I was curious about this at its launch but never got around to trying it - knowing it was such a short experience made it prime weekend-play material!

While I definitely wouldn't have minded the multiple No! types and reactions being used more strategically, the humor and style of the game is just too charming to get caught up in that. The moral of the story is literally in the title, but I also really adore how everything came together near the end.

I liked it for a ton of reasons, but also it makes me wanna play Muscle March again, so top marks.

For what quickly became one of my favorite mini golf game experiences in the first 90 minutes, easily became such a mixed bag once I tried to explore its additional content.

The main mode - its three various courses going through the "multiple ages of humankind" is amazing. Such a wide variety of art, humor and new mechanics shown throughout the courses, with a decent amount of challenge too. Wanting more however, I decided to delve into the games' Trips content - which became more frustrating than not.

The Trips are the game's method of adding in more levels and mechanics, without having to create a ton of new assets. All of it is creative, whimsical and enjoyable somewhat - but a huge burden when it comes to trying hit precisely due to the isometric view of the game or even its rather zoomed in camera. I found myself becoming so frustrated near the end, despite really appreciating the level design at play. (if admittedly tweaked to a much higher skew of difficulty than I'd prefer)

For the incredible sale price I got it at, it's a no-brainer even for just the main "story" mode. At full price, it's still a very fun golf game - just be content with the very short play time or bashing your head for that 100% completion label.

An incredibly charming experience through and through. There's such an incredible amount of care and intentional design put towards its transition to 3D levels and platforming, that it feels incredibly natural and you'd think Kirby games always played like this.

My main (but very minor) gripe so far would be the ability roster in this title - while the Ability Upgrade system is one of the best additions to the series easily, it doesn't make up for still feeling like 10 abilities (+ Crash and Sleep) is somewhat short for a Kirby title. While probably not my absolute favorite Kirby game, I can absolutely put this in my Top 5 without reservations.

I want to like this so bad, but geez does the visual clutter make playing this so much harder than it needs to be.

There's bits of issues that pop up throughout, like the partner design (the first unlockable partner feels far and away your best) and unfortunate bugs blocking me from experimenting much with the Armory system. At its core however, is such a good feeling run-and-gun.

There's tons of other nitpicks that I could go on about but what ultimately makes this less than 5 stars is just not being able to see enemy bullets in chaotic firefights. This is always the core problem to make sure is a solved quandary when it comes to the genre (and shooters too), but I don't feel like this one got it 100% there.

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Enjoyable and short! I enjoyed the story and gags much more than the combat, but it wasn't too bad either.

The roguelite DLC isn't really worth it, but a neat addition nonetheless.

I'm sure there's strategies to be found and it would end up being a really rewarding 1CC, but god what a frustrating arcade run. I feel a bit sad it's a beat 'em up that took me this long to get to, but finally playing it solidifies all the reasons I enjoy the Streets of Rage series and other lesser known games from the genre over it. Beyond its difficulty, it just feels rather stiff and sluggish at moments, in a way that feels brutal when trying to maneuver against a crowd of enemies.

That said, for something that was a pioneer, it's amazing how much it does get right than wrong. Frustrating difficulty doesn't change it from feeling really satisfying to play from the get go.

This is the first time in a really long time I've played something that absolutely counts as a hidden gem. It's got some flaws and it's way too short for the price it would have been around its release, but boy is it such good fun.

Akin to something like "Stuntman, but as a heist film", Felony is an interesting approach to an arcade-like racer. It feels like a wild take on driving in the same way Outrun felt for its time. I loved the theming, the distinct setpieces and car choices and I think the car handling is actually pretty good too! The handbrake in particular felt great to use while driving the Mini Cooper. However, 3 levels that take around ~5 minutes each is criminal, especially when the replay value hinges less on making split-second driving decisions and more on route memorization.

Absolutely a game everyone should give a shot if they find themselves able to, and a gameplay style and theme I wish another game tackles better.

Ultimately made me decide I'm not a fan of DKC-style games.

From other reviews, this sounds like a sloppier version of those, but at its core I absolutely did not like the loop of redoing multiple sections to complete one jump solely cause you wanted to stick to 1 checkpoint per level for whatever reason.

It definitely only feels like I've scratched the surface of this game, but this absolutely feels like "the" roguelike for me, in the way that many talk about one specific game that really got them hooked.

Its main mechanic of having your party members abilities represented as dice is novel but nothing new - this is excruciatingly common in the board game space and also somewhat exhibited inversely in Dicey Dungeons - but there's something to be said about the incredible use of UI space, really smart wording and language and amazing atmosphere the game utilizes to keep you incredibly invested.

There's plenty of smart and clever choices in its gameplay that I love, but simply put, there's such a smart reliance on letting the player optimize their turns (and the game experience as a whole) as much as possible and then enforce difficulty elsewhere, knowing the player has so much freedom. An incredible experience on both mobile and Steam, easily becoming one of my go-to regular games.

Such an incredibly fun game, both while being a great package of content and a really good entrypoint to STG. While I probably would have enjoyed it still, I don't think I really would have understood how good it is without having played the GG Aleste games recently beforehand. (absolutely not required though.)

The mechanics are super straightforward, but feel incredibly rewarding once you really master them and also feel like genuine "training" and applicable skills to bring forward playing other shooters. Novice mode w/Auto Shield is a breezy 40 min playthrough, so maybe give more of the game a shot afterwards as well.

If you're struggling with the game, I highly recommend playing through the first couple of missions in Mission Mode. May seem counter intuitive, but it will explain how the game works incredibly fast and extraordinarily well.

Really lovely puzzles and I can see the innovation it brought to the table in a 2012 mobile game landscape.

Nowadays? It's just a pretty good and solid "escape room" puzzler.

What an incredibly charming shmup. Actually a really great intro shooter for those (such as I) who are not that great at them, it also is very straightforward and doesn't have a ton as far as unique or defining systems - you're absolutely playing this for the Hudson Soft and PC Engine references and charm.

I don't regreat doing it with Bomberman, but playing at him made it a bit tougher versus PC-Engine-Kun(?)'s homing powerups. Either way, a blast to play!

I'm not a Tetris master, but I'd like to think I'm okay at it. There's not much to say about Tetris Effect Connected, beyond the fact that it's solidly the best way to experience Tetris for 99% of players.

Maybe if you want odd offshoots or you're looking for the hardest of challenges or maybe the art direction isn't your thing, there are definitely other options. If you're looking to just play Tetris? This is absolutely it.

2021

What a lovely but also really frustrating experience at times. I went through this with a friend over a couple weekends and it's at times one of my favorite "Overcooked-like" game experiences but also has so many tiny issues that hinder the experience.

I think its charm, setting and characters shine through exceptionally - even for smaller characters like the octopus Zoey and the cassowaries. I was initially worried 2 players might make for a weaker experience compared to most 4 player titles in this genre, but if anything that made the minigame variations and styles feel miles more directed and purposeful when they swapped between seasons.

The two complaints I have are likely gonna be the same as everyone else - the online experience is hindered by its bugs and the difficulty can be jolting at times. There were many times that any sense of flow state or energy we had going into a challenge was immediately ruined by important pickups just not displaying on one player's screen. More importantly however, the timing tasks in some of the challenges (buttslam at the same time, etc) could be more lenient to deal with iffy connections. Finally, the times/scores to get gold can be brutal. The scores for them feel less on playing optimally with impromptu tasks, but more playing 2 steps ahead of an existing flowchart - which ruins the magic of feeling like two workers solving mailroom tasks given to you to the best of your ability.

If the trailer or art style for this has already charmed you, you should absolutely give this game a shot. Every moment of frustration was still followed by a smile or burst of excitement - even for a game that is better suited for the couch than online. If only I had gotten to this game sooner!

This review contains spoilers

It was an amazing playthrough - even a decade later. I can see aspects that would even later influence Hades, but the portion of this game I find more engaging is the storytelling and music.

My main frustration was probably the intensity it asks you to change or use new weapons. Making a weapon loadout for a level, only to have to swap to something new immediately after to be tutorialized was annoying at first until it became really aggravating. This is really notable with the Calamity Cannon, which feels poignant as a final weapon - to only then use a battering ram for the level after (and only that level) and not speak more on the cannon's existence or creation.

That said, everything else is stellar though, I really respect how well it used its relatively low number of assets and its art style to good storytelling effect. Really enjoy the hub world and how it felt to slowly grow it over time. It didn't feel as much in the second half of the game but the defending section while keeping my creature friends safe was an incredibly tense and unexpected moment. Lastly, the soundtrack is good as mentioned but the last two vocal tracks near the end of the game are REALLY good. Such a great and well played finale.

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