It's cute, it's fun, it's beautiful. It sticks to one concept and executes it. However, like me, you mind find yourself bored before you finish it entirely.

Imagine how bad a "visual novel" would be if there was a delay of one second between every line. Like holy shit what's wrong with this game? I can't even get to the part that others are criticising because of the delays. It's even worse if there's an actual transition, it's something like 10 seconds.

That and I'm not sure how I feel about a game where the first choices I get as a supposed amnesiac characters are "Touch her butt" and telling someone to "Show me your panties".

Not really interesting as a game. It's pretty much a visual novel with a few sections of walking straight before you hit the next conversation. It doesn't even have sound nor a save system for one thing. I feel like I would have been more interested in just reading this as a normal written story.

It's made for the gameboy so the text is kinda annoying to read. I don't really understand why, at least the other versions should have a bigger text box.

Not particularly fan of the pixel art. I did like the protagonist's design, it reminds me of Oyasumi Punpun.

The story really doesn't seem to be written for a game, it really is more of a blog post format. Hence it doesn't really benefit from being a game, for example putting you in the protagonist's shoes.

Very short visual novel (about two hours long) with essentially nonexistent deviations from the main story (the choices change a few lines only and they only influence whether you get a bonus scene at the end or not).

The game mostly focuses mostly on the topic of insecurities and I think it does a great job at showcasing the two main characters, their problems then later trying to bring a solution. At the same time the story works as an encouragement to the reader! I also think that adding this theme to the story and making it central to the on-going romance makes it much stronger than if there wasn’t any such topic to accompany the love story.

The narration is a bit confusing because of the non-chronological order the story is told in. There is no proper date given for each scene so I was lost at the beginning and didn’t know in what order things were happening. It’s still an interesting choice and it allows the story to speed up its pacing and thus, to not drag.

One thing I really liked about this VN is that there is a small portrait in the bottom left corner of the screen which shows the main character and their expressions, instead of them being invisible like most VNs do. I think this is a really cool feature and I would love to see it in more games.

It’s refreshing playing something that looks this great. There is a lot of care put into the visuals and they are very pleasing to the eyes. There are animations added here and there to make things more alive than they’d be if they were still pictures.

It's a short game that was developed after a game jam project and it's pretty well done. The game is certainly functional and isn't really lacking in any department: it looks okay, plays okay, the sound and animation qualities are there.

It could help if it had a few more improvements such as being able to get out from the zoom mode by using the left mouse click, making it less tedious to turn the clocks or having the cooking pan always land in the right direction instead of flying around but those are minute details in a game that's about two hours long.

Amanda is your typical horror game that tries to take advantage of childish things, here it’s obviously Dora. It doesn’t really hold any surprise but it’s fun enough to play. I do wish it went further with its themes or it focused better on one of them instead of multiple ones, I think there are a few good ideas such as a child being stuck in a TV world which turns into some kind of hellish place: it’s an interesting concept that doesn’t try to make the player scared for their lives, instead it’s just as scary as hearing about what a killer could have done to a kid. You’ve got a kid right in front of you, suffering, and you can’t do anything about it. There are vague hints of this but ultimately the game stays at a surface level with everything. It seems more like a mix of ideas and jump scares than something cohesive, which is a shame.

It’s a very good parody of Dora on the other hand. The presentation is really top notch.

The puzzles can also get really cryptic. One thing I didn’t understand personally is that at some points in the story where you hit a game over, I wasn’t experiencing a bug where the game didn’t save but it was intentional.

About 20 minutes to complete, the game takes you through different puzzles that are extremely linear and whose solution is obvious. Even the items only exist for the sake of solving one thing (seriously, the shovel and pickaxe just magically disappear after one use, and one of these items could have been used twice but instead you'll have to find a rock the second time you need to break a wall) and are conveniently located on your way. There's a decent amount of atmosphere, but really the game hasn't much more to offer and feels like a demo.

Most of your meager twenty minutes will be walking from point A to B, so really nothing much to say about this game. Not very interesting. The ending is very abrupt and you feel like you were just beginning to get into the game when it happens. There isn't much to say about lore or story either.

Judgment is in many ways much better than Yakuza, be it the story or gameplay. It's a really fun game to play, the combat is very solid compared to Yakuza and the story has much less of the silly interruptions that break the seriousness. The characters are all very fleshed out and from beginning to end the game doesn't suffer from any downfall.

It's a pretty contemplative game with an agreable sound design. The art style is neat and some of the areas are really beautiful to watch, but the game itself gets pretty repetitive even though it's only one hour long.

Some areas feel a bit longer than they should have been and the story isn't really amazing. I enjoyed the progression from nature into a modernized world and how the gibbons face the consequences of humanity but the last part takes a fantasy turn that I didn't really like, instead of focusing on reality.

One thing that's pretty disappointing is how the people are entirely in the background with the exception of one area. They'll not react in anyway to the monkey, not even look toward them or get startled.

The weakest point of the game is definitively the gameplay. It's only two buttons (okay, three with the backflip... which I barely managed to use honestly) and while it's pretty fun, it's actually pretty hard to grasp especially in some areas where it's easy too fall and hard to get back into the trees (which could have been used as a narrative element of how the monkeys can't handle civilisation like the jungle, but ultimately you're just as fast in city as you were in the forest).

A very literal remake of a PS2 game, this game keeps the same flaws a PS2 game would have. Many things like the main story design (including an entire part where you go back and forth to get food for a dog, multiple times in a row) are terrible and only contribute to wasting your time.

The story overall is interesting but the small bits can be really boring. There are a few cool additions such as Majima Everywhere.

One of the biggest flaws of the game is that the combat system has evolved, but the boss movesets haven't. In hard difficulty, you'll be stunned and grounded a LOT especially by the gank fight bosses where you'll face multiple gun holders that will constantly send you to the ground. It's extremely infuriating and the cause of it is that the movesets were not updated to work well with the newer combat system.

Overall an OK game in the original Kiryu series.

The game has a very cool combat system but even though it's very short, it still gets tedious and boring because of the number of encounters. Nothing else is worth noting: the story is boring, there's no level design, it's basic RPG maker art and there is no gameplay outside of walking and battles.

Essentially, it's a very poor dungeon crawler. The game is short but I still felt like it drags on for way longer than it should in the last section.

A much better game than Kiwami 1. It uses the newer engine and everything is much more shaped out, with also many more side quests. The game really feels like a modern Yakuza even when compared to Yakuza 3 - 5.

While the game has lovely art, it's overall pretty unexciting. There are some interesting ideas but the streaming part is very undevelopped for a game supposed to focus on it. I am not a fan of the way you interact with the heroine rather than being the character and interacting with your stream viewers, for example, and I think it somewhat undermines the potential.

As a stat game or a character raising game, it also doesn't have much unfortunately. You really only play to unlock the endings and I found them to be pretty random to get.

A disappointing entry after Yakuza 3. While the story profits from it, separating the game into four playable characters makes it feel empty. The sidequests have been spread out and so is the moveset of a single character, Kiryu. Every character except Kiryu has a specialisation but it makes it very frustrating to fight enemies that can counter it and abuse your weakness.

It was also very boring having to grind four characters from the beginning, not only stats but also their equipments, money, etc.

Moonlighter is a very simple and barebone game that somewhat reminds me of the more complex Flash games from an era ago.

The game is divided in two different parts and they're both fairly limited.

The dungeons are a roguelite loop where you go inside four dungeons looking for loot and to try to beat the boss on the third floor. All dungeons are pretty similar and there's little evolution except an increase in numbers (compensated by your own increase in stats), the enemies are very samey and all of the loot is either materials or random things to sell. There's a limited potion system but all you do is buy them and you can only heal and use things to help you reach the last floor, which makes the game extremely easy to beat.

There's little incentive to grind a single dungeon once you have what you need to craft your armor and weapon, as there's an exponential increase in the value of items and newer dungeons allow you to make better weapons. The low amount of novelty in dungeons also encourages you to rush them.

The merchant side is pretty boring, once you figure it out and improve your shop to make it a little faster, it can be fun fixing item prices but there's not much else. I found the thieves to be annoying and it wasn't worth messing around with prices for rich clients or whenever there was an item becoming popular.

The game has a NG+ with new things unlocked but honestly, I was pretty bored by the time I beat the game and I don't understand why, in a game with so little content, they'd keep things for NG+ instead of including everything at once.

Sidenote, I got an achievement for beating the game in under 10 hours (9h42) and I have to say I really hate this type of steam achievements (though I'm not achievement hunter). There's also one for beating the game with the base brush.

Just as good as the previous game, now in the new map from Yakuza 7 and with a new mode of transportation. The story is just as good as the previous game and so is the rest.

My only complaint would be that I didn't enjoy the way you unlock side quests by tracking them through an app.