A simplistic 2D shooter about a person whose dad was killed by birds and now he wants to get revenge on them. Yes, it's a weird plot.

At its core, the game is pretty goofy, easy and involves going through a level, avoiding some obstacles and mowing down all birds that comes in your way.
The only minor complaint I have is that the final boss has a really small hitbox. It's a 30 second boss battle when you're fully upgraded so it didn't really matter, but it was noticeable.

It took me just under an hour to finish and I went out of my way to grind a bit so I can get all weapons and upgrades.

Does it have replay value? Not really, but it was fun for the hour it lasted.

There's a good game in here, but it felt like the Game Boy wasn't a good choice for this sort of thing.

I can appreciate the ambition, and the first three levels felt fine, but there's some pretty noticeable frame rate issues, which brings down the enjoyment you get. Platforming becomes more tedious, the combat in slow motion doesn't feel good, and the incredibly minimalistic presentation removes a big part of what makes the retro Castlevania games so special.

And there's stage 4. It felt a bit too long and accentuated another problem with the game, which was its poorly placed checkpoints.

Had it been designed for another system, this could've been quite good.
In its current state, it's something that can be safely skipped.

I was surprised by this game, since I thought the Game Boy's limitations will once again result in a rather mediocre experience like the first game. Luckily, that wasn't the case.

This one took the rather underwhelming experience of Castlevania: The Adventure and improved on it.

Presentation, naturally due to the system, is still minimalistic, but with the inclusion of a story felt a bit better.

The slow speed and frame rate issues present in the first game are not here, which makes this one more fun to play. The addition of sub-weapons is also worth noting, even if there are only two of them.

Level design isn't mind-blowing, but does the job well and most levels (and the game in general) were pretty short, so there wasn't much to complain about there.

Overall, while not outstanding, this is a good Castlevania game.

Decent puzzle-platformer with a good presentation and nice amount of level variety. Whether it's rotating the map, controlling multiple versions of yourself, or carefully planning your route, because a version of yourself that can kill you spawns and takes that exact same route; it has some interesting ideas, though nothing groundbreaking.

The difficulty of each room can greatly vary. Some of them in particular felt pretty gimmicky and hard, so I enjoyed it more when playing in shorter sessions.

A decent, albeit playing it incredibly safe, expansion to the original game.

There was a slightly bigger emphasis on puzzles and escorting people. Combined with the addition of a lot more ammo and health packs laying around, this felt far easier than the original, especially in the second half.

Despite a lack of enemy variety, it's only around 4 hours long, so it doesn't overstay its welcome too much.

Even if very slightly, I'd say I liked this expansion more than the base game.

Some lessons were learned, and the overall pacing of the game felt far better. Admittedly, there is a bad final boss and also this expansion's equivalent of Blast Pit, but there were no levels which felt as annoying as On A Rail or the Xen ones.

The expansion leaning more into the shooter aspect, adding more weapons and enemies, while removing a lot of puzzles in comparison to the base game and Blue Shift is also worth mentioning, and I was a big fan of that.

The story and atmosphere didn't quite feel as gripping than the original, but were well-done, and it was nice to experience this story from another point of view.

Over the past 2 weeks, I've gone through my steam library and realized I have a lot of games I didn't know I owned in the first place. Out of 20, I've only beaten 3 of them when you include this one. And I didn't enjoy it, but more on that in a bit. (no pun intended)

Dead Bits is a shooter with graphics that look like a mix of Minecraft and Roblox, for lack of a better comparison.

During the first 5 stages, the game is more on the boring side. The dubstep music and the game slowing down during certain kills makes this a weird time-capsule of what was popular on YouTube gaming videos during that time. Admittedly, it appealed to me once, but at this point, it was like an embarrassing memory I'd rather forget.

Each stage gets slightly harder, with a noticeable difficulty spikes occuring in stage 6. Levels also become tighter with smaller spaces to maneuver, while the number of enemies increase.
This, combined with the fact stage 6 introduces things that can insta kill you makes it incredibly annoying to play. The worst offender is stage 9, which is an annoying obstacle course with too many instances of things that can insta kill you.

So why did I beat it? It's one of those games where I got so annoyed I had to finish it, regardless of how I felt.
Luckily, it only took just a little over 2 hours, so it wasn't the biggest waste of time ever.

Half-Life 2 is both different and familiar. It largely retains what made the first game special - the silent protagonist, the lack of cutscenes (with minor exceptions), the set pieces, the physics-based puzzles, and environmental storytelling.

The game's atmosphere and sound design isn't as "scary" (so to say) in comparison to the first game, but the Earth you find itself in is pretty dystopic and depressing. Seeing the whole game only through Gordon's eyes leaves a lot open to interpretation and while I'm normally not the biggest fan of such things, the antagonist of the story - The Combine, feels better left mysterious.

The level design has its ups and downs, but I felt like it was mostly pretty good.
One of the most atmospheric chapters (we don't go to Ravenholm) felt a little confusing to navigate at times, but was pretty fun overall.
The vehicle controls are janky and while those levels (Highway 17, Water Hazard, etc.) are amongst the longest in the game, they work well enough (most of the time) to be surprisingly pretty fun.
A low point of the levels were the fights with the Combine Gunships and Striders, but luckily, those encounters were only a few.
Luckily though, there were no Xen or On a Rail-like levels.

The physics based engine was admittedly pretty rudimentary, but Valve made the best of it through the puzzles.

The gunplay is sometimes said to be the weakest point of the game, but I didn't have too many problems with it.
Yeah, a lot of enemies don't give much of a reaction when hit and the sound of the weapons themselves feels uneven, while some other have a low ammo capacity. But that also encouraged me to try and switch weapons and use the entire arsenal far more often.

Overall, it has its flaws, but I came out of this game pretty satisfied with how it turned out.

Incredibly short and okay at best. The story ends at the moment where it seemed to start building up towards something interesting.

While the game is derivative in its design and played it incredibly safe by opting to not introduce anything new in terms of enemies or weapons, the atmosphere in places felt better than the base game. Having more environments where it was darker and you had to have the flashlight always on felt like a nice change, at least in my opinion.

You don't get the crowbar until you're pretty close to the end of the game, and combined with the limited ammo you get in most chapters, it was pretty noticeable the devs wanted you to over rely on the gravity gun.

This game was interesting.
Imagine Diablo 1 but with a clicker/hack 'n slash hybrid battle system, a card system which is the equivalent of skills, and a more limited area you can move in during the levels themselves.

In practice, I felt like it both worked and didn't.
As a big plus, this games has some nice QoL features - it notifies you if you missed something, meaning you can 100% a run down to the most little of things, deciding the pace of exploration and that way dividing the game into as big or bite sized of pieces as you want, and a quick exit from a level if you've collected everything, thus saving a bit of time.

The card system though, I wasn't the biggest fan of. It's random what sort of cards you'll get and I felt like having a regular RPG skill system with the possibility of branching paths would have worked better. Having to constantly go back up after finishing a level to identify a card just to end up with many extra copies that couldn't be used was annoying.

The enemy variety noticeably dries up around the half way point, making the game, even if you can still romp through it, a bit of a slog.
The last stretch of the game is also kinda weird. Levels become far smaller and more linear, enemies are numerous, and you can't escape and dodge them as much as before, making you also rely a lot more often on health potions. The sudden difficulty spikes becomes overwhelming, for lack of a better word.

An overall decent game with some interesting ideas and nice QoL features, but the lack of enemy variety in the second half and the card system brought it down in my eyes.

It's not often that an old Creepypasta I recently decided to read once again intrigued me enough to play the game it was inspired by.

Overall, this game felt kinda shallow.
Levels and enemies got incredibly repetitive before you even left the first planet. On most levels it's incredibly difficult to dodge anything. It felt like your goal in those instances is to get from point A to point B as quickly as possible, rather than enjoy what you're playing, which was a shame.
Playing as Godzilla is ok, and the combat is functional, but it doesn't keep you engaged. Playing as Mothra, on the other hand, was dreadful, especially with the clunky controls.

The boss battles are good, but don't feel like they pay off the incredible monotony you have to go through to reach them.
Another positive of the game is the sprites, which felt good to look at.

Overall, good graphics and nice bosses, but the level design, combat, and controls leave much to be desired.

I was looking forward to playing this one due to the bizarre concept. Card games on motorcycles is... a very interesting idea and this was a very interesting game overall.

Imagine Mario Kart with awkward controls and a card game system in it, but the game had an incredibly limited budget and had to be made incredibly quickly, and you have this game.

Your deck must have a minimum of 15 cards (but could have more) and naturally the card effects wildly vary. You could also summon a monster and attack with it.
However, with the way the game is designed, it's best to make yourself a deck that slows down your opponent and speeds you up. The only monster that should be running is Sonic Chick. It basically nullifies all damage you take, an invaluable effect that lets you circumvent so many headaches, making it the MVP of this game.

The controls are awkward and it does not help that this game felt like it was designed to heavily punish you for playing it how you'd naturally think it should be played. The opponent can catch up to you incredibly easily if you are ahead, so it's discouraged to be ahead. Why should you then make a deck to slow your opponent down and speed you up? Well, that final nudge comes in handy at the end of a race. Activate all your cards, gain a large surge of speed, and speed through to the finish line. You'll be hitting a lot of walls and generally having a lot of difficulty maneuvering during the race, but that hardly matters if you keep those cards towards the end.

A very bizarre game, which has to be experienced to be completely understood. It's not good, but it's intriguingly gripping, in its own way.