It gets as much as possible out of its simple "Irritating Stick" gameplay premise, but it feels kind of lacking in variety or modes. Has old-school SNES game spirit without the actual content. Cute, though!

Its conveyor belts of scenery and obstacles are so well-considered. You start off running on tall grass against a screaming sunset. You drown in a sea of blood and return as a demon! The best rail shooter ever.

There's so much detail and interactivity packed into its single-screen stages, and tension between your tactical approach and the ticking timer. But by God it stresses me out with its screaming alarms and slow elevators.

Such a cool take on the match-puzzle game, where you're exchanging small coins until each makes a thousand. Insanely high skill ceiling (and ruthless AI), but fun to play solo. Perky and silly magical-girl premise.

A short shmup with variable stages and a meter you have to keep down by chain-killing foes to avoid an instant ride to the final boss. Its Rez-like CyberWar premise and presentation are extremely cool. Plays great.

Extremely nice-looking mecha beat-'em-up with custom parts and weapons, picked up as you go. For a Capcom title it doesn't overstay its welcome. Still I can't fully get into it; I think the heavier movement is unappealing.

As cinematic as RayForce, but trades the stately space drama for vibrant, uncanny, full-3D spectacle, and it works beautifully. Remains shockingly legible throughout. Love the icy, subdued soundtrack, too.

What sets it apart is its melancholy, cinematic style and very cool, laser lock-on feature. It's fun to train yourself to pay attention to two planes at once, but I wish shoot-able and laser-able targets were clearer.

Hellishly hard; dense webs of bullets rapidly accelerate towards you in an unholy union of bullet-hell and Raiden-style shmup design. The colorful prerendered graphics and squeaky voice clips only rub it in.

Simpler than its successor, but much more effective (and fun) as a game about predicting and countering blows. Nice branching paths, and incredible atmosphere: proper dreary dark fantasy. Too long, and a bit cheap.

Ostensibly a game about blocking and countering, the high-low mix-ups are actually a total crap shoot and you'll have a much better time stun-locking everyone into oblivion. Still, big fan of the presentation and general concept.

The Radicool 90s aesthetic does nothing for me, but as far as competitive digital air hockey in a Beach FutureSports setting with deeply satisfying sound FX goes, this is pretty great. Love the breakneck speed!

The measly attack range and minimal moveset make it a pretty dull beat-'em-up, but I have to give it points for the acid-storybook presentation and the very silly score system, which involves turning enemies into chickens.

It's a neat little single-screen puzzler with collectible critters you throw at enemies to blow them up and cause chain combos. Cool, but it didn't super appeal to me, and the music got on my nerves.

Inconsistent AI makes it feel like chaos in single-player, but it's a novel and fun multi-player proposal, a tactical 1v1 take on the shmup clearly inspired by match-puzzle games. The kind of thing I could feasibly get into.