Have you ever wanted to play a classic dungeon crawler where you're a kindergartener who gets concussions and experiences her friends get their skin melted off in a horrific cutscene? If you do, that's pretty fucked up, but this is the game for you.

So, starting off with the basic story preview, you play as a little girl known as Arle Nadja. Yes, THE Arle Nadja from Puyo Puyo. She's 6 years old in this game, and in order to graduate kindergarten, she must enter a dangerous tower and collect the 3 orbs. Pretty simple premise, but it works. You'll run into some wacky characters as you go along; Mizuchi is my personal favorite. She's pretty cute, I hope she gets to see Puyo Puyo someday.

So, what's the gameplay like? Well, it's a pretty straight-forward first person dungeon crawler, think classic Shin Megami Tensei or Etrian Oddysey. You run around floors, solve puzzles, find the way to reach the next floor, the typical stuff. The combat is where things get a little more interesting; you get to use a bunch of spells and whatever items you can get your hands on. There's also an odd quirk where you sometimes cast a spell twice, but the requirements on what causes it are pretty nebulous.
I'll give a rundown of every spell.
Fire, Ice Storm, Thunder: These are the main 3 spells you start off with, and they are all very basic attacking spells that don't cost any mana to use. There's not much difference between them, they're all mostly a "pick your flavor of attack". I think some enemies might have different weaknesses, but I don't think this ever really came into play.
Healing: Heals you for a little mana. It's good in the earlygame, but it definitely falls off in favor of the fully restoring items later in the game.
Diacute: For the longest time I had to idea what this did, but apparently it boosts the power of your next attack. I cannot attest to whether or not it's efficient or worth using since this game uses some pretty nebulous methods of discerning how much damage you do, it'll be up to you whether or not you want to Diacute.
Sleep: A spell that puts your enemy to sleep; it's good for buying a turn to use an item or heal up, but otherwise not worth using because your enemy wakes up when you attack them.
Braindumbed: This spell is supposed to make your opponent braindead for a couple of turns, but it just feels like a worse Sleep honestly.
Bayoen: THE classic Arle Nadja move; once you get it, both Sleep and Braindumbed are made irrelevant because this move does damage AND stuns. If you've ever wondered what the hell Bayoen even means, don't worry! This game doesn't either. From what I can tell, it's some sort of prayer spell that covers the enemy with light that "moves" them, which gives the enemy these really glossy eyes that makes them skip turns. I'm not sure what being "moved" feels like, but from what I can gather, it's more like being "overwhelmed with emotion".
Jugem: Probably the most useless move in the game; it's supposedly this powerful move that is hard to hit, but it never landed during my playthrough, so I'm gonna say it's bad.
Revia: This spell returns damage recieved for a set amount of turns, and it is a GODSEND during boss fights because it's passive damage, meaning you can do other stuff and still do damage.
Lwark Void: This one is by far the most confusing one. Supposedly, it "lowers" the defense of the opponent, but I have no idea whether or not it actually does lower the enemy's defense. That said, this spell has another property that isn't mentioned when inspected: it actually attacks twice quite frequently, meaning you'll be doing a lot of double damage when using this thing. Unfortunately it does drain a lot of mana to use this, so use it with caution.
Warp: Available only outside of battle, this baby teleports you directly one floor up. It's a good way to get around the tower once you're typing up loose ends to get the crystals.

Alright, so with that out of the way, a couple miscellaneous thoughts about the game.
- The game is pretty much FULLY VOICE ACTED. That's pretty damn novel for the time! The fact you can hear every character's voice adds so much charm to this game. If hearing the characters talk a lot seems like it would bother you, you can always turn it off.
- The music is INSANELY good. Every theme is super memorable and catchy with the exception of the ailment music which is... annoying.
- The puzzles (with the exception of one) are all pretty good. Maybe not the most challenging, but definitely make sense.
- Given how many gags that only work in Japanese there are in this game, the translation team knocked it out of the park. The original JP script must've been a nightmare to work with, but the end result is fantastic.

Tips if you're ever gonna play:
- Carry around an Antidote Herb, Deworming Herb, and Exorcising Flute with you at all times. You don't want to get stuck with a status ailment you can't cute and have to deal with hearing the awful status music.
- The manji puzzle has to be done in a specific order that you need to have specific knowledge of that isn't explicitly told to you (or at least I didn't run into it). You must enter the portal in a specific order and place the tile appropiate to the portal you enter. MAKE SURE YOU SAVE BEFORE STARTING THE MANJI PUZZLE. SAVE STATE, GO UP TO SAVE, DO ANYTHING BUT FOR THE LOVE OF GOD SAVE BEFORE YOU DO THE MANJI PUZZLE SO YOU DON'T GET POTENTIALLY SOFTLOCKED!! The order you input them is the following: bottom right is one, bottom left is 2, top left is 3, top right is 4. Make sure you stick to the "path of the manji".
- There will only be two-trhee parts where you potentially have to grind. One is maybe Mizuchi, the other is Behemoth, and the last one is the final boss. Grinding shouldn't take too much time, but make sure to not step into the door once you finish the Manji puzzle as it will force you into the cutscene for the final boss. Make sure to grind before taking him on.
- Buy all the Accuracy Herbs you come across. This game has TERRIBLE hitrates and you'll need the most accuracy you can get because you're otherwise going to miss, miss, and miss all the goddamn time.

So yeah, that's Madou Monogatari I for the Turbografx-16. A super charming and fun game that's a great entryway into classic dungeon crawlers with it's shenanigans. It's a pretty short experience overall, so I urge you to try it when you can!

Colorblindness Rating: A?
I'm not too sure on this one, because the gems change color every now and then and I have no clue what that's supposed to mean. I presume it means how kind your soul is, but I really don't know. Please tell me if you can figure it out.

This review is very personal, so if you're expecting my usual reviews where I'll throw out a couple silly comments here and there, I'll be posting one later.



This game is demeaning. It feels like it's taking my disability and turning it into some kind of commodity or circus show for people to point and laugh at before promptly moving on.

I don't get to "move on" from my disability. I don't get to walk away from the screen and be sure that what I am seeing; I often have these periods of time where I get a crushing feeling that what I am looking at isn't real. The sheer distrust that I have over a simple concept like colors terrifies me; it's not like a typical phobia where I can have a hope of not encountering what terrifies me, you can't escape colors just like how you can't escape gravity or oxygen. Color is a facet of daily life that I struggle with every single day, and it's something I'll have to live with until I die.
It sounds ridiculous, but my disability makes me terrified of meeting new people, especially in an academic or work environment as I'll likely have to handle something that is color-coded or they'll throw out a description that involves a color and I'll be unable to do it. I hate feeling useless and I hate feeling like a complete burden. I hate people having to work around me and I hate making people have to go out of their way to accomodate for me. It's very often that many school assignments given to me require things to be labeled or highlighted in a certain color, and I can't do it. I have to ask the teacher for a special accomodation that is typically convoluted and it makes my stomach churn.
I have a very vivid memory of volunteering to work on being a Stage Manager for one of my school plays, and part of the job required me to move around a few stage pieces. The issue rose in the fact that the places I had to move the stage pieces were labeled with red and green tape, and in the middle of the break, I had to frantically get someone to help me figure out which was which. It felt horrible having to bother someone to help me, but I didn't have a choice. It was at that moment that it really hit me; it will be like this for the rest of my life. I won't ever have the security of knowing that I can trust the colors I'm seeing, and given just how widespread the belief "colors are something everyone can see properly" is, I will never stop struggling. I will have to consistently tell people that I'm colorblind for the rest of my life and have them accomodate me like I'm extra baggage. I'll never stop hearing people ask "what color is this?" whenever I tell them I'm colorblind.

I think what doesn't help is the fact that I believe I have Tritanopia, a form of colorblindness that affects the yellow-blue spectrum. Among the typical colorblind issues I have (red-green, blue-purple, grey-green, red-orange), a particular color has been confounding me; a particular shade of green that I saw as light blue. It took a long time for me to realize, but I realized while watching a video that green and blue fall in the Tritanopia yellow-blue colorblindness spectrum, which would explain how I mixed those two colors up.
If I had Tritanopia, it would explain why I struggle with much more than just red-green like most people. In fact, it would explain why I struggle so much with color.
That said, approximately 0.0001% of the world has Tritanopia, meaning that I would be one of the approximate 80 people in the world to have this type of disability. I think that if there is a god, he must have hated who I was in my past life considering my already weak body.

I've always sought refuge in games, but games can't guarantee escapism like they do for everyone else; again, I can't really escape color in most games. My disability means I don't get to enjoy games like others do. Every time I start a new game, I have to worry if I'll be able to enjoy it. The first thought when I first start as game is "I hope I can enjoy this game without it being an issue"; is that any way to live? I should be thinking "I hope this is fun" or "I wonder if it'll incorporate aspects of similar titles in the genre".
I despise this feeling of dread that I'll eventually run into a barrier due to my disability but I hate it even more when I do. It's an added layer of unintended difficulty that I have to deal with, and if the game devs choose unfortunate colors, it becomes impossible for me to progress. I hate it so much, I despise my disability so much. I've been finding ways to cope with the contempt I have for my disability by joking about it occassionally, but it's not something I can ever hope escape.

In a way, I guess the Colorblindness Rating thing I've been doing is another way to cope with my disability. Putting words down about my specific experiences can maybe help make people consider what it's like to be in my shoes. I know it's impossible for people to see the way I do, but as long as they have read it and ponder on it for a couple seconds, I think I'll be satisfied.

Colorblindness Rating: F
My disability is not your quirky mobile game gimmick for you to play with, RocappDev.

What a miserable game; I'm going to go finish my Madou Monogatari I review.

I was going to say "hey another first review" but then fucking Napalm Man from Mega Man 5 stole it?? What??

Well, whatever. I suck at this game BAD. I've played literally every country and I still manage to somehow lose, I don't know why because I've tried a lot of different strats, but I guess I simply don't have what it takes to be a good military general...

Or...

Maybe it's the game that sucks.

Colorblindness Rating: F
Good luck trying to figure out what pieces are yours or what is even happening sometimes. German? Russian? Or Japanese? American? It's IMPOSSIBLE to tell.
Some board game versions of this game change up how the pieces look to better fit their respective armies; not so in this game.
Screw this game.

anna run anna go. where does anna go? i dunno

i'll make a proper review once i finish this game but HOLY FUCK if you think the hitrates in fe6 are bad you should get a load of this game
if i read "but she trips!" one more time i'm going to punt this concussed kindergartener into the stratosphere

1996

if sex is so good why isn't there a– holy SHIT

This is a game that made me feel ill while playing, and I wasn't even playing it on actual hardware. I don't know if it was the fact that I was throwing up yesterday or the fact that the intestine-like pieces coupled with the red filter over the game evoked some visceral feelings.

Essentially, this game has you drop pieces that you're supposed to link together like... intestines, I guess? Once you pop enough intestines, a little fairy deletes your bottom row, and once you reach a certain threshold, you move on to the next level.
At first I liked the gameplay idea, it's kind of like Puyo Puyo where you build up your pieces to let them explode in one big pay-off, but the game gets kind of punishing if you get unlucky with pieces. If your big chain gets blocked off by unlucky pieces, it's pretty much impossible to recover unless you get lucky with the fairy. Oh, and good luck actually building anything once the game starts giving you double pieces.
It doesn't help that the inputs feel clunky, taking about half a second delay before actually moving, which is NOT GOOD for a puzzle game like this. In addition, there's no good feedback response that tells you when your piece "sets" in place, meaning that you'll accidentally move the piece when you don't want to, or you'll waste time placing your next piece.

All-in-all, the gameplay concept has a lot of potential, and it's kind of a shame it didn't get a chance to redeem itself on better hardware (AKA not the fucking VIRTUAL BOY) and with more dev time.
I'll add a star for the cute anime girl on the right; apparently the creator, Megu-tan, created her as the ideal version of herself? It's cool to see trans game creators outside of Western studios. You can read an interview with Megu-tan here, it's not a long read.

Colorblindness Rating: A
Virtual Boy games are monochromatic. No issues here.

This is a game about precision, where you must, uh... for lack of a better term, edge the ball as to not hit the black spots when you're descending the pole.

...Yeah.

Another first review for me.

This is a pretty morally fucked game. You're some random person who has a hand x-ray machine and access to a variety of energy guns that will EXPLODE the fuck out of any alien you come across and give any person next to them PTSD. Hell, you even have to FIRE AT PROTESTORS AND CHILDREN at one point in the game; this is some seriously fucked up stuff. You begin to feel really bad for the aliens as you slowly begin to dread how fucked up the next gun you unlock will be.

Gameplay loop is the most basic it could be. You scan around for aliens, find them, shoot them while avoiding hitting a human. The game tries to mix up the formula at times by making you hit a radio tower that's jamming your scanner or making you aim for the head, but they don't really change much. At the end of every section there's a part where you have to basically massacre an alien base and rescue the citizens, which is probably the only morally correct thing you do in this game, but at the same time... the game has a really skewed way to measure what a "citizen" is, counting stuff like balloons, inflatable tubes, and fire hydrants as "citizens".

This game is very light on story; the only real dialogue you get is from the Alien King who mostly just taunts you and then teleports away. However, the implications of a lot of things are really fucked. You basically just bust into people's houses and fire away, you break into company buildings and shoot the CEO's wife, you go to a PRESIDENTIAL INAUGURATION AND FIRE AT ONE OF THE GUARDS, you GO TO PLAYGROUNDS AND FIRE INTO A CROWD OF CHILDREN! If you miss YOU TURN THAT CHILD TO A SKELETON. This game is FUCKED up.

Oh, and there's like, a really unsatisfying ending where the Alien King just runs away and you don't get much closure or "congratulations the aliens are now gone". The threat you've fought the entire game is presumably still around, so... kind of just a big waste of time.

All-in-all, this goes above Pokemon Scarlet/Violet.

Colorblindness Rating: A
There's no color issues in this game thankfully.

I looked at @C_F's 'Short ass JRPG' list and thought the name sounded cool, and while I think calling it a JRPG is kind of misleading, it's still a pretty damn good game surprisingly! I didn't expect to have such a fun time playing a Gameboy Color game, but hot damn, Power Quest proves to be a genuinely fun pseudo-fighting game that feels really damn good to play.
The game is pretty short, I beat it in about 2 short sittings? So I would definitely suggest playing this as a "breather" game if you're in the middle of a marathon or the like.

The game is pretty light on the story so I'll gloss over it quickly. The hot new craze around the globe is Model Fighting; basically Gundam x Battlebots. Your goal is to win the tournament that's coming up, but you'll need to work your way up to buy the upgrades necessary to stand a chance in the battles to come.
Let's talk gameplay. As I said before, this plays pretty much like a fighting game, so it's a 1v1 fighting game format ALA Mortal Kombat or Street Fighter; you've even got meter and air grabs! If you're familiar with typical fighting game quartercircle inputs, picking up this game's inputs should be a cinch.
You've got a selection of five Model robots to pick from, which are as follows:
Max Model: The basic "shoto" archetype, think Ryu from Street Fighter. His special moves are a classic Shoryuken/DP, a floor projectile kind of like Terry Bogard's Power Wave, and he also has a simple 2-hit lunging punch combo that you can chain a super input into which makes him a nice beginner's pick.
Speed Model: This was the model I played the most during the main story. She kind of plays like Sakura from Street Fighter, really speedy and even has the classic Street Fighter aerial kick (or "sex kick" if you come from Smash). Her specials are kind of unique in that I have a hard time describing some of them to another kind of fighting game character, but I'll try. She lacks any kind of projectile, but she has a fantastic meaty option in her 236A input, it's similar to GBVSR' Ferry's Geegee, just in the form of a fist. On the topic of Ferry, the Speed Model also has a dive kick which is super useful for getting in, and her last special move is a sort of air kick that can sometimes be useful for catching landing opponents, but I really only used it when comboing off the dive kick.
Gong Model: This guy's your classic grappler character. True to fashion, he is also the worst Model out of the main 5. He has a super armor charge that's similar to Tager from Blazblue, and he also has a grab super move where he lunges forward like Kanji Tatsumi in BBTAG (or P4A, I suppose). The main issue that the Gong Model has is that all of it's moves suffer from really bad endlag and he struggles hard against opponents in the air, which is not great when the best models tend to have good air approach options.
Axe Model: This guy's a weird xenomorph guy and he's a ton of fun to play. He's got Reptile's strange projectile that can be deceptively hard to dodge, and he's also got GBVSR Charlotta's frontflip which sends him spinning in a ball toward the opponent like an alien bowling ball.
Lon Model: Although it says this model has "kung-fu moves", this guy plays uncannily similar to Terry Bogard, just with different specials. I'm not joking, he literally has Power Wave AND Crack Shoot.
So, I'm sure you're wondering which Model is the best and worse one.
In terms of the best Model, I think it's a toss-up between the Speed and Axe Model. The Speed Model has a ton of good moves and combos but lacks a projectile. The Axe Model has a ton of tools to get in easily but it sometimes has a hard time staying in if his the sweep attack fails. It boils down to a matter of taste, basically.
As for the worst Model, that easily goes to Borot. What, I didn't mention this guy? Well he's basically a joke character that only shows up in the 1P mode. He cannot jump, he cannot kick, he can only move back and forth and punch. I don't know what the devs were thinking, but I'm sure they were having a laugh when making this game.

So, what holds back this game from being 5 stars? Well, I think the campaign mode can get really grindy. You'll have to grind a ton of money to upgrade all of your parts, and at best you'll maybe be getting 200 credits per win at the factory when you need to buy upgrades worth 40,000. If you want my opinion, I would put in the following password once you get tired of the campaign in order to experience the National Finals of the campaign. As I said, the game is pretty light on story, so you're not really missing out on much and you get a pretty good challenge out of it.
3-2-R-Y
D-V-N-S
D-2-S-P

Colorblindness Rating: B
When making descriptions for all the Models, I made sure to check what color your model was compared to your opponent in ditto matches. From what I could tell, the devs were actually pretty good about making the colors distinct with the exception of the Lon Model, which has your brown model fight a red one.
For the curious, here are the color comparisons.
Max - blue player, red opponent
Speed - green player, pink opponent
Gong - purple player, red opponent
Axe - grey player, purple opponent
Lon - brown player, red opponent (!!)

The simple and humble Pokéwalker; how do you even go about giving this thing a rating?

It's basically just a thing you lug around and you get a bunch of EXP for the Pokemon you store into it... or so I thought, but apparently this tiny pokeball device is more sophisticated than I first thought. You transfer a Pokemon into it through inalambric means, and you can do quite a fair bit with it!
Would you believe me if I said you could fight and catch other Pokemon on this tiny screen? It's true! You can even get some Kanto-locked Pokemon like Murkrow early, that's pretty cool. Bulbapedia has a list dedicated to what Pokemon you can find, and they even use the Pokewalker sprites! If you've ever wondered what some Gen 3+ Pokemon might've looked like in the original Gameboy games, these give you a good idea as to what they might've looked like.
There's also the Item Finder minigame where you can find stuff like Antidotes, but I hardly remember getting anything useful, so I would probably just ignore it; Pokewalker battling is much more fun anyway.

Also, another thing to note: these things last a LONG time. I found my old Pokewalker 3 years ago and it still had juice. I'm 99% sure that whenever the Earth freezes over and aliens come explore the ruins of human society, they'll find a Pokewalker at 80% charge with a Lugia still stored in it. That's how long these small little things last, it's crazy.

So yeah, Pokewalker was a pretty cool novelty.

Colorblindness Rating: A
Much like a GameBoy game, there's only two colors here since it's on an LCD Screen. No issues here.

There comes a time and place when playing a series that you begin to get fatigued at. This game completely fails at doing what it's predecessors did, and in the end it turns into just kind of a frustrating mess. Now, after reading @zeusdeegoose's review, I couldn't agree more. If it ain't broke, don't fix it.

Let's start off with mechanics. Zero 2 had probably my favorite mechanics with how much fun Chain Rod was, Zero 3's Recoil Rod wasn't as good and felt more like a chore but there were some elements in some levels I at least thought were neat... What does Zero 4 have? Well, it removes the classic Shield Boomerang and Rod weapon, replacing those with... the Zero Knuckle? Well, on paper, I like the idea. I've always been a fan of experimenting with new enemy weapons and seeing what they can do, kind of like how Kirby encourages the player to try enemy abilities when possible. However, the Zero Knuckle just kind of sucks to use in general. Most of the abilities you steal tend to just be inferior versions of the Buster, and those that aren't tend to have some kind of drawback. The splitting missile, for example, has a horrendous amount of downtime that prevents you from using your other weapons, and it also runs out of ammo after just 4 shots. Oh, and also, you HAVE to open up the menu, confirm that you're dumping a weapon with ZERO AMMO LEFT, and then you can play the game again. Seriously, how on earth are the NES games better than a GBA game on that front? This sounds minor, but when you're doing this multiple times over the course of a level, it gets grating. We lost the Rod and Shield Boomerang for this? I made fun of Shield Boomerang for being borderline useless, but after the massive glow-up it got in Zero 3, losing it just feels like a loss on all fronts when all we get in return is a bad weapon system that you're literally better off not using.
Level Design feels more gimmicky than ever, and while that's not necessarily a bad thing, some gimmicks aren't very fun at all, and I will get to a particular one later that made me drop the game. Not only are a majority of the levels gimmicky, but they also change with... the WEATHER? Who the hell asked for a weather mechanic in this game? That's like adding a mid-air dash to a Yakuza game, it's just not a game that needs it nor does it really fit the game. In fact, I think it DETRACTS from the game, as levels that are snowy make them even less memorable. The weather mechanic just feels like a needless addition to a game that didn't need it. Would be nice if that was the end of it, no? Just being a needless and dumb addition? Well buckle your damn seatbelt, because guess what I learned from zeusdeegoose's review? THE EX SKILLS ARE TIED TO THE DAMN WEATHER. I'm dead fucking serious. The game NEVER explains this to you and I thought it was ranking-based again, so you have to play the stages on conditions that make it more of a slog in order to get the EX Skill, and as it turns out, these EX Skills are the ONLY WAY TO DO ELEMENTAL DAMAGE???? WHEN ALL YOU NEEDED TO DO LAST TIME WAS JUST CHARGE YOUR Z-SABER OR BUSTER WITH THE RIGHT BODY CHIP???? These changes are just BAFFLING, but I'm not done yet.
This game also introduces CRAFTING. Craft what? Well the game never really tells you, but it's how you unlock THE DAMN BODY PARTS. Who in the hell asked for this? It wouldn't be so bad if it AT LEAST told you "hey you need these pieces to craft this", but you're left with NOTHING. I tried crafting once, got junk out of it, and figured it was only maybe for collectibles because I didn't expect this series to make such an unnecessary drastic change from what people LIKED ABOUT THE PREVIOUS GAMES. It's like the people who worked on this game didn't know anything about the previous ones, and I wouldn't be surprised if this turned out to be the case!
Most of my complaints about Zero 3 persist in this game, perhaps to an even greater extent. The bosses continue to not SHUT UP ever, and their patterns are even more asinine to try and learn because of how tight or unpredictable they are. I kind of just stopped having fun playing this game because Mega Man as a SERIES is known for having memorable boss fights, and this is absolutely NOT it.

So, let's move past all that and move on to story, at least the little that I experienced.

Minor spoilers ahead, you've been warned.

So this game puts more emphasis on the humans, an aspect of the story that has sort of been underrepresented in the series. I think the portrayal of the humans was fine enough; they were frustrating to deal with, but you kind of get it. It's been war after war that they've been caught in the middle of, and they want none of it. Still, they are unable to do much by themselves and require your help after you persuade them, which was neat, I guess.
There's also the Craft and Neige thing, which is mostly about "dying for what you believe in than live kneeling", a sentiment that I am pretty familiar with since it was popularized by one of my very own countrymen: Mexican Revolutionary Emiliano Zapata. In essence, they're both in love with each other, but are at odds due to their personal beliefs. Craft wants Neige to live kneeling, while Neige would rather die for her beliefs. It's an interesting dynamic, and that's probably one of this game's only strong points.

And now for the reason I dropped this game.
Colorblindness Rating: D-
Zero 3 had it bad with the holographic doors, but at the very LEAST those were optional. In Mino Magnus' stage, there is a certain gimmick with two different polarities... represented with blue and purple, picking two shades that are impossible for me to discern. Oh, but you need to know which is which because otherwise you don't know what color bomb is going to come at you and which one isn't so I had to load savestate after savestate; there comes a point where I just get fucking fed up and stop caring, damageboosting through the entire stage because I couldn't be assed to try and play a stage that doesn't give a damn about me.
Oh, and guess what? Mino Magnus brings back the color mechanic during his boss fight; and at that point, I decided "fuck it". This game does not respect my time and I shouldn't respect it either, which is why I'm dropping it.

I won't get to see how it ends, but I don't particularly care to anyway. Zero 3 ended pretty conclusively, and all I need to do is headcanon that Zero stopped Weil at the same time as Omega and nothing changes in my head.

Elden Ring on the Game Boy?! Yeah, it's real! Only goes up to Godrick the Grafted though.
So, as technically my first Soulslike not really, I thought it was just a pretty ok experience, you can finish it in one or two sittings. The game mainly switches between classic Zelda-like top-down gameplay where you can roll and a sidescroller experience a little bit like classic Mega Man where you jump instead of roll.
Bosses were pretty fun, learning the boss patterns was neat and I think they did a good job porting a tiny bit of the game into a Gameboy game. Maybe I'll learn to appreciate it more when (or if) I play the actual Elden Ring.

Colorblindness Rating: ---
It's a GAMEBOY game, not even a GAMEBOY COLOR, the OG GAMEBOY. There's no color to be seen here!
So I guess that makes this pretty colorblind-friendly. Neat.