Spark is cool and I do have a lot of respect towards the creator for being capable of a game this magnitude mixing Sonic and Megaman X. Whatever I say after this, it doesn't take away the fact that this is really dope.

But it struggles a lot with its level design.

The stages have a lot of space to accommodate for the different mobility options of each Spark power, but that makes it way less cohesive and it just doesn't take advantage of any power in particular. As a result, there's a severe lack of individual moments, memorable spots, or defining characteristics to most stages. You add in the fact that each stage can be incredibly long and reiterates the same design beats over and over again... and you get a game that becomes stale very quickly despite having so much rad stuff in its mechanics, style and soundtrack.

I see the ingredients for something excellent but it's half-baked in what makes everything come together. Still, I'm glad I played it. Let's see how the (sudden) jump to 3D goes.

I adore the game's vibe, the aesthetics, the music, the level architecture... even the story. But it's so easy and the whole campaign is such a non-challenge it's kind of a let down honestly. Give me some heat!!!

To me it seems like someone liked JSR a lot but didn't quite like playing it and in an attempt to "fix it" they just neutered both the difficulty and the weight of the movement/physics, so it ends up feeling pretty flat which is kind of a sin for a game based on movement. They went out of their way to put trick elements of THPS into the gameplay, so they KNOW, which makes me even more confused. In the end it feels like it's trying to appeal to those that prefer engaging with JSR at a distance than those that actually play the games.

It's a comfy game. Love the work that went into replicating the originals because it's spot on... but I can't see it having a lot of longevity unless they do a considerable overhaul or a sequel. I'm glad it got so much fanfare because it will send a message, but maaaaaaaaaaaaaaaaaaaaaaaaaaaaan

This fucking game.

The story? Absolute bananas. I read someone call this a more apt Shadow the Hedgehog and they were absolutely spot on. It's glorious.

The gameplay? A cancelled Spiderman 4 game turned into an over the top edge-fest by the creators of Hulk Ultimate Destruction with a whiff of Crackdown. Simplistic and barbaric macro action with great traversal. You can go full unga unga in this motherfucker, but there's also the disguise mechanic from Destroy All Humans which you can use to cheese the AI.

The thing is tho, the game just starts ridiculous and it just keeps going and going until NY is completemy fucked, and it's glorious, but when you reach the climax the game kinda fumbles it with some weak bossfights and a deflating last stretch. It's like they ran out of budget or ideas.

But even if they didn't wrap it up as nice as they could have, the core game is just pure chaos and unfiltered fun and it manages to go places. Very recommended.

I don't rate this higher not because it does anything necessarily wrong, but because the game is going for a "My first platformer-metroidvania" kind of experience. If you have young kids this is a great option to play together. It's a cute game.

This game makes me feel stupid.

Meh. Some puzzle solutions were very odd (what the hell was the deal with the safe??). And the absctract ethereal tone is replaced by a more standard Penumbresque coat of paint (notes included) with a weird ass ending.

I still somewhat enjoyed it and I do respect how they managed to keep adding layers to a single room with very few elements, it's just that it feels like they had something interesting going on but then just ran out of ideas/time and just sloppily called it quits. Only play it if you're a big fan of the original game and even then wait for a HEAVY discount.

The most lacking of the OG Takagism series. Least ammount of room elements, very short, and the core puzzle of the room has aged A LOT, so you might not be able to beat this one at all. Also not a fan of the change in aesthetic.

Out of all the OG Crimson Room sequels, this is the one that I think is worth playing. It's more or less on the same level as the first game in terms of design, pacing, and straightforwardness. It even adds a little bit of story with an ending that caught me completely off guard.

It's difficult to rate a game that's both a shadow of its own potential and at the same time being so good in its core mechanics and game feel you can't help but go back to it.

I think the defining factor that separates STALKER from other open world action games is that in most of them the open world is treated like a container with stuff in it. A transitional plane from which you access different missions and parts of the actual worthwhile experience. In STALKER it's the opposite, as the open world IS the experience and the Zone is treated like the main entity, plot and attraction of the whole game.

It's not perfect by any means, and the slavjank jokes write themselves. But in a scene full of open world games that don't know what to do with their own concept, this old decrepit buggy ass game gets it.

The spiritual predecessor of SSF2 Turbo HD Remix.

I guess you could do worse, and having the arranged OST is fine, but the higher detailed sprites needed a lot more revisions. They don't look that well with the original choppy animation, everyone's skin looks so saturated and shiny in comparison with the more naturally lit backgrounds, and the sprite details seem unnaturally rounded.

Cool oddity, but I don't think there's a reason to play it nowadays having wide access to the original version through the ACA NeoGeo Archives (or the sequels)

I tried to play this but it requires you to put your credit card information into a third party AI website, which is probably Top 5 things you should never do, specially not for a meme game.

Kinda like golfing upwards. It's all about calculating trajectories and nailing the timing. But while Everybody's Golf and the like are all about playing some holes to relax and have a good time, this is the complete opposite. There's something commendable about the concept and the simplicity of it, it's almost elegant in its insidiousness. You can take whatever time you desire preparing each jump, the distance and trajectory are always the same... it would be an extremely fair game if it wasn't designed to be extremely challenging and punishing.

This is one of the better kinds of meme rage games, because there's an ever constant sense of predictability and the only thing that messes everything up... is the player itself. Because it's difficult to nail every jump, because eventually you'll lose focus, because eventually you'll become frustrated and it'll lead you to make more mistakes... but the game mechanics stay the same.

At the same time tho, it doesn't have quite the physicality of a Getting Over It nor the over the top originality and twisted sense of humor of something like I Wanna Be The Guy, so unless you really like the game's simple mechanics and want to master it, there's not a whole lot of stimuli outside your enragement seeing your character fall inconceivable amounts of height. So... yea, it's cool but also there's not much to it. It's one of those games that really benefit from a community component, seeing other people struggle the same jumps as you, screw up in the most dumb ways imaginable... it can lead to some good laughs, but so can a lot of other games with the right company.

So, yea, Imma go back to playing some golf games.

It's Everybody's Golf. Pure and simple. It's like finding out your go-to restaurant has closed down only to discover it just has moved to the neighborhood next to yours. I'm a bit iffy about how content has been sorta mobile-ized with the slow character progression but everything else checks out, it's like Clap Hanz haven't skipped a beat.

Graphically it's half a step backwards but that's what happens you shift to less powerful hardware, tho to compensate there's some surprisingly good character design that mixes Pixar style models with some anime touches here and there.

I wish there was more ambient music. I wonder why they haven't hired Takeshi Abo yet, his Memories Off OSTs fit like a glove.

Hopefully this comes out on Steam. I read this was made on Unity so it shouldn't be a complicated process. Edit: Goddamit. Instead of porting this to Steam they made a completely new game........ FOR META QUEST. I HOPE THE FACEBOOK MONEY IS GOOD, BUT DAMN, I WANT TO GIVE YOU MONEY AND YET YA'LL RELEASING FOR HARDWARE I DON'T OWN 😭😭😭😭