissioned it, I promise I'm not corrupt.
A very "complete" feeling indie shmup, which is a lot rarer than I'd like to admit. Focused and wonderfully designed to the point of hitting CAVE marks, right down to rewarding you for using bombs strategically.

2018

That there was such a focus on thematic art direction and narrative meant I actually cared to see this Roguelite through to the end, multiple times. Shocked and stunned beyond all belief that an entry in this genre can actually look pretty, and not just be a dozen repeating mud tilesets.
For a game about systems compounding into "always-unique" runs, I still found myself rolling my thumb across the face buttons and dashing to victory regardless. Eventually grew weary of having to dungeon run for 20~ minutes before I saw some new dialogue, but it was nice affirming Medusa while it lasted. Such a sprawling and reactive script is obviously very impressive, I certainly hope loamlikes everywhere take the hint.

This review contains spoilers

It’s early days yet, and Deltarune is far from complete - but no other demo has given me this much content for free, while still enticing with a banquet of utterly intriguing story hooks to speculate on over the coming years. That said, the bulk of this game really just felt like the motions of Undertale on repeat. Toby Fox is a truly multitalented artist, his grasp on how to create vibrant worlds that feel both lived-in and fulfilling to explore is second to none in this industry… but with so many “hallways of funny moments” connecting everything, it can feel like his range is a tad too narrow at times. Subjective af note here but the music just doesn’t bang remotely as hard either.

I must give credit to Chapter 2, specifically the knowledge of the Snowgrave run, for finally lending the improved Undertale combat more of a sense of purpose. Its added layer of party complexity genuinely adds a lot, both mechanically and thematically, and I find it utterly convincing within Deltarune’s metatextual thesis on autonomy, imprisonment and puppeteering. Queen is also the funniest character he’s written yet.

All I’ll really say is that the offering of Deltarune we’ve been given so far suggests far grander things on the horizon, and I’m utterly convinced it will explore them thoroughly. Excited to see where this goes, because if it sticks the landing, it will be very very special.

This is the type of game I'd love to see accepted more openly by folk, a very laid-back and ambitious c-tier indie game by a very small Japanese group. A very short adventure across an island inhabited by cute characters, and a story that packs a surprising amount of heat. Exploring this island was a genuine joy.
Absolutely wonderful, I wouldn't be surprised if this remains in the top-5 spot on my favourite games from this year.

It truly is Marvelous. Instantly my new favourite Zelda game. Forgoes dungeons & combat, and instead focuses on exploration, puzzles and Warioware adjacent minigames. Manages to be wholly unrepetitive through a focus on introducing new scenarios and rewarding experimentation. Boggles the absolute fucking mind that this wasn't localised officially, immoral of Nintendo to keep such a secret. Grab the fan translation!

Thank you for being the best gatcha game, having a billion free songs with high quality music videos & character designs, and blessing my twitter feed with 11/10 fanart every day for like six years. Let this review debase my credibility - i Do Not Care.