I found out about this game when a friend said he got it for free on the Epic Games store. I took a glance over it and saw dungeons, and since I liked Zelda I thought I'd like this one too. Keep in mind that this is the first roguelike I played and I knew nothing about the genre. Well... the word that describes this game for me is underwhelming.

In Moonlighter you have 5 mysterious dungeons which we know nothing about. Since the main character owns a store, your job will be to explore the dungeons, discover the secret behind them and make some money selling the stuff you find along the way. Each dungeon is made of 3 levels, each one with increased difficulty and thus better loot. Levels 2 and 3 of every dungeon are behind a mini boss and, to unlock another dungeon, level 3 has a final boss. You start the game with nothing besides a simple sword and a store to sell the items and the progression is made through the money you make selling the items on your store.

Unfortunately this game felt unbalanced to me. It takes a while to beat the first dungeon and, after beating it, I felt like the game would step up and only get better. That didn't happen. The first boss is difficult and requires you to carefully analyze its patterns to avoid taking damage and dying. But that's all the challenge the game provided for me. To progress in the dungeons you need to upgrade your equipment, obviously. But the mini bosses are so tanky that if you want to beat the dungeon you need to get the full equipment, and after you do that the final bosses present no challenge at all.

The second problem then arises. To get the full equipment you need: (i) items for the smith, (ii) gold to pay the smith. So you'll be going back and forth repeating the same cycle of: going to the dungeon, getting as much stuff as you can, selling them, repeat. It gets tiring pretty quickly, for the game doesn't incentivize exploration and the enemies are very similar throughout the whole playthrough. The good thing is that the higher the dungeon the more money you get with less trips. So it gets progressively faster to repeat this cycle but you have no incentive to beat previous dungeons, only if you really want a specific piece of equipment.

The final problem for me is the dungeons. They are boring, to put simply. They all have the same layouts only varying the theme of the dungeon, they are small, the enemies are very similar and there's an annoying inventory gimmick: you need to think about the placement of the items on your bag before leaving the dungeon. It is by far the most unnecessary thing in this game as it servers no purpose at all. At one point there is a way to completely neglect this whole gimmick so it's just a waste of time.

I think I have to talk about the store management portion of the game. The only thing the items do for you in this game is to improve you equipment. If the item doesn't do that it serves no purpose other than to be turned into gold. I wish I knew that when I started playing because I kept saving the rare items thinking they could be used to something. The store management then is basically a guess the price minigame. You have an item, how much do you think it's worth? If you put the right price people buy it, if you don't, they don't buy it. That's it. To try to mix things up a little, some clients can ask you to slay some monsters or bring them certain items in exchange for a bunch of money, but again there's no incentive for doing that. The dungeons are random and the last thing you want in this game is to go around searching for some specific mobs or items. It also doesn't matter if you do these side quests or not so it is another pointless gimmick.

Where the game shines in my opinion is on the style. The edgeless and round pixel art is fun and pleasing to look at. The music is charming and peaceful. As for the gameplay it is fluid due to the (overpowered) dash, it only gets repetitive quickly. There's also a pet gimmick worth mentioning, where some mobs can drop eggs and after hatching them you get a mini version of that monster that helps you.

I really wanted to like this game but unfortunately I can't. Despite being visible the amount of care and passion that went into this project, the design philosophies are questionable. It had a lot of potential but the execution is underwhelming.

I still have to finish the new game plus. I'll be back here after I finish it.

This game is great, there isn't much more to say about it.

It is easily one of the top 5 SNES games. The hand-drawn style of the game is done so well, paired with the iconic soundtrack you'll find a perfect match of style and gameplay.

While playing you will have a rich experience for there's a variety of pretty much everything in this game. First one important to mention is the mechanics because they went crazy with Yoshi. Aside from the mechanics used in Super Mario World you also have a delay from falling and a shooting gimmick. Those provide one of the best progressions and level design I've played in a Super Mario game. There's puzzle levels, hard platforming levels, auto scroll levels and combat focused levels. Every level has its special place and you'll hardly get weary of them. The variety of scenarios, enemies, and animations makes it definitely the best Super Mario game I played. I also love the boss battles. Here they are memorable in contrary of Super Mario World where the only memorable boss battle for me is the final one.

The baby Mario gimmick can be annoying at times but this is by far the easiest classic Super Mario game so it's not a big deal. Because of baby Mario you can take "infinite" damage so here the challenge is gonna be platforming your way without falling into pits. I can see someone getting bored by the design filled with pits, but the auto save (aside from providing a more free experience because you don't need to do a lot in one sitting or look for save points) makes you more carefree about lives, so when you lose you don't get so frustrated.

Overall a masterpiece. If you have a hard time with other entries of the series due to their difficulty I highly recommend this game. It is cute, it is easy and it is iconic.

The story is less exciting than the first one and also the levels are way simpler. There's a lot of levels where you need to race against the clock and levels with annoying gimmicks that makes you restart a level various times. The boss fights are boring and confusing so it takes unnecessary time to find out how to beat it. The first one was way more compelling.

If you haven't played this game, you'll stop reading and go play it right now.

Wario Land 2 is a masterpiece. At first I thought it was more Wario Land having played 3 and 4. I was wrong. The only thing all of these games have in common is the mechanics. Aside from that, they all have different structures.

Here we have a more linear game that focus on a story. At first, after finishing it for the first time, I thought it was just more Wario, which I was used to after playing Wario Land 4 a few months ago. But then the game hit me with an amazing post-game. Then I realized why they decided to focus on the story. After finishing, you get access to all the levels you played and you can go through different timelines through alternative exits on the levels. I definitely wasn't expecting that on a Game Boy game.

I'd like to highlight the variety of the levels and how they change depending on which timeline you're in. It is not a lazy post game that's just "Hey! Here are more levels you can play". It's like the game was made to be played as a whole. There's new visuals, a remaked level, new puzzles. Even though it's a GBC game and despite having 50 levels the game doesn't feel repetitive at any point.

This game is amazing. Since I started it until I finished last night, I was always excited to play it and find out what else the game had to offer. It is an easy platformer, easy to start and easily one of the best games on the Game Boy Color. Masterpiece 10/10.

When I saw a friend of mine playing Spirit Tracks I remember thinking it should so bad to play. Controlling Link like that seemed wrong but as soon as you start playing you realize that it is very well designed and pretty fun.

Phantom Hourglass is a short, casual adventure that compensates the duration with cute cutscenes and fun gimmicks such as the grappling hook and the hammer. The developers used all their creativity while making this game. Sometimes, though, it feels like some of the stuff was made just to show what the DS could do and end up being pointless.

The games tones down the exploration that is characteristic of the franchise to make more puzzle oriented dungeons. You don't need dungeon maps, all the dungeons are mapped out so you only need to get to the boss. The boss fights are amazing and creative but not difficult. It takes a minute or two to figure them out and by doing so you easily beat them.

While it nails some aspects, others may miss the mark. All in all it's a worthwhile experience

Amazing storytelling!

Personally I don't have strong feelings about this game but I recognize that it is one of the best of the genre.

First of all the looks: the graphics on the NDS hold up really well. The animations are fluid and charming. It's so unique (at least for me) that it'll be hard to forget. The music can get a bit repetitive although it is as good as the graphics.

Now, where the game really shines in my opinion is on the gameplay. The story is well structured and the way the chapters are divided alongside with the character's information menu makes it easy to catch up after not playing for some days.

One of my main complaints about Ace Attorney (I only played the first) is how the chapters follow the same structure: investigation, trial, investigation then trial. It got tiresome quickly and when the story wasn't so interesting it was worse. On Ghost Trick it's a totally different story. The puzzles are clever and the gimmick added on the latter half keeps the puzzles from getting repetitive.

Overall an amazing game with fantastic narrative. I definitely recommend this, especially over Ace Attorney for someone who never played games on the genre.

MegaTheRealOne said in his review that this was basically Pizza Tower released 30 years ago and that got me interested in playing this game.

It's true, it's basically Pizza Tower in the design. There's a lot of fun sprites and some seem like they're hand drawn. As Mega said, the kitchen theme, while not something original, is done very well here, is charming and, in my opinion, is the only reason to play this game. The last level reminded me of Shovel Knight for some reason. The music is also fun but nothing special.

As for the game itself, it could be better. At the beginning it's fun, the pan mechanics are well done and the variety of weapons is something you look forward to. That is until the game starts to put unavoidable weapons in your way and there's no way to progress without switching the weapons. Besides the pan there's the spoon, which is basically a longer range pan, a plate, which works as a projectile, and the fork (the worst) that keeps you jumping and to kill enemies with it you have to jump above them. If you take any damage you lose them and get the pan back. For example, there's a section where the game forces you to use the fork. Right after, if you are using the fork, you are forced to get the plate. The worst part about this section is that both of this are horrible in said section and you are basically forced to take damage.

The design of the levels, overall, is interesting because it is as vertical as it is horizontal. But again, some sections have horrible enemy placements and weird gaps to jump over which made the game a bit frustrating for me. The health system is another problem in the design for me. Resetting to two hp points with the continues is so annoying and there isn't a reliable way to get max hp back. I have nothing to say about the mini games because I barely played them.

That's it for me. I wish I could enjoy this game more but apparently I'm too casual for it.

A short and fun Mario adventure. They were able to make a pocket version of the NES game while adding new gimmicks which make the game stand out, at least for me. I liked the side scrolling shooting levels and the final boss fight and I feel like those could be used more in other Mario games. It isn't as hard as the original but it's still tough and it aged better in my opinion. Overall a decent game that is worth trying.

Amazingly polished. Shovel Knight is like a mix of the major NES titles, yet it manages to be something of its own. Great music, great characters, great graphics. They nailed everything! Definitely recommend, especially if you're new to platformers due to the tough but fair difficulty.

This review contains spoilers

Astounding game. Personally I'm not an RPG guy, but as soon as the game clicked for me (during the prison section) I was hooked and it actually sparked my interest in JRPGs. It doesn't have the annoying random encounters and, besides that, the dynamic style of the battles makes it a good RPG for starters in the genre.

There isn't much I can say about this game that hasn't been said already The music is great, the graphics are beautiful and the story is fantastic I don't think that there's much I can add to that so I'll talk about my favorite parts and my general experience with the game.

When I started playing I thought it was a usual JRPG so the battle style caught me off guard and it frustrated me at the beginning. I'm glad I didn't turn the game away because of my first impressions because as soon as I gave it a chance I was hooked.

I loved the frog arc, by far my favorite followed by the arc of the robot. Besides those the side quests were all good and fun to complete although some were a bit too cryptic. The black omen section at the end is also amazing.

There's only two things I didn't like in the game: first the race bit that I am so bad at. I didn't find it fun and was annoying as hell having to race just to check a room or two. Second is the final boss that was also a big challenge for me. I needed help from @Gengis_Chan because of the damn ultimate physical attack. But even though it was frustrating, it was fun and a bit nerve wrecking fight.

Even though I finished it I still feel like I need to spend more time with this game and I look forward to replay it in the years to come. It's not a very special game to me but I loved playing it and recommend to anyone interested.

I never heard about picross before. I found out about it here on Backloggd and got interested, so I played this. It's a solid puzzle game.

I got addicted when I started playing it because I loved right away the concept of picross. The game does an amazing job teaching you how to play it and overall is very easy. This game is divided in three sections of 64 levels each: easy, less easy and medium. Don't expect a challenge.

Each level has to be completed in under thirty minutes and every mistake takes some minutes away from the timer. If I'm not mistaken, you can make up to four mistakes because the fifth takes all the time left. It's an interesting concept to make the game less boring and it worked well for me.

The main problem is the screen. It ended up being compact to fit all the numbers and the 15x15 grid, which can make it a bit harder to play properly. Also, they should've added a small grid for the numbers in front of the rows, it would be much appreciated.

There's not much else to say I think. It's a cool puzzle game but I'm sure there are better ways to play picross than on a Game Boy. I had a good time and only recommend Mario's Picross if you're curious about it.

Guys, this game isn't that difficult...

The first Kirby game I finished and for the NES it is an impressive game. For the different enemies, power ups and the various scenarios throughout the game, it can't be denied that this was amazing for the console. But if this was made for the SNES it would probably be way better.

My complaints here are about the controls. The game in general isn't optimized so when there's too much stuff on the screen it will also have frame drops. These frame drops paired with the controls that can't process fast inputs make the game feel janky and I died a lot on the pits due to that.

As a platformer I'm not a big fan of the design. Kirby's ability to fly can be used to cheese a lot of levels here so there isn't a sense of challenge. The screen is also small so it felt claustrophobic as if there wasn't enough space to jump and fight the enemies properly.

Aside from that the game is cool. I liked the boss fights, the music, the art style and I also find interesting how the variety of power ups could provide one of the best replay abilities in a game I've played. Unfortunately I'm not hyped to go for 100%, maybe I'll be with the next titles but not for this one.