An early Apple Arcade game and feels like it was tailor made for mobile as it’s slight and immaterial.

Is it an interactive music video? Experimental visualizer? Instrumental toy? Musical game? Yes!

A fun little bonus reminiscent of Subspace Emissary from Smash Bros. Melee. The care and polish Yacht Club puts into their games continues to impress, even when it isn’t my favorite genre.

Lost my save so I’m calling it quits. Even though I enjoy both puzzle games and the Shovel Knight brand, this one didn’t click for me. Too much rogue-like in the cards, I think. I can see why some would like it, but it’s not for me.

I get the admiration, but it didn’t click with me. The timing always felt off and the story didn’t hook me. I think I also may just be bad at rhythm games.

This may be the first independent 3D character platformer I’ve played and reviewing it is a tricky proposition. Most games in this genre are first-party games featuring a recognizable mascot of the platform, oozing polish and “game feel.” It’s also a gaming genre that’s heyday has come and gone. For an indie to take a swing at this genre, it takes hubris. With all of that preamble, I think Lucky largely succeeds. The character himself is generic, but he controls well. The story is unremarkable and the cutscenes unskippable, but the level design shows creativity even if the environments are bland. Every time I reached what I thought was my fill of the game, it would throw a creative level at me, like a carnival-game-themed mini game collection, and suck me back in. It does seem to lose some steam by the end, with the beach environment featuring more optional sliding block puzzles than platform levels, but the final world ends strong with some of the best levels in the game. Ultimately, what I want from a platformer is pure fun and I found plenty while playing this game.

After a planet or two, you get what it’s going for. Your mileage will depend on how fun you find the navigation; in my case, it felt like I was fighting the controls. Great music though!

An impressive collection of self-described gags that plays like WarioWare meets a point-and-click adventure game. The animation is impressive, even more so when you see that McPixel is the work of one man. It’s constantly silly and surprising, though a few of the puzzles are frustrating. A hint button wouldn’t hurt.

A fine demon-slaying romp. Feels a bit bloated, like the many undead machinations you fight, and by the end I was skipping every cutscene and dialogue despite the strong voice-work.

A breezy (pun-intended) flight through a few short levels, Flower is focused yet fun. There is no excess—a refreshing lack of the systems-upon-systems of AAA titles. Instead, Flowers is confident in its craft and audience and is a success as a result. The downside is that the controls aren’t as refined as desirable, and turning can feel clunky.

I don’t know if there’s a “proper” end to this game, but now that I’ve collected all of the capes and trinkets, I’m going to call it quits. There is still a myriad of things to do in the game, which speaks to its surprising density for a mobile game. It feels derivative to even call it such as it’s a robust, full-fledged experience that is joyful and unique. Gliding feels great, and there are a number of collectibles, races, and areas of the map to explore. Some objectives are unclear, and once you’ve fully explored the island, it does begin to get “same-y”, but up until that point, the game is a fantastic flight.

Like visiting Cosmo D’s Off-Peak City on Clonazepam instead of acid

2023

A well-written and emotive little story. It surprised me with the emotional depth crammed into such a brief game. The gameplay isn’t as successful, but it’s still fun and clever, even if it’s very simple.

Tried on two separate occasions to get into this after reading a glowing review and enjoying similar cinematic platformers, and I’m giving up on it. Puzzles are obvious and sparse, and the story wasn’t interesting, which is necessary for a strong cinematic platformer. Often those games tell their stories wordlessly through mysterious environments and expressive animation, and this game dictates it to you through an annoying narrator.

Glad I tried this while it was on Gamepass as it clarified that Pikmin-likes aren’t for me. Appeared polished and competent, and it is my first foray into this genre, but it didn’t grab me in the hours I tried.