Definitely the best Scribblenauts game, the mere addition of adjectives was a genius yet incredibly easy to think of idea and was implemented wonderfully into the puzzles.

I like the ideas here - a more RPG influenced roguelike is definitely a cool idea that I enjoy. Character progression is toyed with a lot in other roguelikes but Magicite really dips its feet into it and makes it feel rewarding.

Not particularly effective as a porn game, or a slice of life, or as a story. When I played this way back when I remember just repeatedly wishing I'd rejected the gift on Steam. Perhaps its only perk is that it's easy to 100%.

Weird and hard to control, but addicting for no discernable reason. I admire the pro players of this game because I could never reach that level, not in 100 years. I also like the customization in this game a lot but I realize that may not be much of a point especially when I have to run this game on minimum graphics to run it on my computer

Competently made, tight-controlling and fun - much to everyone's surprise. The idea of death being the solution to the puzzles here is novel and they explore it to a surprisingly rich extent for a game that on its surface screams "buy me during a Steam sale then let me sit in your library forever!"

A true love letter to the NES classics, Shovel Knight takes the 16-color pixel aesthetic of the mid-80s, the 8-bit soundcards and the design ethos of the classic era of Nintendo and ports them to the modern day with a hearty helping of poor controls and odd mechanics. I'm a bit angry that I don't like this game because there's some great potential here but it simply doesn't feel realized.

This was my first VR game and I feel like the novelty of the medium explains a lot of my positive opinions behind it. It's neat - don't get me wrong - but it doesn't expand past being "neat" and probably doesn't need to in all honesty.

A fun new romp in the classic Sonic style. I feel like it is a bit overloved due to SEGA's utter negligence of the Sonic property combined with general 90s nostalgia but it manages to approach the quality of the original 3 games.

Great mechanics, held back by some particularly obtuse puzzles at parts

Perhaps the first 2D game to cross the bridge into 3D and stick the landing, Risk of Rain 2 takes Risk of Rain and makes it mechanically rich, more graphically unique and - most importantly - a far more enjoyable play.

Some neat parts, mostly tedious and mind-numbing platforming

Takes a bit more getting used to than the game before - I know when I first started this game I thought it was way too esoteric to challenge TD5's undisputable crown over the series - but once you get use to the new systems it is very enjoyable and sprawling in content very much like its prequel.

You'd think this game would be bad by the premise. Putting aside the fact that it is by most metrics a "meme" game, the trials in Squid Game aren't designed with fair chances or skill in mind. They are very deliberately designed to instigate paranoia, hostility and fear among those who participate and often run on systems such as dumb luck to really push in the frustration.

Despite this, Crab Game just manages to be skill-based enough - and its physics goofy enough - to be an enjoyable time with friends or in public lobbies.

Very fun game in all respects. Laying out your ground plan then watching the dominoes fall is just the most satisfying thing.

This review contains spoilers

This game is best gone into blind.

I'm a bit sad at the flack the slice-of-life segments seem to get in the "slow-burn horror" genre of visual novels, they can compliment the deeper themes of a visual novel well - Onikakushi is a shining example of this. One could call the more down-to-earth sections "boring", but I feel like that's both missing the point and downplaying the effectiveness with which Onikakushi writes these scenes. From walks home from school chit-chatting with Rena and Mion, to Keiichi's deep thought process during club games, the game truly does an amazing job of putting you into Keiichi Maebara's shoes and giving you a deep sense of love for the village of Hinamizawa and its people and quirks.

This is all, of course, to assure the maximum amount of pain and confusion possible when this idyllic little village is slowly warped and twisted in front of your eyes. Onikakushi does a brilliant job of very slowly inundating you into the horrors of its world. Like a frog in a boiling pot, a side suggestion becomes a passing story becomes a mysterious incident becomes an enthralling cage of terror, until you truly feel exactly like Keiichi - the world you've grown to love falling apart around you. His arc is written amazingly as well. He never feels like an unwitting hero or a feckless coward, he always feels exactly as he is - a kid trying to reason through a bizarre and hopeless situation. You can feel his trust and hope decay in the most arresting way as you progress throughout Onikakushi, and this sense of crescendo is really what makes Onikakushi such a great game. This part leaves you watering at the mouth for more, the perfect teaser of what's to come.