The combat is interesting, and it has good style - it just feels like it could have used a bit more budget. NPC character models are very unique, but get reused a lot which feels strange. I wish there was more card variety since after a bit I settled in on my deck and never felt compelled to change.

But most of all, I wish there was a way to go back to previous levels. If you miss a collectable or a side quest, there's no way to go get it after you leave that level unfortunately.

Very similar to West of Loathing, with the same good writing and style of gameplay. The combat didn't feel great - most of the interesting things to do were on the first turn, and by the end of the game many encounters just were played out the same way over and over. I also felt that the over-abundance of equipment made it tricky to figure out the best equipment for any one time. One final issue was that the game dragged out in the end for me, there were a few places where the RNG caused some items I needed to advance to not spawn for a long time.

It feels like if the game was a bit tighter and shorter that it would have been better. The writing is fun - and that's the primary reason to play this one.

A very chill game that knows exactly what it wants to do, and does it well. The collecting and platforming are fun without being too much, and the art style is great. It's fairly short and didn't overstay it's welcome.

The only thing I wish was that there was a late game unlock to help you find any of the missing Tinykin you didn't find as you were playing through. (Or even just an indicator of which levels still had Tinykin that weren't found).

The visuals and music are top notch - but the gameplay is a bit shallow. Thankfully the game itself is fairly short, and the various different environments were interesting enough to carry through.

This was a fun twist on dungeon crawling - I appreciated how it prevented you from falling into just using your favorite combinations of skills and characters by tying character progression to completing different quests, each of which required using the different characters and abilities in differing combinations.

I will say that it felt maybe a bit long by the end, and there was a bit of grinding that I needed to do in order to finish the game off. But overall, really enjoyable.

I liked the twists to the turn based combat from the last game - and in general it was a fairly fun game.

Navigating the overworld wasn't as fun, and it got to be a bit too finicky (especially when trying to figure out how to get to some of the quests in the late world).

I also wish the time to level up the characters was a bit shorter, and that the level cap of 30 was higher. Especially since many of the abilities take multiple level ups to unlock, it felt like it took a long time to unlock new abilities for the characters. I also hit the level cap before the end of the game, so no new mechanics were available to me as I finished it up.

Overall, I found the game itself enjoyable if somewhat repetitive.

A fun enough auto-shooter, although I wish there was a bit more variety and perhaps some meta-progression to work toward. It was great how each character has very different rules - which forces you to change up your strategy for each one. I also liked how the RNG biases toward decisions you've already made, so you can influence what kinds of build you would like to have while still retaining some level of randomness.

I do wish that there was more variety in terms of the map - both the physical map and the types and waves of enemies that spawn. As it is, you play each character on the same map and the enemy waves are the same each time, which creates a feeling of repetitiveness. I also wish there was some sort of meta-progression. While each character you win with typically unlocks a new weapon, that wasn't enough to make it feel like I was growing with each run as is common in rouge-lites.

This is the kind of game that is best played if you have 30 minutes here or 30 minutes there to put in a run, rather than playing it straight all the way through. It's quite fun in short bursts, but rather grindy when played in longer sessions.

This was generally fine - the core gunplay didn't feel great, but by the time many of the mobility options were unlocked it got more fun. The game seemed somewhat buggy to me, but I could see how this would form the basis for a more solid sequel. As it was, it wasn't great, but it wasn't terrible either.

The RPG bits were a bit repetitive given the rougelike nature of the game, but I did enjoy the deckbuilding aspects - specifically having to manage two decks for negotiation and combat. I finished with 2 of the 3 characters.

2017

Truly excellent. Bioshock with some horror elements, good narrative, well balanced gameplay, side quests that felt meaningful, and interesting non-obvious choices to make throughout.

This was good for what it was - a short 2d adventure game. The lack of a quest log was mitigated by the short game length which meant you could keep your objectives easily in mind. The game did feel a bit padded by having to do a bit of back tracking. Combat was a bit flat, which was OK during the main game but grew stale somewhat quickly on the train in the DLC.

A good looking, fun, distillation of the original Spider-Man game. I appreciated how this game was more focused than the original, with less filler content (no more doing 5 crimes in each neighborhood for instance). The combat takes a bit to get used to, but it is fun. My style was to play more stealthy, slowly taking the enemies out, although the trophy design on this one is clearly aimed at players who are doing more direct combat.

The game is gorgeous, and the Manhattan map as fun to move around as the last one (although with the curious omission of the Chrystler building).

A solid sequel to the first Dishonored - it's a lot more of the same, which is great.

Blossom Tales is pretty good for what it is - clearly a Link to the Past-alike, and it pulls that off fairly well. My main issues with the game were the repetitive puzzle designs, and the straight-forward dungeons. There's a core of a good idea here, it just falls slightly flat.

My Mount Rushmore of TV is The Sopranos, Breaking Bad, The Wire and Deadwood, so As Dusk Falls was right up my alley. I am also obviously biased, but the xCloud implementation was top notch.