Reventure is a 2D platformer largely about finding various ways to die and unlock all available "endings". It's okay, but not mechanically that interesting and I just can't find the concept of trudging through areas looking for slightly different ways to end the game that interesting. It's a gimmick, and one that didn't have much of a shelf life for me.

It's an okay puzzle game, but not really much more.

2019

It's a short, feel-good, walking sim and it does all of those things fairly well. It's chill, has a decent ambience and a pretty neat visual style. It's free, so if you're interested just download and play - but it's not the truly sensational experience you may get from other walking sims.

It's not terrible, it's just a bit limited. A fairly basic 2D platformer without the best controls. Even for a short, sub-1hr game, I'd still not recommend spending your time here instead of elsewhere.

It's about as fun as you can get with this sort of arcadey, Tetris-like game. You drop small moons, asteroids and planets - which combine with other copies of the same planet/moon and create the next-larger sphere. Continuing until there is no larger object to create.

The celestial body theme is great, it's visually really neat and the polish of the animations (in particular the momentary delay before a new planet pops into being) give Cosmic Collapse a lot of life and energy. It's fun, but all you're doing is dropping planets and at some point you'll have had enough of doing that.. still a very strong little time killer.

Still has the recent Football Manager UI/UX issues - but FM24 has introduced a plethora of genuinely game-changing mechanics to reinvigorate the football management experience.

I played FM22 when it was released for free and it didn't take long to realise it was worse than FM19 which I already owned. The user experience design of Football Manager has taken a shocking downturn. This is ultimately a spreadsheet simulator with a theme, but SI have designed all the menus and screens to look thematic - while being significantly less practical to use.

Another good FM release. Some odd (read: poor) UI changes, but not as bad as what would come later. The purple colour scheme was also a bold choice, but the game was good.

It's Football Manager.. the standard is usually pretty similar. FM18 made some changes that were better than before, and some that were worse.

A solid game, but with nothing that made it particularly better than the few editions before it.

A decent FM game, nothing particularly special over its more recent predecessors.

Football Manager is always virtually the same - but FM16 rates a little lower simply because the match engine's quirks/flaws (every FM game has its own problems!) in this edition are more severe than usual. Usually its a niche formation that's overpowered, in this game it was just full backs crossing the ball.

I can't tell you a lot about Resistance: Fall of Man. I don't think to was mechanically al that distinct from other shooters of the time - but I do remember that the co-op mode was excellent and it was a blast to play with a friend.

Dungeon of the Endless was an excellent strategy game that paired roguelike dungeon crawling with tower defence. The original game focussed on planning out your turret defence strategy; positioning strategically, moving tactically and balancing safety against resources.

Endless Dungeon is the 3D isometric, twin-stick shooter sequel to that game..

And in many ways it deliberately fights the ideas that made Dungeon of the Endless so enjoyable. Changes to enemy spawns, resource generating buildings, and the positioning of the crystal you defend have made the randomness of the map layout significantly more impactful. The decision making in researching turrets and upgrades is massively limited by a complete refusal to give the player any information. Endless Dungeon also devalues each roguelike run by adding in a sprinkling of roguelite metaprogression that feels like an incredibly cheap way to artificially inflate playtimes.

One of the few details Endless Dungeon has carried over from its predecessor is that of the few dozen different abilities/turrets in the game - it's pretty obvious which ones are the best and which are not worth touching.

Endless Dungeon is still a fun roguelike-strategy game - but its strange for a game that would naturally draw in the Dungeon of the Endless audience to be designed in a way that's so contrary to a lot of what made that game good. I imagine a good chunk of Endless Dungeon's mixed Steam reviews comes from DotE players hitting a wall trying to play this like the former title.

There's also the issue that this game crashes a lot in multiplayer - though I imagine that will get patched down considerably. Endless Dungeon also makes it really hard to finish a co-op run in single player if the other player has disappeared, leaving their character as a perma-AI that you can't control or even give equipment to. A bit rubbish if a random disappears towards the end of a good run.

If you loved Dungeon of the Endless, I wouldn't say "don't play this" - but I would warn you that, while this is a fairly enjoyable experience, it's one filled with constant confusion as you see so many DotE systems consistently implemented in less interesting ways.