Fun game with interesting mechanics and a high skill ceiling.
Unfortunately, it's riddled with toxic game design, almost like EA is starving for money.
Although not pay to win, it takes more than 20 hours to unlock a new character.
Matchmaking is all over the place for beginners, with a bunch of AFK players as well.

The best part of it was going through the original content again.
While the new content was surprising, it was actually very short and not worth paying the full price of the game again.
I understand that the discussion of this sequel revolves exactly around this kind of complaint, but I still expected more.

I highly value the approach the devs took on this, with the browser version, the daily challenges and its global stats.
The mechanics are quite varied, the map not as much but still challenging.
My main complaints are the feeling that the game is rigged against you when drawing cards, and the difficulty scaling that goes up quite a lot. The latter however could be entirely my fault, as I played it as a roguelike, without upgrades.

Quite interesting and polished game, with a by-the-book game design.
The battle systems and action itself are quite fleshed out. The story however is just okay, a bit too much on the melodramatic side without anything to care about.
I wish the time gimmick mattered more, either by giving the player more reason to care about the NPCs, or at least to try to avoid them dying.
The puzzles were quite good, the dungeons were too damn big, the map itself is huge, and the enemies were varied enough.
The dogs, although cool and cute at the beginning, become an annoyance hours later, demanding attention all the time.
Weird choice to add a slow grind as a last bit before the final boss when the whole game revolves around limited time, but at least it's entirely optional.

Edit: Feel like the game only gets worse when they add so many more items without balancing it, because it becomes harder and harder to get what you want or need, more RNG based.

I put way more time on this than I ever expected to.
Even if it's just a demo, it has a ton of content with the different weapons, armors, relics and consumables.
There's a whole lot of ways to cheese the game, which is good, because it gets demanding on the later levels.
RNG plays a BIG role in it, both on the items you get and the bosses you face. It can be frustrating on that regard, and perhaps will become even more so, as more items are added in the future.
Still, I really enjoyed the great variety of builds available.

Nobody Saves the World has a ton of jokes, an interesting variety of combinations available, a HUGE world and a ton of dungeons.
Its main fault, to me, is how the forms actually don't matter that much, only serving to unlock new skills. They should have been more unique, but were barely different most of the time. Late game forms even felt boring, which may have been me getting tired of the game, in retrospect.
The game felt padded out due to the repetitive dungeons and the form missions, as if they wanted to increase the playtime.
The story was simple and predictable, but still interesting to go through, perhaps because of the writing and varied side-characters.
I believe my experience would have been better if I played it with someone else.

Actually pretty sweet short game, which reminded me of flash games for some reason. The art is pretty cute too.
The in-game ending explorer helped a lot.

Very cute art, well written story and characters.
Simplistic and repetitive gameplay.
Still enjoyed it, especially thanks to the deeper than expected background story.

Feels like the bastard son of Vampire Survivors and Nova Drift, abandoned during childhood without knowing love.
Really simple game, with an unpolished and extremely repetitive gameplay.
But I somehow want to cheese the hell out of it and that keeps me playing.
Still lots of game design flaws and a clearly cheated to hell leaderboard.
Completely ignore the leaderboard and just get the Fedora hat for free rerolls.
I just wish there were less game-breaking bugs and the performance was a bit better.

It's a quick minimalist skill-based roguelike.
The gimmick is that the enemy speed and movement are tied to the song, with harder stages having really fast BPMs.
What surprised me the most was the variety in playstyles thanks to the weapons and spells available.
Unfortunately, this variety didn't reach the enemies or the levels, becoming quite repetitive despite the increased speed.
The boss was scary at first, but ended up becoming way easier than the levels nearing it.
It has a bunch of challenge modes that can be mixed for extra score on the leaderboard, which is cool but eh.
In the end, it's a cool short game that reminds me of flash games.


Played the Steam version, and unlike most people, this was my first time playing any Brigandine, and I liked it

Just completed the Mirelva run on Normal, and didn't lose a single battle, even without any savescumming.
The story had a background role, but I looked forward to it, mostly because I felt like the Pirates weren't supposed to conquer the continent, so it was unique to me.
There's quite a variety of characters, classes and monsters, but after a dozen hours things get kinda samey.

Although I didn't lose any battles, I don't feel like it was easy, mostly because I kinda cheesed the AI by always rushing their Rune Knights or baiting them with an army of weak monsters.
I didn't try cross-class and barely did quests, which meant that I didn't have that many equipment or skills available.

I actually enjoyed this a lot, cheering out of surprise when things went well, actually being sad when some monster I liked died, praying for a critical hit with that pesky 10% chance...
It's a bit weird but I liked the strategy design, with permadeath and scarce healing, but somehow still being forgiving thanks to them being summoned monsters.
The initial form of most monsters are quite weak, so I wanted more revival stones, which I only got literally before the final battle, but perhaps that was for the good.

All in all, I had fun.
Long live Captain Stella Hamett.

Interesting and quite difficult little game with quick runs.
The game feels somewhat unbalanced, but has some clever mechanics and enemies.
It kinda lacks explanations for some of its mechanics, but it adds to the charm when you get it by yourself.
Could use a couple more weaker enemy types, as the flies get a bit boring compared to the rest of the cast.

A cathartic experience if you like Chess
Actually way more difficult than one would expect of chess with a shotgun, it feels like a puzzle game

You can lose out of nowhere with multiple pieces moving at the same time to checkmate you
Or even worse, you can destroy a piece that was blocking another piece's check on you, and you will lose instantly
Thanks to that, it feels unfair at times, adding to the creeping random difficulty from the white cards you have to pile up

Replayability is lacking after a while, you see almost everything in less than 6 hours in my opinion, but you can still combine the cards in interesting ways
I didn't really like how the unlockable difficulty was handled, with each of them just adding more limitations to you, instead of, for example, increasing the enemy's speed or AI skill

Still, in the end, this was a quite unique experience and I loved the idea
It is very cathartic to shoot your opponent in Chess

UPDATE:
The devs have reworked the difficulty system completely
It's way more developed and felt like a better progression to me
There are also new cards and new guns
I still very much wish for a reroll chance though

It's an arcade shooter turned into an idler game if you play as it wants you to
This game made me feel like the heat death of the universe would come before the game over screen
I'm sure the enemies were feeling like that whenever I tried more interesting builds however
Sure, it's fun to watch big numbers becoming really big while being glad you don't have epilepsy, but it's a quite boring game at the end of the day

I felt like there's a decent Vampire-Survivors-like experience under the grind
The beginning is a drag with quite slow meta progression since everything is still locked
The "lategame" suffers from the opposite problem, being too easy when everything is unlocked
I hope the devs manage to balance it out and add an endless mode, or at least extend the normal mode
I might come back to it when there's an update, it did launch just today...