A project way beyond being just impressive, not only anchored in Undertale but truly submerged in the soul of the original. It's nostalgic, incredibly unique and the spritework is out of this world.
The creators deserve all the love in the world for such a spectacular victory!

Games from these guys tend to go NUTS both with the story and some of the most meta characters I've laid my eyes upon. I love it.
That being said, the main protagonists are in DIRE need of distinct personalities, not the inoffensive "main guy trope". Listening to them talk kinda feels like eating flour.

Puzzle games are all about problem-solving. You hit a new obstacle, get lost at first, go through an individually unique process, and then come up with the right solution for the problem. The real trick is to make me work on the actual dilemma in the background, using the earthbound trials as puzzle pieces, going out of bounds of those simple steps (which is true for the gameplay as well!), and building up to the bigger picture.
I simply adore the way The Talos Principle directed my attention to the grand philosophical theme of humanity and its nature, started an infernal, internal struggle within me, and later on, made me accept it instead of solving it. It might sound corny, but it's just what happened because of the excellently thought-out message.
I felt like I was opening my eyes for once, finally seeing the new possibilities, which is exactly what I'm looking for in such a game. It's a literal room to think that everyone needs.

Lies of P follows the Bloodborne formula VERY carefully, which is good because it's one hell of a good formula to follow.
But everything changed when the difficulty spike from Elden Ring attacked, with some of the most bullshit bosses I have ever seen. The difference though? In Elden Ring, you can cheese the ever-living shit out of the bullshit, it's fun to do! I found no such opportunities here and suffered through it.
The game was great, but I never want to touch its endgame again.

You make your way up, take in the gorgeous views, and discover echoes of the past, slowly piecing together how they are connected.

2016

Finally, an experience built entirely on the process of whooping ass, with banger music to company.

Maybe the real Miracle was the game I played along the way.
It pulled me in like an alive painting and held my attention captive with eery mysteries and gorgeous vistas until the very end.
In short - a grand victory.
With a formula this refined, all I now need... is more.

The latest addition to the Momodora series is brimming with incredible art direction and held back by a basic, played-out story. I think the character movement was interesting because it felt a little slow and floaty but somehow in a good way, and I like all the little interactions with Cezera!

After trying it out, I can see why people would be excited about the sequel.
Inconsistency plagues the game, but the peaks are unfathomably high.

While naturally addictive, Rogue Legacy is simply too plain for my taste, with its difficulty stemming from projectile spam and high enemy damage values.
I hope to play the sequel someday and see the predecessor redeemed, but that's where it lives in my heart now.

It has some great ideas! Making you constantly walk back and forth isn't one of them.

They call it "Metroidvania", I call it "cleverly described backtracking".

Desperados III became phenomenal once I understood that it's more about good tactics and less about real-time frame-perfect vision cone dodging (though it's still much present).

This thing is always one level above being on another level.