Extremely hard and unforgiving by design. Not for me, but it certainly evokes dread, in one way or another.

Very very fun, I don't think I've seen more blood in a game, outside of DOOM. Strangely meditative, getting into a rhythm with your absurdly large arsenal is quite appealing and simple. Movement is relatively tame though, this isn't a movement shooter, it's a boomer shooter thrrough and through. Gets quite samey after a while, but that's kind of what you're here for, so no big deal. A good way to explain it is if doom was JUST the guns, and no glory kills, chainsaw, grapple hook, etc. If you've got game-of-the-year type stuff (like DOOM Eternal) in your backlog, get to that stuff first. Prodeus can wait.

Hits a sweetspot in gameplay where most enemies are easy to defeat, so it's satisfying to blast through the hordes it throws at you. Pretty short, and the story is fairly lackluster, but it gets the job done. Obviously meant to be played through multiple times like traditional rhythm games, as there's loads of customization options for how to play, but not that much actual campaign and levels. I finished in one sitting and enjoyed it quite a bit.

Well put together, and had good moments, but it kind of made me... sleepy? After I got to a certain point my frustrations escalated because the merchants stopped selling me ingredients that went to the right, and it felt like I was kind of dead in the water. Other than my personal preferences it's clear that a lot of thought went into creating the game and balancing out certain aspects. Wasn't for me though.

Actually a very enjoyable game! I didn't go into it expecting much, but I needed a break from Elden Ring and saw it on Game Pass. It handles combat very well, with quests giving small hints as to how to maximize your potential, but it never forces anything. Ultimately a very customizable way to play, which I always value. The dungeons are also great because you can treat them like a puzzle or a lock, with a certain build being the key. Shaking up your gameplay and making adjustments is needed, and none of the solutions to any puzzles are too out there. Because everything is based around the transformation mechanic, you can make an educated guess that whatever problem you are facing was intentionally designed to make you adapt to it, not brute force. All in all, well designed and fun.

Just not that fun, innit? Technically, its well put together, but some of the design choices for how you hold the guitar are not great, and it got boring fairly quickly.

Not super great, it gives lots of freedom to build, but the waves and such are boring, and there's nothing to work towards, just pushing in one direction aimlessly.

Nice, short, dense game. Movement is simple but very fluid, and overall the controls are great for getting into a flow. The writing is good, and then the ending makes it all great. Just make sure to read some lore entries to not get completely sidewinded by the ending. Also notable is that it doesn't waste your time. All the characters dotted around have a couple lines of dialogue or a quest, but you don't have to talk to a single one to finish the game. Play how you want.

Meaty, well designed puzzles, which give complete freedom within the limitations it provides. All puzzles are tricky, so I couldn't complete any one of the seven games except for the model mech builder, which is GOOD.

Please play the first game first, but Changing Tides is more of the same, with tighter and more polished everything. Very nice.

Quite an interesting little game, but I really liked it. It put me through the full range of emotions: shock, relief, awe, sorrow. All without a word uttered. The devs really have something special here, and although I don't believe this game could be classified as a must play by any stretch, it tells a very nice story in a polished, condensed format that overall is just nice. An easy recommend from me.

Really good combat, with noteworthy combo systems and great flow. The story, however, was unbearably slow and tedious, with characters doing whatever the hell they wanted, most of the time. It felt like it didn't want its characters to be one dimensional, so it gave them one extra character trait to base their personality around. For the male main character, he REALLY likes ONE SPECIFIC in-universe branded plushie. It is brought up multiple times throughout the main and side missions, and at one point he stores a delicate McGuffin inside a plush he handmade because "if it's in there, I know I'll be delicate with it". This type of stuff would be fine if he showed any of these character traits outside of these set windows, which he doesn't. The other characters aren't much better. A lot of critical plot pieces can be resolved just by talking, which the male main character attempts to do with almost every character he meets, proving that the writers knew of this flaw and decided to brush it off. When there eventually is a big pow-wow, the other characters say, "sorry, I guess I should have listened" and they are instantly forgiven by everyone. It's just a mess.

Pleasant, easy game. Nice way to spend a couple hours and all of the puzzles make sense.

Great short game. Finished in one sitting and really liked it.

It is done. All maps solo. I want to die. Get friends before you play.