ktoq
2009
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.
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.
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.
2008
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.
2020
2007
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.
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.
2015
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.
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.
2017
The best way to play nonograms on your computer. The controls are great - in particular the ability to note blocks without crossing or filling them is a godsend - and the difficulty options accommodate anyone who would want to get into nonograms. Alongside a huge pick of default levels, a level generation mode, mosaics made of lots of tiny nonograms, and user-generated levels, there are enough puzzles here to last hundreds of hours.
2008
2015
2014
2007
The other reviews have said everything I could have said and more. Blockland had a lot going for it but was poorly managed and died. It's still fun sometimes to build with people you know already, or the occasional Speedy Kart server, but it's overwhelmingly obvious that Blockland will never recover. The saddest thing here is the potential really
2013
2017