In the search of identity and one selfs, it's kinda dissapointing to see that the level of agency the game offers to the player is so limited. Nevertheless, it's short, beautiful and tells an interesting, but already told, story. Give it a try.

Jotun is a boss rush game filled with padding and boredom. The meat of the game - the bosses - are damn disappointing gameplay-wise and don't really feel like big epic bosses.
For a game focused on combat, the player offers little to no actual tactics to employ; you can only rely on your basic, slow, attacks and a pityful dodgeroll. Each boss usually revolves around going close to them (usually right underneath them) and just attacking their feet until they die. The filler between the bosses are just so goddamn boring and only serve the purpose of stretching the playtime.

The animations are solid with alot of telegraphing, but overall the gameplay is just a goddamn disappointment.

It uses its mechanics ""elegantly"" (as in, it's very simple and efficient for the player to understand and use), yet by the later half of the game, its kinda held back from its limited mechanics. This also impacts the boss mechanics: While it makes use of all of the players toolset, some can feel relativitly janky (see lava slime boss). It doesn't help that the bosses dont feel like bosses, but rather like "short super-meat-boy like puzzle levels". By that I mean the player is just trying to quickly go through the first 30 seconds of the encounter and try to hit its weakspot without dying. Doing so otherwise complicates the fight unnecessarly and just makes it way too hard and tedious than it needs to be.

It's an alright game with a cool hyperfocus on one mechanic, but that is pretty much it.

It's a short 2001: A Space Odyssey spoof that is also a murder mystery game. It puts all it's effort into the presentation and its - dare I say - a bit too much.(especially when interaction with objects, only to get interrupted by the interrogation fella) Nevertheless, it looks suprisingly well - a lot of visuals remind me of Fullbrights Tacoma (but in a good way!). The mystery gameplay is quite simple - one gathers evidence by snapping a few pics and look for any contradicting statements. Sadly, you can just brute force it by just spamming every picture available.

For the price of PayWhatYouWant aka. Free€, I would suggest you to check this half hour adventure with albeit weak detective gameplay.

While the art and world of the game warrants a playthrough in my eyes, the puzzles/gameplay sequences are just trial-by-error jank horror that feel more frustrating than clever.

The Müll Littoral is a game about anxiety. A fact that is somehow repeatedly hammered to the player through the worldbuilding, characters and dialogue. I guess subtely is overrated.

It's just a prototype. I am not a fan of games where the janky controls are the meat of the game.

It's hard to create an engaging narrative where "you", the player, already has a lot of unwriten history with the other character. it sadly cannot grasp a truly captivating story for the player, as it fizzels out into the credits right once it gets interesting. In the end, it feels more like a proof-of-concept for what it wants to be rather than being a self-encapsulating, fulfilling story.

At first I thought this was a game akin to The Stanley Parable, since the presentation kind of implies it. (I know that's dumb af of me to assume; it's like Persona 5 fans listening to Jazz music and saying ohh getting real Persona 5 vibes here)
Yet it takes the "creepy path" wayyy too soon. It feels cheap, since the setup is compelling enough for the player to venture forth and see what's it all about. However, it seems that the developers lacked any real confidence in their idea and instead just threw in some tropey "you are not in control" stuff with some added creepy vibes. Progressing with the later half of the game is a chore because the way the level is structured due to the "creepy twist". Sadly, this kind of soured my experience.

It's like 30 minutes long or so, play it if ya got it through the itch racial justice bundle.

The most exhilarating french tennis experience.

Never played the original, but that fan-made, unofficial, meme sequel sure is a suprisingly good platformer.

I grabbed this game off the Itch Racial Justice Bundle.

Four Sided Fantasy (the name doesn't make sense in the context of the game) is a Puzzle Platformer with core mechanics similar to DYO. For a puzzle platformer, it isn't really difficult, it lacks any polish/feels a bit stretched out and cheap, but it was certainly pleasent as each mechanics were used to their limits.
That being said: This game feels unfinished and unpolished - not because the developers were lazy, but because they cleary lacked the funds to pursue more development on it. A story is hinted throughout the gameplay and world; the two protagonists of this shifting landscape, the static instant-death pits and the cameras, all hint towards a more defined narrative. Yet, the game is a puzzle carousel, where each scenario/chapter ends with a fade to white or black before continuing on with the gameplay. It just feels utterly bizarre.
The game needed more development time (and funds) to truly achieve their vision, especially narratively.

Playing this reminded me how godawful I am in Rhythm games. Plus this game just encompasses all things Newgrounds-related.

I wanted to replay this game, since I was so fond of it back as a 10- year old.....

.....20 hours later, I now know why I never finished it. The game is just a pure grindfest, as every progression is tied to the resources you need to collect. During my entire playthrough, I had to resort to a 10 year old GameFAQs guide to get all the ressources, since I couldn't be bothered to remember all the places where they are located in. The building aspect becomes more of a chore later down the line, as every quest requires more ressources. By the end, I was happy that I even finished it.

Playing with the boys in the back of the class is such a good memory that I shall cherish forever.

Games like these usually take a hard-left turn to experimental horror. This one ain't doing that. While playing the game, I got this weird sensation of comfort and nostalgia - a feeling I didn't expect to have for a game with such a striking visual artstyle. Gameplay is minimal at best, but that ain't the focus. It's does not overstay it's welcome and I more pleasently suprised than I expected.