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.

One of the best games to learn I have ever played. It's all laid in front of you. Except for the bats and the bucket which I will admit are poor - albeit humorous - gameplay implements, there are no surprises here. All features of play are put in front of you within the first 5-10 minutes, and from there you can truly blame no one but yourself for every mistake you make. Whether I chose to give up after a devastating loss or keep pushing forward, Getting Over It was a joy to play even through all my failure.

Just as a horror fan manages to calm themselves after a scare, or how a player of violent video games can see gore and war out the wazoo and not so much as bat an eye, I found myself slowly learning how to more easily dismiss my frustrations as they came - acknowledging my failure then moving on. Getting over it, if you will. 😏

Additionally, the themes discussed in Foddy's monologue throughout the game are very important to any person, creators especially, who may feel a sense of dread at the sense of transience the Information Age has made plainly clear for all of us to see as e-mails are deleted, as Snapchats are clicked then dismissed, as Instagram stories expire and rot into the aether...

It's important to, similar to our frustrations in this game, learn to let things go and make things which lend themselves to resisting the constant consumption of the contemporary age, and frustration is one of the manners in which this can be done. It provides emotional attachment to this bizarre game we are playing, and makes us want to keep going even if in the moment it seems nothing but irrational and distressing. Truly, if so many people who have played this have the latent patience and care to beat this game about a guy in a pot hoisting himself up Unity assets, then we should all summon that same feeling to let ourselves experience more things to that kind of emotional extent.

Genuinely a lot of fun to play, it's really fun both finding and being the impostor. Always fun with friends, but public lobbies are usually full of poor players to the detriment of the game, but this can't really be pinned on anything but the volume of the game - and every now and then you do find the perfect public lobby full of sensible and fun players.

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.

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)

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.

I admittedly haven't had enough experience with 6, but for now I can say with fair confidence that Bloons TD5 is the crown jewel of the whole series. Utterly blowing the tacky and clunky 4 out of the water entirely, Returning to the more cartoonish aesthetics of 3, this game seems to have the perfect roster of towers and infinite replay value through its bountiful challenges and insane breadth of difficulty options.

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.

I've played this game a lot, particularly when I was younger. Every few years without any set pattern I seem to come back. There's a lot to love about this game, the pixel art skirts the line between kitsch and seriousness with graceful ease and the soundtrack takes a long while to get tiring. Playing the game is a lot of fun too, most skills feel dynamic and tight, and lots of characters have mobility skills that make getting around the more benign parts of maps into a fun exercise in mobility.

Sadly since I started playing this game, the traits of a MMO have become less and less feasible for me to uphold; dedication, free-time... the Reboot server was a great touch but I just subjectively cannot have the time with this game I used to. With that being said it has been precious to me

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.

Among the best balances of "hard" and "fair" mechanics I've ever seen. With very scarce exception every situation can be in some way navigated around and every death can be attributed to a strategic oversight you realize right as it happens.

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.

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.

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.