Game will frequently not work, but when it works DAMN it works well. I think the 4 stories aren't actually the worst idea actually, I feel like Sonic games generally always get better the more you replay them, so having that be forced for a true ending isn't a bad idea imo. I think if anyone plays this game and they don't feel like playing more they should definitely take a break though, because it is forcing you to replay generally the same levels over and over again which can feel monotonous as hell if you don't want to do it.

It's kind of sad how this game turned out considering how cool the idea is.

My problem with E.V.O is that the majority of the gameplay consists of grinding, only a handful of levels are interesting in any capacity gameplay wise, and all of those said levels are mazes... so not the most exciting. The existence of most levels is meant to let you grind more, but the ONLY payoff for grinding is either faster/easier grinding or a boss fight.

This might've been fine if the bosses themselves were good but they just weren't. At least when going through the game as a bird, most of the fights just felt like "how do you cheese the hitstun" and not much else. This persists with the combat in general but I guess I could understand it for normal enemies to not make grinding unbearable, but when the focus of your gameplay is bosses those bosses better be damn good or else your game just turns very bland.

I liked the concept, the potential replayability is there but I just do not see myself going through this one again. I probably wouldn't have finished it if I didn't have a friend urging me to.

The final fight in this game is the hardest story fight in the series but it's really stupid how the gym leaders only have 3 Pokemon.

The gameplay in this one departs from previous FNaF games, and I think it's a net positive. The lack of being able to see the animatronics on cameras I think adds to the fear factor as you don't get to see them in any capacity until they're close enough for it to be uncomfortable.
The gameplay in this one is also, I'd say, probably the least luck based out of the original 4. It turns into a quick decision making game about which of the 4 options you need to deal with first, left door, right door, bed, or the closet. The hearing in this one also really amps up the fear factor, the energy given off from staring out into your dark hallways having to listen for the sound of breathing is something not replicated in the series since.
FNaF 4 is I'd say the best FNaF game out of the original tetralogy, and I'd highly recommend anyone who's enjoyed one of the FNaF games to play this one if they have a pair of headphones.

Actually original levels this time wtf?!?!? That being said they still aren't great and this game is still on the Gameboy. I do think playing as Zero is pretty cool though. Also the parts system isn't stupid convoluted like in X5 but the parts you can get are kind of stupid broken.

I find it hard to come up with a rating for UT, it's less of a game and more like an experience. The experience itself is very cool and gets meta, not even in the fourth wall breaky way, but as in the way you change your view on the game is literally apart of the narrative if you complete the game in the way (I believe it was) intended to be. It's a satirization of RPGs that I enjoy even as someone not very invested in the genre, the writing and characters are excellent. The actual gameplay itself is simple but fun, I just wish more was done with it as it feels like there's a ton of wasted potential. Incredible soundtrack, but did you even need me to tell you that? Play if you've somehow managed to avoid significant spoilers, but if you already know what happens you don't really need to play this game.

This game messes a lot with the traditional MM experience without stepping into its own subset like X or Zero do, but I don't think that's a bad thing at all. I enjoy the creative liberties they took here, and think it's probably superior to 7 or 11 in that area. Aside from that the level design here is just a highlight of the series to me. Also the "jump, jump, slide" sections are good y'all just suck.

Wandered around some cave for a few hours and accidentally committed genocide. Was pretty cool but areas were kind of boring and was easy.

Game was nice for what it was. Platforming felt good and the bosses at least needed me to be engaged with the game (though the lack of invincibility frames on them makes it really easy to kill them quickly, especially on the ones that stay still). The overworld map was kind of unnecessary but I did like the sense of exploring the world it gave, even if it was bare. Overall enjoyed it, fine to play to kill just a few hours.

I really enjoyed my time with Lone Fungus. I still have some more things to do (100%, other difficulties) but I think I have enough of an informed opinion after getting 2 endings to review it.
The game is inspired by Hollow Knight heavily, and it wears that on its sleeve. You can see it everywhere from how the magic system works (hit enemies with sword to get energy to heal and cast spells) and how the basic sword attacks work. However, writing this game off as a Hollow Knight ripoff is doing it a major disservice.
The main thing that sets Lone Fungus apart from other Metroidvanias I've played is the complex movement system. You unlock a variety of ways to platform and get around the world faster in Lone Fungus, which gives it a unique feel compared to other Metroidvanias. The complex movement system really helps compliment the exploration and non linearity of Lone Fungus as well. Due to the he various types of maneuvers you can pull off, it makes you seriously question if you did something before you were supposed to or not; which I think is a good quality for an exploration game like this to have. I will say that when the game really wants to test your platforming capabilities in the Astral Gates or some of the other challenges strewn about it can be annoying but if you dislike them that much they're mostly (if not all) optional.
I mentioned it earlier but the non-linearity in this game really is one of its strongsuits. I'd say I don't like exploring the world quite as much as I do something like Hollow Knight or Super Metroid, as admittedly there aren't many interesting setpieces across the world like there are in those games. That being said though, Lone Fungus does have many power ups scattered around both mandatory for completion and optional, which makes it worth your time. I can understand how someone could find the lack of direction frustrating, but like, you chose to play a Metroidvania. Isn't getting lost the point?
I'm bad at writing conclusions but basically Lone Fungus is just a good Metroidvania with more focus on platforming than you'd typically expect that I'd recommend to anyone who's into or wants to get into the genre.

This game is good. Level design doesn't have nearly as many as those instant death traps as Sonic Rush (though a few still show their face on occasion), and I generally felt like I was doing more than just boosting my way until the end. I don't think the wisps really helped with that though, Drill and Void are the only ones somewhat interesting the rest are just annoying to use to me. Game is very short, only containing around 12 levels but ranking system + extra missions can offer more game time if you want it. Visually I think game looks great and the soundtrack is even better, seriously the soundtrack is really really good.
Recommended if you enjoyed either Sonic Rush titles (this game is essentially the third anyways), or just want a high speeds platformer.

To get it out of the way, this is a Megaman game. If you enjoyed any of the prequels or sequels you can get something out of this one. That being said, I think this is one of the worst in the series. Pretty much all of the weapons that aren't named Shadow Blade or Top Spin (seriously) are practically useless, the level design fails to leave an impression, and the bosses in this game largely only have one or two attacks with minimal unpredictable that makes them boring once you figure them out. Also I really hate the 4 Doc Robo stages after completing the first 8 stages, they always make me want to stop playing (and most of the time I do) since the levels don't feel different enough from what you just got done doing with two boss fights with one not having a checkpoint before it meaning you have to replay up to that point if you die. Also Rush Jet is just busted making a lot of the game skippable. Like I said, since this is a Megaman game it's not atrocious or anything but I have little reason to play it over any other.

It's really something how they managed to make the series this bad following X4, but they did it. The flaws in this one are somewhat from mechanical issues (like having to game over yourself multiple times before being able to get parts) but mainly it's just that the level design isn't very good here. Some levels are cool (specifically I like Axle the Red's) but a lot of them are just boring. The worst is definitely Duff McWhalen, but it's not like others are off the hook (Skiver) and just in general the most the level design does here is let you move around as X or Zero, which is nice I guess, but it makes me want more.

It's fine to kill an hour or so but that's really it. I literally just finished the game and as I'm writing this I can't remember any stand out level or setpiece. With 9 levels, 8 of them feel like halfbaked versions of the levels the Robot Masters they're using originally had.

The reason I'm giving it a whole *1* is just that... I see no reason for this game to exist. It offers absolutely nothing that Megaman 2 will not give you by itself. As a handheld in 1991, I guess it was fine, but as it is now it is so entirely uninteresting that it gives no value.

Also what's up with some of the bosses doing literally one point of damage to you wtf?