Well crafted, lots of love clearly put into it. I just don't think "remake of game I love and played" is something I can keep on the backlog.

Enjoyed what I played, and what I played was well crafted. Realistically I'm not going to finish Bowser's Fury, I might come back and finish 3D World some day as a MP experience.

I kept coming back to this once a year, but it's time to remove. Despite really liking the concept, my issue isn't having to "figure out how to play". My issue is I figured out how, and it wasn't enough to drive me to finish it.

Early Access game with no updates since July 2021. Wouldn't recommend unless a 1.0 has been silently in the works for years and releases out of nowhere.

Neat short thing (assuming student project?). Would say 2/5 for presentation slightly elevating what is otherwise a short and sweet twin-stick game.
However game crashed on a boss fight (I assume), crashing the game and corrupting the (short 15 minutes of game) save file.

I think Dredge is 100% worth playing, and can fully see why many people think it's a 4 or 5 star game.

I personally found it very interesting and tense for the first half, then it became tedious for the back half. But I think that is extremely subjective, and many will have a better experience.

Twin-stick shooter with twist™. The twist is very cool.

What could have been a very satisfying short experience, is sullied because of RNG.

QUICKERFLAK features high-speed combat with an extremely short window for reaction times that will result in either successfully moving to the encounter exit point, or death which will restart the whole run. While the enemy count/types is set for each encounter, the placement of said enemies and the arena layout is determined randomly.
While I understand the appeal of random arena layouts to expand out what would be a 5-60 minute experience, to be far more repayable. With the level of execution required to progress (and severe penalty for failure), without tuned layouts that can be learned, both achieving a flow state and death feel arbitrary.
(A compromise might be to have an option that sets the game to pause on each new encounter until the player presses M1. While I understand this would go against the intended frantic nature of the game. Without the ability to fully absorb information, it further exacerbates the feeling that wins/losses are almost entirely due to "good/bad arena RNG".)

If the dev made a more fleshed out spiritual successor with this exact visual aesthetic, sound design, and game feel, but with set levels. I could easily see it become a cult classic.

Why?

Pour one out to the people on the team that wanted to make something cool, then had to watch their baby turn into a GaaS.

I'm the first person to go "Bad Game: Snore, but Bad Game (Japan): [soyjak pointing emote]", but holy shit this game is a pile of nothing.

It gets 2 stars instead of 1 because of the credits song. Plus the fact the karaoke mini-game is just for "99 Luftballons" and no other song.

I keep telling myself I'll get back to it, but I'm removing it from my backlog and being real.
Why would I come back to this decent "Shinji Mikami Greatest Hits Collection", when I could just replay RE4 for the 9th time.