The developers made a hell of a visual novel about yakuzas and decided to slap some beat'em'up gameplay about, well, beating up yakuzas. You can sing karaoke and play mahjong too, would recommend.

Since New Super Mario Bros (for the Nintendo DS), I think Mario 2D games didn't stand out and added very few changes to the formula. Super Mario Wonder breaks free from this boring spree and feels fresh and new. The wonder flower and badge mechanics are simple, yet add a lot of fun and diversity to the gameplay. Probably one of the best 2D Mario game ever made.

Good lore and characters. The dice mechanic is simple and works pretty well. A nice, short game that makes you wanna drink mushroom liquor.

The overall mechanics are nice and you can do some pretty cool combos, but I feel like the game lacks some spark. The gameplay is extremely repetitive apart from a boss or a new enemy type and the writing is kinda repetitive.

Similar to an Ace Attorney game, but you cross-examine multiple testimonies at once and order of events is pretty emphasized. I feel like it needs a lot of pulishing and clarity, apart from more content (you can complete the game in less than 2 hours), but the idea and lore are interesting.

This is the true Shin Megami Tensei experience

Despite all the creepy, disturbing and gore things the protagonists do through the game, the possibility of them fucking was what made me most afraid.

A cool sidescroller which transforms into a sickass metroidvania with a nice time travelling story and some 4th-wall-breaking shenanigans. I busted my ass laughing at the dialogues of this game, specially the ones from the shopkeeper. My only nitpick is that the player should be able to teleport between shops when getting to the second half of the game, but a great videogame nonetheless.

It is really adicting, but has its flaws. Once you get to play for a while, you will have no idea what's going on because you can't check additional information about the production or consumption of stuff. There is a "nerd mode", but it's not clear or helpful. There's also no indication about how many resources each machine can process or in which order, which makes the complicated recipes feel overwhelming.
As a roguelike, I think there's some balance between really niche cards and generally good cards, but the card system is stupid. The cards get consumed when you use them, so there is not a deck in a classical way, which defeats the whole purpose of using cards. In these kind of games, you rarely need to get a certain card more than once or twice for assembling a synergy and you can control the number of cards (by not adding them or removing old cards), but here you either get lucky and roll the specific cards you need everytime, you play a bit of everything and hope the crops don't interfere with each other or you have some way to produce cards from other cards, which basically breaks the game.
I played until I got the "you win" message at round 200 and kept playing until my farm collapsed at 220. There was so many stuff in screen that the game lagged every new turn. I think the game can be a pretty decent roguelike, but it needs several changes to the core gameplay.

Yeah so I saw many people being like "oh you like the Zero Escape saga? You should try these games too, they're from the same author!" And then you have a story about some guys conducting a psychology experiment to detect some god-complex schizophrenia syndrome that makes you inmortal, cures all illness or allows you to warp reallity and time travel (I wish this was satire).
The best part is that the game takes the form of a romantic visual novel, so you have to time travel your way into romancing 4 different girls before unlocking the true "curé" ending (in which they explain all of this, because anyone would think that the time travel shenanigans is an excuse to allow the MC to kiss random anime girls and not a plot-relevant thing, but yeah after like 20 hours the game actually turns into sci-fi).
At the very least, someone made a complete diagram to unlock all different endings that ressembles an eldritch entity not because they did a sloppy job, but because the game has so many random flags that it is chaotic to follow all of them.
I want to cut the man some slack because it's the first game of this saga and come on, this was made in 2000, the OST is glitched and I had to play this on 600x600 sure, but how on Earth did this guy write all the shit that happens in VLR but before that he made this monstruosity of a visual novel? Who knows, but the next games in the saga have much higher scores so I guess I'll eventually play them after I recover from this one.

Pretty similar to the first game in terms of gameplay and mechanics with some changes. The one that pissed me off is guilt, which now covers a lot more of the fervor bar and sometimes gets stuck even if you claim all the guilt fragments (I thought this was a bug, but it's intentional). So yeah, you will have to spend tears of atonement to clear your guilt because, surprise, some bosses are challenging and will require you to take a couple of tries. Apart from that, is pretty good.

Similar setting to other games in the Life is Strange saga, but the story and characters didn't got into me that much. I liked the themes around trans identity though.

A short love letter to SMT Strange Journey, my favourite from the main saga. I cherished all the little references and details to the main game and enjoyed a lot the high amounts of hee ho