It takes a few goes to get used to the runaway-train feeling of controlling the arm-mounted drill in this game, but when you feel like you’ve gained some control and are cutting perfect lines through rock it feels oh so good. It never feels like you fully gain mastery of the drill, but that is to the game’s strength; it feels like you’re clinging onto the drill by the seat of your pants and it’s only when your feet are back on solid ground that you’re able to breath again.
The other mechanics introduced throughout the game are a mixed bag: the gun and mech sections are a (literal) blast and are used sparingly enough that they remain a fun novelty. On the other hand, the grappling hook swinging never felt precise enough and contributed to about half my deaths in the game. The other half came at the hands of each of the world’s bosses. Whilst the unwieldy drill traversal made the platforming sections tense but exciting, they made the boss battles frustrating; the final boss in particular is a specific breed of bastard. The one thing I didn’t engage with was the shop: during each level you’ll amass a healthy supply of gems and gold coins that you can use to buy stickers, alternate clothing/hair colours, and keys to unlock bonus levels (one per world). I may go back in future and try and collect ‘em all, but felt no motivation to do so during my time playing Pepper Grinder.

Overall, I found it to be a bit of a messy game with a really interesting traversal mechanism that was let down with some finicky controls and uneven difficult spikes across its boss battles.

I really wanted to love this game. It had an interesting premise, beautiful visuals, and some really enjoyable platforming sections that reminded me of the latest Prince of Persia game. Unfortunately, the combat arenas become tedious; it's very easy to get soft locked into an unavoidable series of attacks until you die over and over again. Along with the frustrating combat, there were far too many instant kill environmental hazards with terribly vague hit boxes and a reliance on lengthy autoscrolling sections around the boss battles that just became a chore. I felt I had to see it through to the end to see how the story concluded, which – despite having some touching moments throughout – led to quite a weak conclusion.

Quick half-hour puzzle platformer with a Portal like narrative of going through test rooms. The two jump limit and change to your characters form made for some interesting puzzle design. Was less keen on the puzzles that relied on the movement physics and springs as these felt slightly off.

Hotline Miami by way of Superhot, this grubby game is dripping with a tension and sickness that I couldn't get enough of. Finding the best path through each of the maps became an environmental puzzle, making you feel as cool as landing a flashy trick shot at pool whenever you pulled it off successfuly. The headshots remained satisfying right to the end with a varied mix of enemy types and techniques to bring them to a bloody end. I'd definitely come back for more so pray that we see DLC or a level creator added in future.

Cracking little puzzle game. Thought it was just going to have one (very impressive) trick, but it added enough elements to that trick to make for an enjoyable experience. The story was a bit of a wash, but it’s a puzzle game, I have to commend them for even trying. The puzzles never became too troubling, so I really hope to see the camera mechanic used again in the hands of someone who is a bit more of a bastard when it comes to puzzle creation.

I found Jusant to be a nice chill time. I enjoyed the climbing mechanics a great deal, I just wish there was more jeopardy when climbing; I understand the decision to make sure the player was always safe, but I feel a mode where you could fall to your death would elevate this game to grander heights.

A game of wonderfully engaging language deduction puzzles. Loved the art style, and the mixture of different languages across the hierarchy of the different societies made for an engaging narrative. I found the maths sections a bit too tricky (but that's a me problem) and the last 20 minutes of the game felt like it was forced to provide a dramatic finale, but otherwise this game was a treat to play and I hope its success makes room for more like it.

2023

Loved the art style, felt quietly macabre. Puzzles were engaging but never became challenging. A fun time while it lasted.

What a ride! I've never been one for horror games, but remember having a decent time playing a part of Resi 4 on the Wii. After thinking initially I wasn't going to be able to handle it (that opening section kicked my ass), I ended up having an amazing time playing through the Resi 4 remake. The right level of spooks for me, and I intend to go back and play some of the other games from the series.

Initially was a little disappointed in how simple this game was, I really wanted the decisions to be more involved as the game went on. But overall I had a great time, and when I read that Pope designed this with his kids in mind it made more sense to me. The art and music are among the best the Playdate has shown so far and the amount of charm this game has overwrites any shortcomings.

Really fun platforming Metroidvania. Didn't think I'd get on with the wall jumping mechanic at first as I plummeted to my death time and time again, but when it clicked the movement felt fluid and snappy. Could have done without the combat which was the weakest part for sure.

A incredibly charming 4 hour open world exploration game, where you play as the titular Lil Gator and – with the help of your chums – turn the island you’re on into an imagined adventure game (cardboard crafted monsters included) so that your older sister will play with you like she used to. Full of wonderful and funny writing with several nods to everyone’s favourite Hyrulian hero, all moving briskly towards an ending that hit me more than I imagined this game could deliver. The best game I’ve played that borrows heavily from Breath Of The Wild’s move set, my only quibble would be wanting at least some evolution with the ‘combat’. A great example to show that open world doesn’t have to mean 30+ hours.

2022

The word 'enjoy' wouldn't be the right one to use for my time in the living, breathing world of Norco, but it's a setting unlike any I've experienced before in a game. An excellent narrative wrapped up in a grimy art style that felt sweaty and nervous. I could have done without the combat bits, but otherwise this is amongst the best visual novels I've played.