Lex_Gaming has it right in that the jokes in this game fail completely but luckily there's a lot to make up for the broad excess of poopy jokes. The controls are simple but manage to hide a lot of intricacies; it's possibly to slowly build up combos or juggle your enemies across the map if you know what to input, and with this mowing down waves of enemies becomes endlessly satisfying. That being said I would probably only recommend you play this game once, you've pretty much seen it all once you're done unless you want to try your hand at Insane Mode.

I never saw the appeal, the dodging mechanics + heart transformations are plenty fun, but the spritework is pretty bad most of the time and I never got what impacted so many people so deeply about the writing. Most of the characters are fine at best and their interactions go about how you would expect them to be with a few exceptions.

Probably the best FPS ever made. Engine quirks allow for unique, fun and challenging skill ceilings for all the different classes while being simple to pick up to the exact same extent. The game is beginning to show its age and the bot plague on Valve's matchmaking servers is atrocious, but this hardly degrades from its quality.

Looks amazing and controls amazing. Sadly I can't seem to get this to run online for any length of time so a lot of the appeal of the game is lost on me.

Follows the PopCap formula of "simple mechanic, lots of replay value" to an amazing extent. Each master is fun to use in their own way (except Kat Tut) and lots of the challenges are good fun.

My only hangup is probably the computer opponents, it's just very simple for a computer to play a physics game like Peggle as it can predict every shot it will make to a T. I mostly just ended up winning the hard games by chance and not even trying to beat the Master games.

Love the roster of towers here. A lot of fun to play even if it way too easy even at its hardest junctions. I get why it is that way, but even the New Game+ and hard Survival modes were absurdly simple. A great way to enhance this game is to take the difficulty into your own hands, a gamemode me and a friend of mine came up with is choosing the Sunflower then a bunch of random plants on hard Survival mode; you never know what you'll get, be it a melon-pult or an upgrade to a tower you don't even have.

Hard to rate. A lot of the things I could say on this game have less to do with the parts the developer made and more have to do with the editor and the community. The controls are tight but a good 95% of my using of these controls had nothing to do with RobTop's involvement.

Both revolutionary and amazing today. The soundtrack, the art, the writing, the floaty yet tight gameplay... they all speak to a passionate man creating his singular vision over the course of years, constantly refining it into the gem it became. There's lots of fun challenge mods for this too even if the game already kicks your ass plenty.

Despite how linear and brief it is, this game is amazing to play repeatedly, the diverging weapon paths and the optional health kits and upgrades and endings give the opportunity for dozens of different gameplay experiences; but even if there were just one gun the joy and momentum of the game alone would be enough to make one keep returning to it.

In a way it's an "objective upgrade" over the original, featuring new graphics, a new soundtrack, optional difficulty and challenge modes - all of which can be disabled to just play the original at a higher resolution - but I just can't help wondering what the point was other than to pocket some money off of an originally free game. Pixel definitely deserves this money, but does Nicalis? I'm not sure...

(That aside, the old graphics and soundtrack are better anyways)

Unlocking the towers is a bit of a strange quirk, but once you do have them this game is great to play. Stops a lot of the sterility that can arise once you acquire some skill at the Bloons TD series by introducing an enemy player as the other factor rather than easily memorized waves and patterns. Managing your income, defenses, farms and bloon sends is always a lot of fun.

The only flaw I would say is the content hidden behind a paywall - the club features, the energy buffs, the robot farmers - it's hard to not feel slightly cheated out when you aren't guaranteed to be on equal footing with your opponent. Addiitonally, as far as I can tell any kind of matchmaking system is poor or nonexistent, I could get completely whooped one match then sweep the floor with my enemy the next.

Nothing will probably ever top ROBLOX for me. Rating sandbox games- or really any game which largely leans itself on user-generated content - is a bit weird because the line where the developers' skill ends and the content-makers' skill begins is always a bit fuzzy. But ROBLOX seriously did an amazing job here, it's a great place to learn code, graphic design, all sorts of cool creative endeavours. I owe a staggering amount of my development as a person to ROBLOX, the people I met on it and the things I made on it.

A direct upgrade over the first one in every way. The art and UI are more polished, the eclectic and endlessly jammable soundtrack is better than ever, and the murders are more intricate and satisfying to solve. - Chapter 5's case in particular is probably the crown jewel of the entire series.

My only complaints are the ending - especially compared to how tight the first game wraps things up this inevitably feels a little contrived - and, though a minor complaint, getting all achievements borders on painful. The bonus Usami mode is clunky and unenjoyable, and the fastest way I could find to grind Hajime to level 99 was to put a weight on my S key and let him run clockwise around the island for hours at a time. Sadly these hangups do not distract at all from an otherwise amazing mystery game.

The first Danganronpa game is probably the least enjoyable, and coming back to it after playing the rest of the series it definitely shows its age, but even that aside this is a good visual novel. The murders are decently fun and satisfying to chip through, and the character interactions and plentiful and enjoyable.

I also love the atmosphere this one manages to pull off. The only Danganronpa game to entirely take place in buildings, it pulls off this feeling of isolation and dread well. This combined with the (relatively) plainer character designs and the general mystery of the death game concept creates what is probably the most down-to-earth game in the series, whatever that means for something like Danganronpa.

The best Valve game to surf on. I'm pretty impartial to the normal game but I've spent quite a few hours just surfing and talking to people in the lobbies which is a lot of fun for the wussy casual gamer I am.

Maybe I'm just dumb, but Don't Starve sucks because making any sort of progress is a bizarre pipe dream with no indication of what should be done at any given time. The multiplayer and Steam workshop support is pleasant but it doesn't do much to remedy the base conflict of the game. Most games I make the alchemy engine, wander around the world for days on end finding nothing of worth, and if our party somehow survives the hounds we just fuck around in console for a bit before getting bored.