Less nailbiting than Onikakushi in my opinion, and not even really cause of the slice of life, but just the increased amount of exposition dumps. However, it's punctuated with plenty of emotional climaxes that make it nearly just as enjoyable as the first chapter. Super interested to see where it will go from here.

Phenomenal. One of my all time favs just thus far. BUT I have to suspend my full review until the game is finished. (Still leaving it installed for fun runs, but the story matters a lot to me so I'd rather just wait for the story to be finished)

Pretty cool! Lots of jank, but you definitely sign up for that type of jank, as it wears its influences on its sleeve. The sound and music, along with the chilling visuals, set a great tone, and while the story is short and simple, it has interesting themes you can dig into. The last stretch is a LITTLE annoying though, even for me.

It's a really neat idle game. I don't play too many of these types of games, I think I only really got into Candy Box prior to this one. But I think I can safely say that if I ever feel the idle incremental game itch, I'm not gonna find better than Evolve. This game is extremely in depth, more than it has to be, and has enough going on such that its not only a fun clicker to let idle, but also has enough mechanics to allow for active play as well, even being as slow as it is. It's kind of like... the most complicated stim toy of a game. I love it.

I've gotten to the point of completing my first third tier reset, and now that I'm in another universe the game seems to have hit a major grindy segment where I'm just doing lots of resets for mastery. I might let it sit in my browser for a while, but now that my high of that huge reset accomplishment has worn off and the slow grind is setting in, I may set it down for now (although i do wanna try some of the challenge runs). But it will remain my goto clicker game for a very long time. I guess that would be my biggest complaint: I'm not sure what the end goal is really besides 100% completion, which is fine! Just not sure if that's something I'm into currently. I had my fun with it, but I gotta take a break.

There is some rouge-like addictiveness to it, but man, I just don't think this type of shmup is for me, as cute as it is. Even with upgrades, I never feel like I have proper control of Opa Opa, though I imagine it'd feel a bit tighter on an actual arcade stick. But while I can convince myself to spend hours practicing a touhou run, I don't feel the same for this winged ship.

BUT I would 100% play this over space harrier so

Better than 2 in some ways, worse in others. I don't know if I LIKE Mega Man, which is weird. One of my favorite games is Mibibli's Quest, a pretty obvious MegaMan-type game that clearly takes inspiration from the series. But maybe I just think that game perfected that style of game for me? More than that, Mega Man is just messy, as retro games go. They are ambitious games, and they came out rapid fire, and because of that there are definitely tears here and there.

For Mega Man 3, that's the level design. Some of the levels man, they made me consider dropping. There's more tedium than there needs to be: lots of long hallways with the same enemies spawning over and over, levels that softlock if you run out of Rush, and later in the game bosses that send you back to the beginning of the level, though at least these levels tend to be shorter to account for it. Some of this was definitely present in Mega Man 2, but I remember a lot more escalation in that game, presenting old threats in new contexts, and there's certainly less of that here.

That being said, there's a lot to love here. Mega Man 2's soundtrack is classic, but some stages here I think outshine some of 2's, Spark Man, Needle Man, and Top Man being my personal standouts. Protoman is certifiably cool, and I love his GaoSilver ass whistle entrance. The latter half may feel underwhelming, but I appreciated the copious resources that let me experiment more with the different shots. It makes up for the early difficulty wall, cause holy shit the robot masters cannot stop moving and do like twice as much contact damage as in 2.

The Mans (plural) themselves are like... bad but in a funny way that I like. Some weaknesses are just asinine but I found childish glee in trying to find out each one. (Hard Man HATES snakes dude like he HAS to) And Rush is sick! Yeah the submarine is like... useless other than one level but I'll take this jet dog over the numbered machines anyday.

I come out of this game not thrilled to get into the next title. I feel Mega Man'd out. But I do remember what made the first two so addicting, as it's been awhile, and even if it's not my preferred style of platformer, it certainly deserves its place.

Um... well it's definitely not for everyone. It's a pretty neat little puzzle game, but I wasn't nearly as charmed as some other puzzle games like Tunic or Fez when it gets somewhat esoteric. It does carry with it a feeling of "you're not supposed to find everything, and that's okay!" with a lot of the puzzles being optional, but even without those, puzzles can very often feel less like they're encouraging discovery and more like they're trying to see if they can finally "getcha" and make you give up. It can often feel cruel, and that's maybe the point? It's a masochist's puzzle game, and well: I am a masochist, so I kinda fuck with it.

The last bit of puzzles where there's just actually seizure inducing mechanics can fuck off though.

Better than the original: maaybe. For the most part I found it easier to navigate, and discovering things on my own was rewarding, but it has a few more "fuck you" softlocks in it, and doesn't have the novelty of being the original. That said, still very classic and fun, and there were quite a few enjoyable laughs to be had with the easter eggs and a bit more music to enjoy!

Very important game and filled with charm! That being said, it just does not age well and is pretty tedious. Mainly only recommended if you want to play a piece of adventure game history.

schpiderman
5/5 if it had green groblin

it should be a crime to make a rhythm game with shitty music

The level design is completely asinine, yes. I love it.

While it certainly does not play to sonic's strengths, the style and charm of this game is undeniable and addicting, pushing the player through the annoying bits to just enjoy the ride. The music and visuals are spectacular, and many of the levels, while not exactly tight platforming stages, are very fun to traverse and explore. Palmtree Panic, Tidal Tempest, and of course Stardust Speedway are standouts to me. Very few of the zones I would call bad, with the lowest point for me being Wacky Workbench, which goes a bit too far with the zanyness and is just not fun to play. But I mean, I'll take it over Metropolis or Labyrinth Zone any day.

This is a great platformer hidden within a dogshit collectathon. The level design wants to be more linear like Super Mario Galaxy, but with the aesthetics and open worlds of 64 and Sunshine. What that results in is a lot of fun moments of linear platforming with super dull and boring moons sprinkled around everywhere, often forcing you to do repetitive things over multiple worlds. Each world also loses its distinct features because they blend together so much: for example, the Sphinx was cool in Tostarena because it fit the desert theme and made it stand out. When the Sphinx appears in 5 other worlds though, it suddenly loses a lot of its charm. Not to mention the value of the moons just hits the floor, when every little thing gives you a moon it makes it so very few parts of the game feel memorable or like a real accomplishment. The side areas and linear platforming challenges are the best part of the game - unfortunately, 70% of your time playing will be in the barren and dull overworlds. Easily the worst 3D Mario.