Feels like it's overcomplicating itself for the sake of being unique. The more I play, the more confusing the progression gets.

For one, your settlers don't do much... without you telling them to. The resource management is a big headache, you have to constantly be giving the families resources for them to do anything.

There's no real direction either, sure it's a city builder, but it feels like I have no real reason to keep building more things, as it just feels like a big chore.

Although I have never played similar games like RimWorld or Dwarf Fortress, those games just seem like way better options if you're looking for a micromanagement colony sim.

I wasn't expecting much out of a free-to-play tower defense game, but it was a good 8-hour experience. I know there is a lot more to do in the game, but to me, completing the campaign, some of the adventures, maxing out my gear, and reaching level 50 is good enough for me.

Although I have not played the original Dungeon Defenders, this game was still a pretty solid tower defense. It has unique elements that I think blend well. The art is cute, and the characters are stale--or neutral, you could say.

As a free-to-play game, it's obviously filled with micro-transactions, but did I have to spend any money to get a fluid and enjoyable experience? No, not at all.

Overall, Dungeon Defenders II is a must-play free-to-play game in my eyes and offers a solid, under 10-hour gameplay experience and an even longer experience for those who want that.

Disappointing game. It has a lot of unique elements and does a lot of things right. Unfortunately, the emphasis on RNG and difficulty completely ruins this game for me.

The first few floors are quite enjoyable and have good difficulty scaling, but once you get to the latter half of the floors, it seems like you need to rely on getting a quick path towards the exit. On a lot of the floors I was able to get past, I spent most of my time staring at the health of my heroes just to make sure they didn't get melted by the swarm of enemies each time you opened a door. 

Maybe I had a few bad runs, but in my four hours of playtime, it was fun for the first hour, and after that, it was all downhill. The game also suffers from a really bad progression system; most rogue-likes get easier with each run, but with Dungeon of the Endless, you only unlock heroes, which in my experience doesn't make much of a difference. 

Dungeon of the Endless could've been great with a progression system that made it easier with each run and easier difficulty settings. I might revisit this in the future, but for now, I don't have any intention of trying to finish it. 

I remember being obsessed with this game a year ago, it's a pretty complex game, with a huge skill tree. But after the 3rd or 4th act, the game got tedious, boring and too hard for me to continue.

This is the type of game where if you want to reach the end of the game, you really need a build guide, and I tried some of them, and they're just too hard to follow.

I started many characters, with different builds, but never found it fun. It felt like if you didn't follow a strict path on the skill tree, grind out certain pieces of equipment for gem slots, you're screwed after a few acts.

I feel like I'll have a better time playing Diablo if I wanted to play this type of game, but Path of Exile just ended up being not for me. It's a solid game, especially for being completely FTP! I would give it a shot, it's worth your time.

Cool game but way too hard for me to continue playing.

I really want to like this game because the art and music is really charming, but unfortunately the gameplay is incredibly dull.

The only weapon you get is a boring pea-shooter, and in a roguelike, that's not good! Most of the power-ups don't do much to shake up the experience either.

This game is a classic example of a cute art-style being riddled by boring gameplay.


Too hard and repetitive for me to enjoy much

Real lack of content here. I guess this just qualifies as a nice time killer.

Well, the game is quite simple, so I'll keep this review quite simple.

It's a good game; the concept is unique, but it gets boring fast.

Dead Cells is the first roguelite that I have had a good experience with, and I didn't dislike much about it.

The gameplay and progression are mostly what made me like this game. I really enjoyed the variety of weapons and procedurally generated rooms that made every run feel different.

In addition, I enjoyed the option of choosing different areas to go to instead of a strict path. Dead Cells forces you to make a lot of crucial choices in every run, which I really appreciated. 

While there was a story present, it didn't make itself known vibrantly. I wish there were actual story beats forced upon you instead of an optional dialogue piece to read in some random room that has a chance of showing up. The world of Dead Cells feels mysterious, and the art captures it well. Unfortunately, I feel like it was a missed opportunity to not focus on it more. 

Overall, Dead Cells is probably my top choice if I were going to play a roguelite, and I will definitely buy all the DLCs eventually. 

Nothing special, but I enjoyed it. 

There are some unique elements to it, like the characters giving special perks or upgrades. The tracks were good, and I liked the addition of hidden paths in some tracks; it was obviously taking most of its inspiration from Mario Kart.

Overall, it's an okay game, but a 6-year-old would think it's amazing.

2018

This review contains spoilers

Hades is a nice roguelite with some interesting concepts. The whole plot of escaping from hell works nicely with the roguelite genre, but the overall story didn't really interest me, and the ending wasn't much of a surprise. 

It's by no doubt a solid roguelite hack and slash, but not GOTY material or anything. A big problem in the gameplay loop for me was a lack of variety in each run. In a game like Dead Cells, each run is vastly different. There are different rooms for each area in Hades, but they get old after a few runs. 

Furthermore, I didn't really enjoy the bosses; most of them had annoying attacks, and I usually beat them with boring AOE attacks. I did, however, like most of the enemies.

What disappoints me the most about Hades is the lackluster story; the concept of escaping from hell is intriguing, and it worked surprisingly well with the roguelite nature of the game. Unfortunately, the ending is what ruins all of it. It wasn't surprising to me at all once I finished that Zagreus was not able to fully escape and was forever bound to the underworld.

No credits rolled after that; I came back to the underworld like nothing happened. What do I do now? Go through another run just to speak to Persephone for a little while? It didn't make much sense to me, so I looked online only to learn that I have to complete a run nine more times to get the "true" ending. Huge turnoff.  

Hades was already hard enough for me to get through even on God Mode, and I definitely don't want to go through the same thing nine more times just to finish the story. 

Easily my favorite game of all time.

I don't think any game will ever come close to the original Destiny story campaign, it has a very special place in my heart. It was my first story experience in a video game, and it fascinated me so much. Everything about Destiny was perfect to me, even the little details like certain weapon models, gun sights, reload animations, voice lines, it was all so memorable.

Maybe it's just nostalgia, but Destiny captured a certain itch, a certain atmosphere, that couldn't be replicated, its sequel, Destiny 2 can't even do it. No matter how bad certain eras of Destiny have been received, I've never not enjoyed my time playing Destiny.

I hope a lot of people can find their perfect game, it's a magical feeling.