Pepper Grinder is an fun, flowy, tightly designed 2D platformer. It has a strong major mechanic, that being of a drill named grinder, that combines a plethora of mechanics effortlessly to create fun, linear challenges. Some of these mechanics are a bigger hit than others -- I was partial to the self-launching cannons and hooks that Pepper swings in a circle around. However, a few fell either underdeveloped or don't flow well. I don't think the grappling hook works very well, and the giant robot and gun both feel a bit tacky for what Pepper Grinder seems to pride itself on.

However, when the better mechanics are combined with challenging, but not obnoxious platforming sections, and a decent variety of enemies that require good reaction and thoughtfulness, you get some of the best game design I have played this year. The soundtrack also rocks, making for some blood-pumping moments, and atmosphere-building moments too.

However, the game is not without its problems too. As I mentioned previously, a lot of the things just seems half-baked. The shops are fairly meaningless outside of a bit of customization, and the extra levels don't provide anything meaningful beyond just more level. The secrets are also occasionally fun, but when so many boil down to noticing a cracked wall and drilling through it, some of the glimmer is lost fairly quickly.

My other big issue comes with most of the boss fights. I think for starters, some of the boss's hotboxes combined with the difficulty of movement, especially in a non-linear setting, creates for some more frustrating moments instead of simply challenging. The final boss fight in particular is obnoxious, with their being a delicate precision needed to succeed, combined with an inherent difficulty of precision, that in my opinion, ramped the difficulty up way beyond what the rest of the game offers.

Ultimately, I think Pepper Grinder is really good! It takes a while to really show what it's capable of, and by the time we get to some of the really fun levels, it's over. It also strays a bit too far from what makes so many of the levels great, forcing the player to do a rail shooter or somewhat boring mech game. I think with a longer runtime, and a tighter focus, Pepper Grinder could have been something really great, and I am excited to see where the studio goes next.

While I think ultimately Mario vs. Donkey Kong has a great premise, I am not sure how well it plays out from start to finish. On one hand, when the game actually plays into your limited movement, and designing fun PUZZLES around this idea, the game is extremely rewarding and fun. But when it uses your limited movement to combine these puzzles with obnoxious action sequences, I feel like I am getting mixed messages.

Introducing a timer, and multiple mechanics that require to precisely time and platform with a character that is only slightly precise and cannot really platform just feels like a missed opportunity.

However, I really enjoyed most of the boss battles, as they focus solely on this action, instead of quick thinking puzzles. Due to the combination of these aspects, there were many levels where I figured out the puzzle pretty quickly, but then did not beat the level for six or seven minutes, because I was struggling to actually perform the solution. It strips a potential "a-ha" moment away from the player, in favor of meaningless challenge.

Also, where is the pizzazz? These animations, character designs, and world designs are some of the most barebone and yawn inducing I have ever seen in a video game. Also, the ability to put fancy lighting into a cutscene does not mean that you should do that, these are goofy looking cartoon characters, not Red Dead Redemption character models.

Overall, I didn't really hate Mario VS. Donkey Kong. I had fun with a few of its puzzles and I enjoyed a lot of the late game content, but so much of this game can feel like a slog to get through, and there's not a whole lot in the art department making up for it.

I don't know how much of an improvement this one is over its predecessor, but it is still a fun time. The combat is notably improved, and it feels much more fluid and bouncy to play, but it also feels too easy sometimes. I really didn't struggle outside of one or two instances.

I'm also not sure the timer and rouge like style adds anything of meaning or fun to the game. While it makes every run be (kind of) intense, so much of the game is predicated on exploring and quest lines, that I felt like I couldn't get a great grasp on it all because I was so focused on getting out on time.

I also think that the game ends up being fairly poorly paced within the latter half, as certain items or two will be worth enough to basically pay for any upgrades or new items instantaneously, instead of having to build up money through multiple solid runs.

However, despite these more poignant critiques, there is a lot the game does right. It has a memorable and fun art style, and still is one of the funnier games I have played. The quests are mostly fun, and I love a lot of the animations piled into the player character. I do miss the more "town" aspect to the first game, but it still does a good job at making fun environments for the characters to live in.

Overall, Turnip Boy Robs a Bank didn't blow me away, but for a game I picked up solely on its absurd title, it does a pretty good job.

Overall, a pretty fun experience! There isn't anything too ground breaking here, but there's enough for an enjoyable three hours. The combat is a bit slow and I don't really get the "trip" mechanic, but it still requires enough thought to be fun. The characters and well designed and goofy, and the story being slowly spoon-fed in bits of lore to the player is done very well.

I'm mostly excited to see how they expand upon it in the sequel.

I basically blew through this game in one sitting.

Really excellent world building, storytelling, voice acting, character designs, and humor! Piecing together all aspects that one would need to tell an engaging story, that has lots of meta jokes or references, but never comes off as anything less than genuine is very impressive. I am also glad that they wear their influences on their sleeves.

It also handles the "intermission" far better than any of these games that have a "do your job during the day" into "learn about your character's personal struggles at night" structure. Lil' is actually a funny and engaging character, that lets you connect far deeper into the world than having awful things happen to a faceless character that is supposed to represent the player.

My only real complaints from the game come from the actual guard shift itself. The puzzles either seem extremely obvious (albeit humorous), or really convoluted (especially for the 4-star solutions). Very rarely was there an "a-ha!" moment for me, where I felt like through a combination of clues from the game and my own personal deduction skills, I was able to actually get the perfect solution for an encounter.

All-in-all Lil' Guardsman actually surprised me quite a bit. It was a game I found in my "Discovery Queue" on Steam and decided to roll the dice on it, and I am very glad I did! Play this game if you get the chance!

Just not my vibe. I think the problem with KinitoPet is that it is so clear from the get-go for what its goals are, that so many of the scares don't work. Like, obviously it is a game that is pulling from your files and trying to scare you in that "meta" way, but those type of scares only work when you are NOT expecting them, not when it is a focal point of advertising.

You also have to build these scares up, really let the player sink into the comfort of the world before you start throwing jump scares and cryptic gore at them.

I will admit, it got me once or twice, and thought some use of the outside of game mechanics was clever but was almost instantly let down by use of cliche horror. Not bad for the price, but I think these experiences need to be longer and more curated.

A very, very good game.

My experience with metroidvanias is very limited, but I would say my first two being Metroid Prime and now this has set the bar very high. I think the exploration/world building is fairly good, with a bit of a "checklist" feel to it, but also having some really clever platforming and environmental puzzles.

I also think the combat is really excellent, with the game picking its spots for difficulty very well. Occasionally, I felt certain attacks from enemies were too difficult to get a proper read on, and a few areas of challenging platforming sections were a bit too precise, but it always instilled a feeling of hope that I could accomplish the goal, rather than despair.

The story is easily the weakest aspect of the game. It has some wonderfully exhilarating set pieces but falls into a predictable and somewhat pseudo-intellectual trap. One of the twists is pretty meh, but another one actually surprised me a little bit and was fun.

My only other complaint is that the game glitched out on me, and prevented me from getting 100% completion in the file selection, due to a couple Xerxes not dropping properly. I still marked it as "Mastered" however, because I did get the platinum.

Overall a very fun (and a bit surprising) game from Ubisoft, which I think proves that some of these larger studios should have smaller teams break off to make high quality, but maybe less ambitious titles.

Super Mario RPG is simultaneously one of my favorite RPS I have played, and a sometimes-limiting frustrating experience. In terms of storytelling, character design, music, and overall zaniness, the game is some of the most fun I have ever had. The combat is also simple yet can be complex in some late-game and post-game content.

However, I find myself feeling like the difficulty was extremely out-of-whack in some instances. There were multiple dungeons where I would steamroll every enemy in a turn, which made for a rather boring experience. However, some side-content is either obnoxious like winning the "Don't look that way" game 100 times, or some of the ridiculously difficult beanstalk jumps. Furthermore, I think the section in Bowser's keep with the six different doors is one of the most unfairly designed sections in any game I had played.

I was so affected by these, that by the end of the game, I had a really sour taste in my mouth. However, as the credits rolled and I reflected on my journey, I came to appreciate the pure amount of content found in the game, and how much fun I had with the characters and world. Occasionally, Super Mario RPG disconnected me from its core, but in the end, it is some of the most brilliant and beautiful work I have played.

For a 90-ish minute game made for April Fool's about a Sonic Murder Mystery....it's a banger.

Terra Nil is a game about restoring an earth-like planet after its once luscious biomes were destroyed and turned to wastelands. Because of this, it is one of the more visually satisfying games I have played. Watching the browns, blacks, and greys of a "The Road" style world turn into beautiful greens, blues, reds, and more is incredibly appealing.

However, beyond its visual flair and pro-environmental message, there isn't too much happening here that intrigues me in any real way. All four levels are fairly similar, with the specific mechanics tied to each one not being different enough to truly evoke any real sense of progression and leads to the last hour or so being somewhat dull.

There's also a really half-baked "mini game" in the last level that fundamentally should work, but mostly had me getting through it as quickly as possible to just finish the game. I also occasionally got soft locked due to the procedural world and being unable to recycle certain machines due to placement 20-30 minutes prior.

All-in-all I appreciate Terra Nil for what it is. It sticks with its message, provides satisfying strategic gameplay, and for the most part, does what it sets out to accomplish.

I really enjoyed Pizza Tower! The first thing I think of when I see this game is just how stylistically unique it is. It makes me reminisce about the days of playing flash games on newgrounds and just how much enjoyment you can get out of games that don't have high fidelity graphics.

The game also has a stellar soundtrack and pretty great sound design. I would probably describe Pizza Tower as the 'juiciest" game I have played in awhile, and it has a knack at creating a fun, unique, and addicting loop of gameplay.

Occasionally I think the game wades into a territory of being too difficult, with a couple of the bosses feeling fairly BS at times. There's also a few movement mechanics introduced in levels that I felt were unpolished, or at least designed in a frustratingly precise way. I also think that the different forms of gameplay are at odds in Pizza Tower, with the game wanting you to play as fast as possible, but also introducing many collectibles that force you to explore or can be missed if the level isn't played properly right away.

However, most of these points don't take away too much enjoyment from the game, as it has excellently creative levels and a final one that puts the icing on the cake as one of the better platformers I'll play.

Not much to say. I just couldn’t really get into it. I think I would enjoy it if it was text-based still, but it just doesn’t work as well in a 3D environment.

Marvel's Spider-Man 2 is everything a sequel should be. Graphically it is a stunning upgrade even from the Remastered version of its 2018 predecessor, with an expanded New York that also feels livelier.
The combat and web swinging are both upgraded, the latter being much faster and imbued with new touches that make swinging around the city somehow even more fun. Bouncing enemies off the ground, hitting them with their own guns, flurry kicking them against a wall makes combat feel even more fun and zany, which was the exact way to go.
Spider-Man 2 also uses the upgrading system more efficiently in my opinion, allowing for more substantial upgrades, gadget upgrades, and different styles of suits which are a nice addition.
I haven't even started on the story, which I think is a pretty good upgrade over the original. The animations, acting, and set pieces/ level design all feel more poignant here, with far more memorable moments. The transition from Act 2 into Act 3, and the resulting effect on New York is one of my favorite sequences I have ever played in a video game.
I only have a few problems with the game. Occasionally, the story can meander, with their being a larger focus on setting up what Spider-Man 3 could be about, instead of focusing on the story here. Also, while some of the side missions are fun (EMF, Prowler Stashes, Hunter Blinds/Bases, Spider-bots), there are just as many that aren't really that fun and were more of a chore than a side activity (Marko's memories, Mysteriums, Symbiote Nests, Unidentified Targets). Furthermore, the fact that missions are locked once you've beaten them, you can't access JJJ or Danikast tapes, and very little customization post-game leaving this as a Spider-Man that can only be truly revisited after some updates to the game.
Nonetheless, Spider-Man 2 is a prevailing achievement. Insomniac continues to impress, and really understand what can be so fun about playing a game as the Spider-Men.

The thing about Super Mario games is that they are almost always fun from a gameplay standpoint. But Super Mario Bros. Wonder basically crushes all most of the recent 2D games because it has some of the best atmosphere of any 2D game I have played.

Each area is unique in theme and how it presents the world, with top notch animation, sound design, music, and backgrounds. Every level feels fun and designed in a way that drips with atmosphere. Not only are all these areas unique, but every level has a unique Wonder effect, that takes an already unique gameplay idea for that level, and it expands it or flips it on its head in a way that feels like the best of Mario.

Badges are also a welcome addition. I mainly stuck with the action badges, but they almost all add something fun to gameplay or make traversing a level unique. I am not into replaying games very much, but I want to replay so many levels with different badges just to see what types of movement I can pull off.

Some other quick side notes is that I love the multiplayer integration. Being able to basically play with other players but have your unique experience with each level is genuinely one of my favorite ideas Nintendo has ever played around with. Emoting to other players after you finish a hard area or sharing a power up brings a unique experience that I haven't really had in many other games, and it fits the Mario vibes perfectly since there are so many playable characters.

I also love the overworld, and how you can find secret paths to find Captain Toad, tackle levels in whatever order you want, and take in the scenery. My only real nitpick with the game is its bosses/world endings. Some worlds don't even have bosses which is only slightly disappointing, as I think a good hard level can be better than a boss in a platformer. But where the game does have bosses (AKA Bowser JR like 4 times), they feel lackluster, especially compared to the Wonders from level to level.

Overall, Super Mario Bros. Wonder is one of my favorite games I've played. It takes the already strong level designs that Mario games have had since the beginning, and infuses it with excellent presentation that makes for an unforgettable, replayable, and joyous experience.

Replayed this via Remastered in prep for Spider-Man 2. Think it is slightly worse than the first game. Hammerhead is such a whatever villain but the set pieces and action sequences are cool. I enjoyed a lot of the narrative side content like the paintings, or Yuri's crime scene tour. However, my main gripe with the DLC is that the difficulty feels artificial. There were too many times where I felt like I got blindsided by a rocket or spent a ton of time punching a guy, and wasn't given a fair chance.

Black cat tho 10/10