Let me preface this by saying I did enjoy Bomb Rush Cyberfunk. I'll give it a high rating cuz it absolutely nailed the presentation and overall feel. The core mechanics are wonderful, but I actually have a lot of criticism to lay on it.

The game Is at its funnest when you're just messing around its various stages, and its sadly at its worst when you're doing anything related to the critical path. It's not even that its bad, it's just boring and painfuly easy. Every crew is hyped up to be a threat, but nothing they ask of you is any challenge. If anything, as you play more, the difficulty curve actually goes DOWN. I beat the final crew with double the score they got, and I didn't even do any fancy tricks. The dream sequences are the only remotely challenging parts, but they go by very quickly.

Now, it's one thing to be too easy, but the structure is terribly formulaic as well. Every chapter pretty much goes down the same way, with every crew you face feeling practically identical to one another. There are story sections that do move things forward, but for the most part, it feels like you're always doing the same thing. Even the dream sequences, as fun as they are, still suffer from becoming just an expected part of a repeating formula.

Something everyone's pointed out is the underbaked and unpolished combat. Suffice to say, it doesn't feel good, but I think it could have worked. If anything, a lock-on button or system would have greatly helped

Lastly, it can be janky, pretty janky in both gameplay and stability. It crashed a few times when loading, and once on the final boss, which itself is pretty janky to fight.

Oh, and the story is just... bizarre.

Came for the gameplay, stayed for the world and characters.

Ever get that feeling that a game never truly ends? That, whenever you think you're almost done, the game surprises you with hidden areas and quests? Curse Crackers is that kind of game. I would most closely compare it to Super Mario World, which blew my mind as a kid with all its secrets scattered through the world map. Curse Crackers takes it one step beyond with its lovable cast of characters and storylines.

I really grew to love most if not all characters, and I became genuinely invested in the lore and mysteries laid throughout. There's still some loose threads at the ends, so hopefuly Colorgrave will make a sequel some day.

Very cathartic and well designed, if somewhat short and a little unpolished.
I do have to subtract some points for that, because the first phase of the final boss giltched out and just stood there, taking punches as if it wished to be killed. The second phase glitched out too, because something made all sound effects disappear all together.
Odd, very odd, and I’d be more forgiving if it wasn’t such a short experience, but at least it’s a very sweet one, warts and all.

Aight, I'll just say it:
This game > Metroid Dread.
Prince of Persia: The Lost Crown is THE shinning example of AAA metroidvania.

It's never challenging, but it's pretty cathartic once you start upgrading your copy abilities. Wreaking levels is fun and looking for Waddledees is pretty relaxing. Even the bosses, while easy, are still pretty cool because they have varied movesets and super dynamic camera angles.

It's a quality title, but it barely manages to stand out from any game that emulates the Classicvania style. The bosses and level design are good, and the graphics are appealing, but there's a distinct lack of any kind of twist or surprise that could have given it an identity of its own.
Lords of Exile is also extremely short, with only 8 short stages. I was honestly expecting a 'Wily Castle'-esque sequence of stages after the 8th stage, but the game just sorta ends anticlimactically.

There's deffinitely stuff to enjoy in its turn-based combat, but the dialogue is abyssmal and there's a ton of it.

While not revolutionary in any way, UnderDungeon is packed with so much creativity and charisma. I picked it up on a whim and was surprised at just how thoroughly I enjoyed it. I particularly enjoyed the setting and humor, which pokes fun at capitalist work culture while still having a lot of heart and not being entirely cynical. The plot as a whole is very absurd, and the ending I got was both hilarious and depressing.
I also commend UnderDungeon for not being any longer than needed. It stops just short of becoming too formulaic, and even tho every scenario boils down to the same exploration formula, curve balls are thrown left and right to keep each of them interesting and novel.

Thank god the arcade version got released on Switch and I didn't just stick to emulating the TurboGrafx16 port, because 90% of Splatterhouse's appeal lies on its sound and visuals.
That's not to say that the game isn't fun. It's mindlessly simple, but so damn satisfying. There's even some decent challenge to be found on some of the later stages.

It bothers me that this game is advertised to have 5 different endings. It really only has 2 satisfying conclusions. The other 3 are just random death traps that boot you to the title screen.

That aside, this is probably the scariest game I've played. The Nun is truly terrifying, and even tho by the end I got very good at avoiding her, she still never ceased to send me into full-blown panic whenever she actually gave chase.

This game must be doing something right, because despite being pretty awful to play, I still felt compelled to finish it. I guess it has its charm, but it's really uncomfortable to control and its level design is anemic. It won't really satisfy but the most faithful of retro gamers.

Unfortunately, Retro Revengers is only half a game. You play the first 5 stages with a specific character each, and then you start over, but with all 5 characters available to switch to mid stage. Along with the boss rush at the end, you fight all 5 bosses 3 times each with no alterations, and they're not very complex to begin with. At least the final boss is pretty fun.

The 5 different characters are a neat feature, but not all of them are useful in most situations, and there's one I'd say is completely worthless. All in all, Retro Revengers is decently fun, but completely skippable

I thoroughly enjoyed Pikmin 4. However, I played through the original trilogy in the lead up to 4's release, and I'd be lying if I said this game doesn't make some tragic missteps in comparison, most glaring of all are the lack of difficulty and the egregiously aggressive accesibility.

I doubt the game would be much of a challenge for even newcomers. Oatchi alone, as useful as he is, makes short work of all enemies and even most bosses. He's still a very fun addition, but his implementation is kind of at odds with the identity of the series as a whole. When all your pikmin are neatly resting on his fur, it no longer feels like you're commanding an army like before. Bosses like the Beaddy Long Legs or the Man-at-Legs are rendered completly harmless by this. I wish more thought had gone into balancing the Oatchi factor in all encounters.

A game that perfectly recreates the experience of playing a crappy NES game. Modestly fun and clearly made out of passion, but its sloppy execution and cheap difficulty prevent it from being anything great.
Of course, the team went on to make much better things, so I can appreciate Oniken as the formative title it was.

Reminds me a lot of Shinrei Jusatsushi Tarōmaru. It’s deffinitely not as insane or creative, but I do love me some boss rush ninja action.

Overall, it’s fast, intense and ends while it’s still fun, so I recommend.