>Call yourselves "Player First Games"
>Make the grind for characters a daily hassle and charge $20 for skins
>Make it so that playing in friend lobbies nets you no XP

This is Nick All-Star Brawl but even worse. I feel like I'm taking crazy pills when I play this game, feel how awful it is, and so many people online say it's good.

Hitboxes are beyond fucked, the balancing is blatantly awful, the free-to-play grind is obnoxious, and the perk system is the most retarded shit they could've put in this game. Why in the living hell would you add a perk system to a fighting game? Have fun going online and getting matched up with people that can just straight up play the game better than you regardless of skill level. Yeah of course you outplayed me, you have a perk that gives you an extra jump when you hit me in the air and you play an aerial combo-focused character. The 2v2 is the only fun way to play this game and even then I've never played a single 2v2 that was more fun than any doubles game I played in Ultimate. Fuck, I've played Smash 64 doubles more fun than this.

I wanted this to be good, man. I really tried. But this is one of the worst Smash clones I've ever played. No cap, BrawlOut was better.

Every poor person's first Switch game.

Way more fun than it has any right to be. Get as many friends as possible together in a Discord call and laugh your ass off.

Needs better netcode, though.

As a hardcore Dragon Maid fan, this was disappointing. It's an ok bullet hell but unless you're a big Dragon Maid fan, it's not worth forty fuckin' dollars. $20 at most. It's replay value thrives on playing stages over and over to grab random collectible drops, the cool ones being pieces of Dragon Maid illustrations from the manga, but even that becomes less worth it as repetition sets in.

I only got this because I fuckin' love Coolkyousinnjya, and having a game with his artwork on the cover is nice, but do not get this game unless you see it for at most $20.

When your campaign mode revolves around fun but tedious recycling of the same kinds of puzzle battles, the last thing you should do is literally recycle the plot of the first game and go through the same story AGAIN.

Suffers the same trappings as other FPS arcade games in that you get bombarded with damage that feels impossible to fully prevent, but the novelty of the Poltergust controller and the haptic feedback of sucking up ghosts and items with it bumps up the experience. Honestly the fact that it's not only a genuine Nintendo arcade game, but Luigi's Mansion of all things gives it such undeniable charm.

Yup that sure is Dr. Mario with cheating AI and slow gameplay.

Took me years to finally muster the willpower to sit down and beat Sonic 1 legit... and it sucked ass.

I can absolutely see how this blew the minds of 90s kids with its graphics and sound. There's a level of polish that just blew the stuff you'd see on the NES out of the water, and even cool levels of detail like the reflective sheen on those glass pillars in Marble Zone. And that soundtrack? Green Hill is one of the greatest, most iconic pieces in all of gaming. Not to mention all the other bangers like Marble, Spring Yard, and Scrap Brain. And Sonic, despite saying nothing the whole game, conveyed a lot more personality than pre-64 Mario ever did.

But man, this plays like aaaaaaaaaaaaaass. The momentum is all fucked, the hit detection is spotty, there are blatant moments of bullshit and horrible level design that cheats you out of lives, the checkpoints are poorly spaced, the bonus levels are wonky, and to top it all off, those poor Genesis kids had to play this with NO Spin Dash and NO Drop Dash. The only reason this game should be remembered is for historical purposes, otherwise it's just a bad game.

The highlight of my playthrough was when I got to Spring Yard Zone and the word "COPE" was spelled out in giant neon lighting while getting helplessly tossed around by springs and impossible obstacles. Apt summary of the Sonic 1 experience.

Pretty fun every once in a while. Gotta remember to delete it before my Switch blows up on March 31st.

Locks you out of world 2 and forces you to either wait a few days or buy the microtransaction gems, fuck this game.

It was a good meme but it just kinda controls like ass. Half of my inputs feel like they never come out. It's a shame too because this had the pedigree and the financial backing to be a competent Smash clone. But between bad online, lack of voiceover, no control profiles, and no meaningful single player content, the most you'll ever see this game at is with friends on the couch. And even then, once you play a few rounds, you'll just wanna switch back to Smash.

The best modern Yu-Gi-Oh simulator ever made. Unfortunately, it is a simulator of modern Yu-Gi-Oh.

Steven Universe is my all time favorite cartoon. Hell, it may be my favorite piece of media, period. So when it came time to get some video games, I was surprised just how much love the series was given. Cartoon Network teamed with little mobile developer Grumpyface Studios and thus was born the "Light Trilogy," a canon trilogy of RPGs set in the world of Steven Universe. I have never played the last two, but I was saving them for a special time, now that Steven Universe proper has been done for over a year and this is the last bits of worthwhile SU media I have not yet experienced. I did beat Attack the Light years ago, but I figured I'd judge the trilogy as a whole.

Being a mobile game, this game is short. I blasted through a pretty casual 100% hard mode run over the course of two days. But for a mobile game, this is surprisingly high quality. Enemy variety is great, the music sounds appropriate for the show, and the chibi art style is endearing, but the star of the show is the Paper Mario influence. When your basic attack begins, you can tap the screen just as it connects to do a combo move, and when you get attacked, you can tap at just the right time to halve the damage. On hard mode, you can't see the special indicators of when to tap, but it's still easy to figure out if you basic pattern recognition. The star system is also brilliant. Your actions cost star points and you can only use one item from your inventory per turn, so it's on you to risk and reward conserving stars for a big fuck-off turn, or spend them all immediately to draw aggro or do small, instant damage. There's even a badge system. I also love the role Steven plays in this game. At this point in the story of the show, Steven hasn't yet unlocked his fighting capabilities, so he's the healer, bard and item distributor. I also like the gag where Steven starts out at level 1 whereas the Gems start at level 9001. Cute touch.

The biggest problems with the game are the basic story, controls and items. The story is inoffensive and basic, like the most "this is a video game based on a pre-existing property" kind of story, but thankfully the later two games rectify this issue. The controls work for the most part, but occasionally a group of enemies will be too clustered together, so when I meant to tap on one for a target, sometimes it would target a different close-by enemy, which was annoying. The balancing is kinda fucky, too. Garnet is supposed to be the beefy tank, Amethyst the weaker, critical-hit based multi-target attacker, and Pearl is the character you use to pick off squishies with little cost. I guess I accidentally spec-ed Pearl into DPS, though. Garnet's basic attack is a single-target two-cost, but Pearl's is the same but it's one cost. She would do a little bit less than, the same, or even more damage from one attack than Garnet could, but since I could pop two Pearl attacks in what would take Garnet one, I kept relying on Pearl for damage. The economy is also for shit. At the start of the game you never have enough money, and then once you reach the halfway point, you always have enough money. I wish you could sell items, but you can't. Star fruits that give me extra star points, healing items, and reviving items were the only ones I ever used. I didn't ever touch my status effect items, yet I had about a hundred of them in total just cluttering my bag. The final boss was also piss easy. Since you start the fight will full health, I just popped one of my "next action costs 0 star points" items, used my once-per-fight fusion, and ate half its health bar, dropping its attack and defense stats while doing so.

Attack the Light is a humble beginning for the Light Trilogy and it's clear that Save and Unleash have both built upon and improved the groundwork laid out by this first game. If you're looking for a Paper Mario-esque RPG to play over a lazy weekend, I do recommend this game, especially for the low cost of $3. You don't even need to be a fan of the show to enjoy the game. But the other two are definitely more fan-oriented. But that's okay because Steven Universe is literally the best thing ever just watch it you cowards.

Dummy fun multiplayer game. Ranking system actually works, netcode surprisingly immaculate, mechanics are easy to learn, middling to master, there are zero bad maps, and while teams are encouraged, there is always potential for an individual to shit on everyone around them.

My only gripes are a slow level up system (you telling me there are 900 levels in a season; hell naw) and on the blue moon occasion when the game does lag, it is the most unplayable multiplayer game ever. Like, worse than Super Smash Bros. Brawl online. Some new modes would also go a long way to make this stand out.

This is not a single player game, this is absolutely a burst of team-based multiplayer 3v3 perfection. I really hope this game takes off like Fall Guys did sans the community-killing social media.

I 100%-ed this game in two hours. This game is definitely designed around secret hunting and that is the main draw of the game. Has a couple memorable moments but the scoring system feels random, the music is droning, and has an anti-climactic ending boss, but I can only imagine how much cooler this game was in 1999 as opposed to 2021, talking about the secrets on the school playground and swapping stories and pictures.

Hopefully New can recapture that magic.