Really dig the aesthetic. Kinda wish it wasn't a roguelike, though. Like, why do I have to solve the same mysteries over and over again, I already know the answer. Not everything has to be a roguelike, y'know.

Also, as someone that's read a lot of Junji Ito, I couldn't help but think "Man, Junji Ito did this part way better" throughout the whole thing, but I understand that's more of a me problem.

To be honest, it would've been better if it wasn't a roguelike. The story and atmosphere are so strong that if they had manually tailored the combat progression more rather than leave so many elements up to random chance, it would've felt more of like a polished experience which would've better served the cinematic vibe they're going for. Otherwise, some pretty solid sci-fi that, in my opinion, succeeds in making the player asks themselves some pretty interesting philosophical questions, the goal of any good sci-fi really.

Absolutely livid that Nintendo gave you the baddest character design on god for like 5 minutes at the very end. You telling me I gotta buy a whole ass Hyrule Warriors game just to see my goth queen again? Simply diabolical.

Shitty, generic military propaganda. Not worth your time.

This review contains spoilers

look, I know backrooms is cool and all but not every spooky house has to literally be the goddamn house of leaves guys, c'mon.

Actually really impressive how the game manages to perfectly re-contextualize the gameplay mechanics of both prophunt and speedrunning into a thematically consistent and artistically compelling narrative. Also love that it's only like 20 minutes long. Can't afford to waste any more time, after all...

Pros
- Engineering is fun
- Music is great
- Everyone is hot

Cons
- The Depths feel unfinished
- Too much grindy bullshit
- Arrow fusion and Sage abilities are a bitch to use

A marvelous tone piece. The muted, but not quite black-and-white art style complemented by the cold howls of echoey synths reverberating into empty factories and dark woodscapes produce a tense atmosphere of quiet dread throughout the experience only rivaled by the creators' previous game LIMBO. But whereas LIMBO relishes in the shock value of its edginess, INSIDE's edginess feels subtler, and more cohesive towards its themes of control and oppression. Playing INSIDE feels like being trapped in an Edward Hopper painting. Other people may exist right beside you but their sentience is only ever an idea. The city outside the cafe may be vast and its glass may be transparent, but even if the outside is clearly visible, one can never truly escape the feeling of being...inside.

Some neat ideas. Does some cool things with perspective near the end. Controls were a bit stiff though and the story didn't really grab me. Also, while the puzzles were kinda clever, the heavy use of reset really slowed the game down and just became annoying after a while.

Pretty neat for what it is, which is basically just a Castlevania game with a cute gimmick where every enemy can drop an ability that you can use.

I like the combat, the music's great, and you can have a lot of fun with the abilities once the game opens up. It feels like there was a lot of heart and thought put into the game, but maybe they just didn't have the time or budget to really polish things up.

Things I like:
- The characters are fun (the few of them that there are), and I like that the game has a sense of humor
- The freedom to choose a truly customizable loadout from hundreds of abilities
- All of the neat little extra features, like speedrun mode, a built-in randomizer, alternate character modes

Things I don't like:
- Most of the abilities seem pretty useless, I ended up only sticking with a few that seemed obviously useful from the get-go
- There's only like three sidequests, and they all repeat like 20 times with no extra lore, just literally the same dialogue every time
- There's so much grinding. And the crafting system is cool in theory but it all just feels like such a chore. Why am I killing the same enemy over and over again for a specific material instead of actually playing the game?

Honestly, the core formula that this game is going for is really solid, I think. And I feel like if they ever make a sequel it could actually be pretty sick.

An incredibly well-made indie fighting game. Cute characters with fun personalites, an expressive combo system, and seamless GGPO rollback netcode. The development story of how this was originally a MLP fangame, got taken down by Hasbro, and then rose from the rubble to gain its own identity through the hard work of its developers and contributions of the fanbase is honestly inspiring. The game's excellent tutorial also make it a great first fighting game for anyone looking to get into the genre.

My only complaints are the limited roster of 7 characters (so far), the story mode only having one chapter finished, and the small player base. Hopefully the developers keep supporting the game so that it eventually feels more like a complete package because the core of what's there is pretty fun so far.

This game is hilarious because it looks so bad (the art was literally drawn by a child) but the gameplay is rock solid. It's a roguelike deck builder before roguelike deck builders were even a thing. The dev, Peter Whalen, actually got hired to help create Hearthstone after making it 'cause some Blizzard devs couldn't stop playing this dang game. I always thought Slay the Spire was a rip of Hearthstone's Dungeon Run but it turns out neither of 'em would've even been possible without this little gem.

And I gotta say, it totally holds up! It's got the whole gradual progression and unlocking of new characters and cards thing down pat. The whole Desktop Dungeons-esque dungeon crawling makes it pretty unique as most newer games in the genre get rid of that part in favor of a more streamlined, "tree diagram route" overworld progression thing like in StS or even Darkest Dungeon 2 now.

Personally, I don't have the patience to gradually unlock everything or even beat the final boss, though. Apparently it gets pretty crazy in terms of difficulty, which sounds pretty fun. Unfortunately there's just so many games in this genre now and they all take so long to progress through that my attention gets too divided to properly digest the whole of a single one of these. This is a good one though. And it's arguably pretty important too, historically I mean. So give it a shot!

Graphics were so convincing I honestly thought I was looking at real footage when the game started up. Such an incredibly effective use of the VHS recording postprocessing effect that other, lesser indie horror games just kinda tack on in a sort of in-your-face fashion. Besides the eerily realistic visuals, the sound design is also the main focus of the experience, as the game's way to suggest more than to show.

Neat little 5 minute game. Would love to see the developer make a larger game using ideas from this in the future.

The mixing of horror and comedy can be a tricky balancing act. Too much comedy and the horror elements can turn kitschy and ridiculous. Too much horror and the comedy turns into a lame distraction. Discover My Body, thanks to its punchy, ingenious writing, sufficiently manages both without taking too much of your time.

The term Kafkaesque is often used to describe works focusing on transformative body horror but it's rarer to see Metamorphosis-inspired fiction that seems to understand the famous author's wit and tries a similar kind of comedy. The game manages to be funny and horrifying! Yames' excellent brand of dark humor has been even more developed in his latest game Growing My Grandpa!, a game that further explores these themes of body transformation and human connection. And while this particular game is but a simple, five minute exploration of the idea, it can still serve as an excellent introduction to the developer's uniquely surreal aesthetic and pungent writing that is wonderfully expanded upon in their later projects.

Many porn games have a tendency to separate the porn from the gameplay. Like you fight some monsters or read some dialogue and then after a while sex happens in a cutscene. Super Deepthroat was one of the first sex games to really utilize the interactive nature of the medium...in the actual sex itself.

It's a simple idea: using your mouse to control the customizable girl to have her perform the titular deepthroat. However, the majority of erotic games still to this day have failed to implement this incredibly simple idea of interactivity to their sex scenes. It's a little mind-boggling. Surely there must be demand for porn games that have more than a couple of still CG images? Nevertheless, even with its simplistic 2D flash animation, Super Deepthroat still stands today as the definitive interactive deepthroat simulator, with a fairly large modding scene to boot.