Kinitopet is a pretty unique horror game that manages to scare players with its meta elements, even though it could use more intense actual scares. The most scary thing that happens is when it opens up command prompt. Definitely worth the experience though at least, but the game is about an hour long and most of that is doing boring tasks while nothing else is happening.

Gameplay: The action roguelite mechanics kept me engaged to a certain extent. Is more or less the same exact thing as brotato or vampire survivors except its 3D visuals, unlocking spells, crafting weapons and skills, and experimenting with multiple characters is the base level for these types of games. But here’s the catch: it’s a bit too straightforward, this game doesn't really do anything new in the genre so its not my favorite. The challenge lacks the fun of a real bullet hell, and doesn't stand out far enough to hang with the great

Graphics/Visuals: The minimalist aesthetic serves the game well enough, its not amazing and even seems a bit lazy in some models. Its a bit tougher to see what's going on compared to others in the genre, or bullet hells in general.

Story/Narrative: Gonna be honest, didn't care to pay attention here. Not sure if there even is any.

Audio/Sound: The audio serves its purpose, nothing stands out as bad. And I remember a few songs were nice to listen to as well.

Replayability: Basically the only reason to play Soulstone Survivors. There is gamebreaking synergies that are fun to be discovered, and there is a long skill tree to unlock along with tons of new characters and more to unlock. But the grind for power can feel monotonous at times. More variety in enemies and environments would help the replay value.

Difficulty: I played through the base game with no added curses and didn't really lose at all. I failed my first run because I didn't know I could dash, but every subsequent run was completed first try. Trying out some curse runs after I finished everything didn't really add much either. Enemies are far too easy to avoid leading to runs with 0 damage while also being overpowered. This game isn't difficult at all and any build can get you through the base game. Maybe it picks up in difficulty later but I didnt care enough to get there.

Innovation: Not groundbreaking, I've played a lot of games like this one. the fusion of roguelite elements and spellcasting is interesting, and the skill tree and weapon crafting system is new. Aside from that this is a bog standard Survivors game. I wanted more from the bosses or maybe even a bit more personal input aside from auto targeting.

Content/Extras: Beyond the basic gameplay, the game surprises with some unlockable characters (most of them dont change much) and a lot to grind for and new difficulty modes afterwards by adding curses. The roadmap promises more though at least.

Overall Enjoyment: I enjoyed this game for about 20 minutes til I realized the grind I'd have to do to unlock everything, but I felt like I at least needed to complete every level.

Similar Games: For other survivor games I enjoyed more than this, play Vampire Survivors, and Brotato.

Gameplay: (Works at least) As the new doorman in this creepy old apartment building, it makes you feel like a detective investigating everyone who walks in. Checking IDs, scrutinizing appearances, and deciding who enters, this premise I really liked at first. It’s literally like Paper Please with a supernatural twist, creepy imposters try to infiltrate the building and you have to decide who is real and who isnt. The doppelgangers are supposed to keep you on your toes, but then there's the catch, it’s a tad too easy. The inconsistencies stand out like a sore thumb, and even a sleeping intern could spot them.

Graphics/Visuals: Minimalist 2D hand drawn sprite art style works and looks good, the doppelgangers are usually creepy. It won’t win any beauty contests or art awards, but the simplicity works.

Story/Narrative: The premise is interesting, doppelgangers infiltrating an apartment building. You flip through IDs, cross-reference names, and occasionally call residents to confirm their identities with their roomates. But the narrative lacks any depth whatsoever. This isn't really a bad thing for some, but for me? Why are these doppelgangers so rampant in this city, what do they want? Aside from the fun little employee training video we get to start there really doesnt seem to be any lore here at all.

Audio/Sound: 3/5 The ambient sounds—creaking doors, muffled footsteps—set the tone. But they fade into the background. A haunting soundtrack or eerie whispers would’ve elevated the experience. Instead, it’s like listening to an old radio with a weak signal.

Replayability: Once you’ve mastered detecting imposters (which isn't exactly rocket science) there’s very little reason to revisit. The lack of random events or a ton of hidden secrets leaves you without any complexity. Also, calling on the phone and waiting 20 seconds every time you catch one is really frustrating too. Idk if I'd ever replay this without a major update.

Innovation: That’s Not My Neighbor borrows from Paper Please and adds a paranormal twist. It’s not exactly fresh, and the execution also falls short as well. The doppelgangers needed more layers, more options, harder to spot anomalies, maybe some sabotages or moral dilemmas idk.

Content/Extras:
Beyond the main gameplay loop, there’s little to explore. Not really any hidden secrets, no secret codes. It’s straightforward, like an assembly line. A few surprises or difficulty would’ve spiced things up.

Overall Enjoyment: I enjoyed my short time as the doorman/detective. But once the novelty wore off in about an hour, it felt like a repetitive paperwork job. Extremely simple game with little variety, but it has a little bit of charm. With updates this can be something special though.

Similar Games: Explore titles like Papers, Please (similar gameplay) and Return of the Obra Dinn (if you just want to feel like a detective).

Gameplay: More or less the same as any of the early GBA games, and that isn't a bad thing though because it takes that gameplay and everything that was so special about the original release and it makes it the best that it CAN be. From the first time I played Pokémon Infinite Fusion, I was hooked. The ability to fuse any two Pokémon together and create entirely new mon's is insanely in depth, and not just a generated mix like the old browser generators did, these fusions are entirely sourced by fans and some of the artwork is impressive. Since every Pokemon imaginable can be fused with any others including itself, every single fusion combination feels like you are the first person to ever discover it. The battles with these unique hybrids are challenging and balanced for the most part as well. Updated gyms, new moves, the gameplay innovation is commendable and it shows that a lot of die-hard fans worked on this.

Graphics/Visuals: It just looks like Pokemon of course. Seeing all of the new pixel art of each fusion though nice though. The attention to detail in each one is impressive, but it is all done by artists for fun.

Story/Narrative: While not a narrative masterpiece, The Kanto region and Johto postgame content provide a lot of exploration, sidequests, and more. Just about every single npc and trainer have a purpose now and there is a TON added to each random house in the game. It’s not Shakespeare, but it’s the regular Pokémon storytelling with a twist and a lot of added layers.

Audio/Sound: The music and sound effects are serviceable. Its mostly the same things we are used to. They don’t distract from the gameplay, but they don’t stand out either. The music though is great of course, but it mostly just samples music from past games so I cant really say that this game did anything new.

Replayability: Infinite Fusion thrives on replayability. From Nuzlockes, challenge runs, and tons of youtube content to go with it. With over 170 thousand possible fusion combinations, you’ll actually want to actually catch them all and see everything the game has to offer by fusing random ones together. They even implemented wonder trading so that's even more of a reason to keep going.

Innovation: This is where Infinite Fusion is the best. It’s the game Nintendo should’ve made. Not solely the fusion aspect, but the level of detail, mechanics, story/cutscenes, new secrets, and scope is unlike anything Gamefreak has even thought of making. The fan-made effort surpasses novelty; It literally blows my mind constantly. More innovation here than I've seen out of nintendo for the past 10 years.

Content/Extras: Beyond fusion, the game surprises with a full Kanto region, AND Johto region, along with tons of sidequests, secrets, and Legendary Pokémon. The developers have a dedication to updates and quality-of-life features.

Overall Enjoyment: I had a blast with Pokémon Infinite Fusion. It’s a fan-made game of course, but it for sure deserves recognition. If Nintendo ever decides to embrace this level of innovation, the Pokémon games wouldn't be as clowned on as they are now.

Similar Games: For more fan made and other unconventional Pokémon, play titles like Pokémon Uranium and Pokémon Insurgence. They prove that fans can breathe new life into an old and tired franchise.

Note: My mvp for the run was an alakazam fused with a togekiss, calm mind and psychic swept most of the game, but i got a whole new team for johto and a lopunny fused with shedinja swept johto.

Gameplay: At first, Cursorblade intrigued me from just the concept. Being the cursor in a bullet hell game felt like a great start—swiping frantically to survive waves of enemies. Each new wave introduced fresh challenges, until it didn't. The enemy variety was pretty low in this game and it got old pretty quickly. But until then forcing quick adaptations to each wave was fun. The novelty wore thin. The gameplay loop became repetitive, and I wanted more variety beyond swinging my cursor back and forth.

Graphics/Visuals: The game’s visuals are fine. The chaotic nature of the frantic cursor movements and enemy patterns could've been messy, but it was very easy to navigate. The minimalist aesthetic, and bursts of color keeps the focus on the action, and less on figuring out where you are and what is happening.

Story/Narrative: Let’s be honest, Cursorblade isn’t about lore or narratives. You’re a cursor, and you gotta live. The lack of story doesn’t matter. I wish the cursor had a name though.

Replayability: Cursorblade has alright replayability it is a roguelite after all. Despite that I wish it was more interesting on repeat playthroughs. After a while (an hour or so), the lack of significant progression dampens the excitement. Maybe some unlockable cursor skins or secret abilities would spice things up?

Innovation: While not groundbreaking, Cursorblade offers a new twist on the bullet hell genre. It may have been done before, but it's the first game of this style I've played. It’s less about precise aiming and more about chaotic scratching of your mousepad. The simplicity of the concept is its strength, but a hidden boss wave or a cursor power-up or anything new would've made it a tad better.

Content/Extras: The game has straightforward progression. Unlocking new weapons and items but pretty simple concepts for them.

Overall Enjoyment: Cursorblade is a fun weekend game, get it if you want something to put two hours into and have fun with and never touch it again. It won’t keep you up at night pondering its existential themes, but it will make you appreciate the humble cursor. If you’re in the mood for chaotic fun and a break from reality, give it a click.

Similar Games: I'm not sure.. Maybe titles like Vampire Survivors, Skul: The Hero Slayer, and Enter the Gungeon might be up your alley? I don't remember playing any other cursor based games like this tbh.

They revamped the gameplay in Overwatch, shooting feels more consistent and engaging. Improved weapon accuracy with larger projectiles and health adjustments create a new and different experience with nothing but dopamine. Whether or not that's a good thing is up to be seen but they are very quick to revert and nerf some problem characters due to the change. I am however glad that Hanzo can't one shot me from a mile away anymore.

Heroes now regenerate health passively, encouraging strategic play, picking targets carefully, and longer team fights, DPS also nerf healing received encouraging supports to mostly do damage now. Bringing back some of that Overwatch 1 charm this is the best season of Overwatch 2 so far in my opinion.

The new seasonal modes were fun as always but just like always they were only fun for an hour or so. Completing the new Cosmic horror event on legendary was fun, but grinding out the challenges on that, and the new prop hunt map was dreadful after a while. I wont be missing these modes after they go away, but I dont regret playing them either.

I did enjoy Looks Good to an extent. It’s a cozy escape of organization and cute visuals, perfect for unwinding and relaxing. If you’re into organization, art, and the occasional brain teaser, give it a shot. Just brace yourself for math problems and thinking after a while. I did not have fun on a lot of these pages.

If you’re craving more tidy adventures, check out A Little to the Left, and Unpacking. They won’t make you go back to high school algebra, I promise.

Gameplay (KICK ASS OUT OF 10):
Hellsinger delivers very well with a lightly explored yet intense gameplay. The controls are tight and very clicky, and chaining together combos needing to sync with the soundtrack to get buffs feels really satisfying as well. I had a lot of fun with this game.

Graphics/Visuals (WHATEVER):
The visuals complement the game's demon and metal theme, but they dont stand out whatsoever, just immersive enough atmosphere to not complain so a 5 is average for me.

Story/Narrative (DIDNT REALLY CARE):
Nothing really new or special at all, though it serves as a decent backdrop to the chaos. The characters are somewhat stereotypical but they fit well into the theme. Immersion is maintained, but the story doesn't wow me in any aspect, yet I'm not really upset about that since this game isnt enjoyed for it's story anyway.

Audio/Sound (KICK ASS DUDE):
Here's where Metal: Hellsinger truly shines. The music is not just a backdrop; it's the heartbeat of the game. The intense metal soundtrack, dynamically changing with the gameplay, elevates the entire experience. The sound effects are bone-crushing, and the voice acting is appropriately devilish.

Replayability (Eh not for me):
Just multiple difficulty levels which none of them really change much besides damage from you and against you, hidden challenges, and a scoring system for replaying levels for a leaderboard. This is pretty decent and standard stuff but it's not really the kind of replayable that I enjoy. I kinda hoped for an endless mode with randomly generated rooms kind of like a roguelite but I'm okay with putting this game down after I'm finished. The desire to perfect your levels and unlock all the little secrets will keep some coming back but I basically finished most of that on my first playthrough so it's not a game I will return to soon unlike BPM.

Innovation (Done before):
Metal: Hellsinger brings a familiar take to the rhythm-based shooter genre that I believe BPM innovated with. The integration of music into the core gameplay is fantastic with great bands and it feels perfected to play, creating a synergy between your actions and the soundtrack. It's not a groundbreaking or a brand new concept, but it feels finished.

Content/Extras (Not a ton but good enough):
Side missions, unlockable weapons, Perks, and secret levels. I completed all of it on GOAT difficulty and I found enjoyment in the side activities but there isn't much there.

Overall Enjoyment (8.5/10):
Metal: Hellsinger is an extremely entertaining experience and I liked every level for the msot part, especially for fans of both metal music and first-person shooters, and those who loved Doom Eternal and BPM, Despite some minor flaws, the game flies through ideas and levels quickly so you aren't stuck in the same place for long. the game's unique blend of intense gameplay, fantastic metal music, and the hell aesthetic make it a memorable journey throughout the few hours it takes to beat and I'd recommend it for sure, but not over a few similar games.

Similar Games: BPM, The New Doom Remakes, Crypt of the NecroDancer, and Cadence of Hyrule

Cant finish, performance is just too bad.

Gameplay (Just as fun in some parts, Way worse in others):
Ghostrunner 2 maintains its speed-focused gameplay for the most part, but the new introduction of a random hub area feels like an unnecessary speed bump. The shift from the intricate skill mechanics of the first game to a more conventional system is a letdown, removing the unique charm that came with piecing together abilities like a puzzle.

Graphics/Visuals (STILL PEAK):
Visually stunning, Ghostrunner 2 continues the great cyberpunk aesthetics, its shaping up to be one of my favorite styles. The outside world and the enemy design in some places isnt too impressive though. But the world design, combined with great animations, remains standout to me, immersing players in the dystopian tower and surrounding landscape anyway.

Story/Narrative (Actually care now):
The narrative takes a leap forward with a more emotionally invested story and better developed characters. The deeper connection to the characters brings forward the overall experience, making players actually care about the unfolding events instead of just watching them play out. I wasnt a superfan of the ending, but I understand where it came from and it makes sense narratively.

Audio/Sound (It bumps but it pumps):
The soundtrack and sound effects maintain a similar feel, but something is missing especially in the music department. But the audio design remains a strong aspect of this series. Sound effects are seriously immersive.

Replayability (Way less than the first game):
Ghostrunner 2 introduces a ton of new ideas, enemy types, and content, with a lot to find everywhere, the inclusion of an open-world motorcycle section feels out of place and disrupts the fast-paced nature of the game by far. I almost didnt want to keep exploring because it just didnt feel fast anymore. Parkour turned to jumping puzzles, combat encounters turned into just doing the right thing in the right order, a lot of elements, such as puzzles, will deter a lot of replayability for those seeking a more straightforward, fast paced experience.

Innovation (New runner new me):
The sequel introduces a shit ton of new ideas like a dart board in the dev room but stumbles in execution for a lot of them. The shift to a conventional skill system instead of the dope tetris system from the last game, and the inclusion of puzzles feels like a departure from the franchise's strengths which is just running fast and killing fast, introducing some inconsistencies that sometimes ruin the spirit of the original.

Content/Extras (Didn't want to):
The game impresses me with its diverse content, but not all ideas are fully fleshed out. The open-world motorcycle section, in particular, stands out as an odd choice that I didnt really enjoy, while also being jam packed with collectables that werent fun to collect.

Overall Enjoyment (STILL SWEET THO):
This game succeeds in delivering that incredible experience I remember despite its many flaws. Adding that heart to the story and expanded content showcase the potential of turning this into a franchise. But the inclusion of poorly designed bosses (and i mean, REALLY poorly designed), pacing issues with the hub and some sections of boring puzzles, and some more underdeveloped ideas prevent the game from reaching the heights of the first game. Even with all these drawbacks, this game still manages to captivate me all the way through and leave a lasting impression, but I dont want to replay it anytime soon.

One of the best speed games out there. played twice now

Same thing over and over again but hard. not for me

Cheap and crap imitation of Exit 8, with easy to spot anomalies, and a glitch where you can just beat the game by going backwards

Much better than Lords of the Fallen at least

Beginning is a 7 or 8, second half is like a 4.