What starts off as an edutainment rpg about evolution... ahem... evolves into Biblical fan fiction where you fight Ms Devil as a celestial being.

My first aerial combat game and I sucked at it. Took me 15 hrs to beat it on Normal and yet all characters talked about me as if I were an airborne legend.

My sales pitch: Assume the role of fate in this overly ambitious and completely implausible kidnapping mystery! My western ideas of causality and aretaic ethics were challenged, as was my patience with the unsubtle and repetitive prose.

Elevates the WarioWare concept with intuitive motion controls and haptic feedback. The natural peak of the series. Video games stripped down to their bare bones and seasoned with caffienated sugar and a pinch of only slightly dangerous additives for durability and texture.

Concrete blocks protecting us from something even more menacing. Safety is a prison. As with so many other walking simulators, the "objective" of the game seems like an arbitrary way to make the player explore this space. This layer of game-y-ness distracts, mostly. But the digital space is well worth the stroll.

Very approachable metroidvania with a puzzle focus. The many animals look great and some feel ominous but all are very video game-y in their logic. The visual similarities with Rain World probably hurts more than it helps, as it underlines how functionally basic the fauna is. Found about half the eggs and I don't feel compelled to go looking for more.

Abandoned after the Puppet Master because I lost interest and wanted to play some other games. Very polished and "competent" but also slightly underwhelming in that it almost exclusively operates as a midtier Soulsborne-game. The linear level design is probably it's weakest feature, whereas experimenting with different weapon builds works great.

Solid collection of horror themed action set pieces, think haunted house attractions but with gameplay. Much like RE7 (and a few other games in the series) it peaks early. The mid to late section is way more spotty, but there are good moments throughout. Worst part was definitely the story's focus on the family unit (disastrously written and does not blend well with the beyond stupid but amusing biological weapons / satanic rituals / fleshy zombies that permeates the other half of the story) as well as the numerous dragging cutscenes.

I found this disappointing for the following reasons:

1. The ship log interpreting images into text is unsatisfying as it hands over many answers for free.
2. The stealth segments were absolutely not good.
3. The majority of the puzzles were about solving the new people's riddles which is much more game-y than the base game's focus on understanding the universe.
4. The story basically gives a convoluted answer to one question the base game left open for interpretation.

I did enjoy this in comparison with most other games though. It is only by comparison with the base game that I get grumpy.

Wish I lived in a world where this took off and Vampire Survivors bombed.

I've stumbled upon a few of these games over the years and they always catch my attention because it sounds promising to go to the museum but on my computer / steam deck / whatever. This one was genuinely disorienting and trippy. The only objective seems to be a vague quest of finding the most eye bleeding room. Not quite revelatory though.

After not having played for a couple of weeks I have no desire to back. I did enjoy my time with it, though. Combat, world building, characters, etc were all good but I also think it lacks in all those departments for such a long game. Reminds me I should abandon more games. Life is too short.

1. Dungeons and bosses activated my gamer autopilot.
2. The over world had some very tedious trading quests.
3. Graphics are cute in that cynical way which can only be achieved if made by a multi-billion video game mogul.

Fantastic puzzler with mechanics borrowed mainly from Stephen's Sausage Roll and Snakebird. The level design is super-focused, with each puzzle offering something new and many secrets hidden in plain sight. Bonus points for the strange (slightly quirky) atmosphere and abundance of polish. I also liked that the end game wasn't simply harder puzzles but even more surprises, mechanics, and eureka moments. Definitely one of the best games I've played in the genre, alongside the aforementioned Stephen's Sausage Roll as well as The Witness and Baba Is You.

Get lost in liminal spaces (as a furry). Feels like your breaking the game every time you solve one of its platforming gauntlets, which is a compliment.