It's a small little cute adventure from the Sokpop lads. It can be quite tedious to play with an AI buddy, since the game is a bit buggy on all fronts. Later tasks can be quite cumbersome. But a lot of the emergent design and mechanics made this puzzler very endearing.

It's a little 15 minutes, fourth-wall breaking experience. It does some interesting things with the mechanics it provides, but that's pretty much it.

This is less of a game and more of an educational game design piece of the simple concept of Lockpicking in games. Definitely interested if you have the slightest interest in game design.

Absolutely wonderful experience. I am astonished by its technical and creative execution. While the story follows a basic twist with very poetic writing, its just so brillantly executed upon that I would recommend you to play this 10 minute experience.

This game on paper reeks mediocraty. The "top-down" gameplay is repetitive and uninspiring, some mechanics are just straight up bizarre (the "shooting down on a edge" mechanic is ???) and it looks quite rough for a 2016 game.
Despite all of that, I always look rather fondly back to this game. The setting - A 1950s sci-fi movie set inside a directors commentary - and characters ooze soo much charm and personality that it basically carries the game. The ending though is quite confusing and weird.

If you have nothing else to do, maybe check this game out.

I remember the campaign being pretty dry. The multiplayer stands out to me as being so different to the rest of the franchise. It was decent.

This game tries so hard to be serious, but it uses FMVs to push the narrative forward, and they are always so fucking fake and stupid I love it. Oh and the driving is cool I guess.

It is a ordinary open-world ubisoft game with a hacker aesthetic thrown ontop of it. My shit has a stronger personality than the main protagonist - a literal blank slate. Hacking is cool I guess and the "street cred" status you have changes your gameplay a tiny bit, but I don't see a reason playing this if you want to experience an open world game.

Jump, dodge and move around, praying that your ass won't be handed to a fucking big ball for the 50th time. I looked up a walkthrough for the last level and mimicked the movement of it because fuck that one.

30 minutes of gameplay that feels pretty much like a game you find on newgrounds.

Neat movement mechanics with an almost "children book" story sprinkled on top. Artstyle is pretty ok and the level design can become a bit confusing at time, but other than that it was an enjoyable experience.

LIGHT SPOILERS HERE

...Apparently the game is about the Stages of Grief and Loss (like there are words sprinkled throughout the game world like DENIAL) and honestly.... I did not see that at all. Guess my peanut brain didn't pay too much close attention to it.

A Game of Waiting: Making every action just excruciatingly slow and long doesnt make the game a peaceful, self-reflecting experience. Fall damage for this kind of game? What a load of bullcrap.

While you were partying, I studied the Blade & Soul.

I loved the game when it first launched in 2018. After Homecoming, it didn't felt like the same game anymore, so I sadly stopped playing. Its unfortunate that a good game was just ripped completly apart just for the sake of change.

This game doesn't look and feel like a game released in 2015. It feels like a pre-Newgrounds style platformer... but not really in a good way.

This 2D jump and run is as simple as you can get - you have to collect x amount of crystals to win the level. The shoehorned mechanic of swapping characters is just boring, annoying and just not fun or engaging. The health/respawn system is what killed it for me - Gettin' one hitted by some dumb ass enemies is just annoying. I dont want to waste my time playing games like these.