The character creator is really the best part about this game.

In this game you're a "good" (white) colonizer, the only one that can protect the poor natives of this unexplored (by the whites) island from the "evil" colonizers, even though you're also colonizing their land and often the game makes you side with the "evil" colonizers in killing all these savages that have no right to live in the land that is theirs, as if that's such a Normal and Right decision that why would the game present you with an option to not do that?
In the end, after killing the natives' leader that was trying too hard to defend his people, because you wanted to manipulate their election and put someone more amenable to your requests in his place, you learn he was actually right to defend them but obviously the game never makes you reflect on your evil actions.

Everything from the gameplay mechanics and what actions measure your progress to the narrative is racist, disgusting and rancid.

It doesn't escape me that due to the ending ruining the colonizers' plans to this land the upcoming sequel will be set 3 years in the past, the devs (who are europeans, to really put the cherry on top) had to figure out some other reason to let you continue living your happy little colonialism fantasy.

The actual card game is quite fun, but just hire actual actors for your game.

The game was great while you were still at the orphanage, taking care of your kids and living a quiet beach life.

During the first minutes of playing this game I was very excited, delighting in the idea of exploring an infinite maze and learning about the people who once travelled through it, knowing that I enjoyed this concept in other works like Borges' The Library of Babel or even the Submachine game series. And by showcasing real works of art in all of its rooms it could also almost serve as a virtual musem tour.

But in the process of learning the labyrinth's rules I quickly started seeing how this idea was limited by its own tech. There are invisible ticking clocks that will limit your exploration, cutting off access to previous rooms or stopping you from visiting new ones, and by this alone the dream of wandering endless halls and wondering about who created and nurtured them is shattered; you are only there because you have a purpose, and you are not allowed to consider your surroundings very much.

And the random nature with which the same objects or backgrounds are found in different rooms, making them feel like copies of each other even though you only visit a few amount of them in each run, takes some charm away from it too.
In the end, while exploring some minor leads and very deliberately ignoring the Main One, regardless I was thrown onto the ending with no way of going back (as you can't really tell what the consequences of your actions will be), and while I could restart the game and explore more I chose to leave it there.

An incredible romhack, this turns Pokémon TCG for the Game Boy into a Digimon-themed game, changing all of the cards and some of the script to fit the new theme.

In doing so, it fixes some of the problems the original game had, like how the energy cost for some cards was too high compared to how much energy you could draw per turn, and an excessive amount of coin flips. It also funnily draws some inspiration from the original Digimon TCG featured in a handful of PS1 games, as each energy deck follows a certain philosophy that's also found in those games (fire cards have powerful attacks, grass cards do little damage but can recover health, earth cards have a lot of health and are useful for stalling, etc).

It's not perfect, unfortunately: I noticed a handful of attacks not doing what was listed in their descriptions, some animations and prompts would be skipped during card duels, the text here and there mentions cards that are not in the game (probably a leftover from a previous version of the romhack), and the digimons chosen to appear in the game feel somewhat randomly picked - there is not a strong theme binding them together.

On the other hand, the modders managed to script completely new attacks into the game, which took me by surprise as I expected this romhack to simply replace the art and reuse the default mechanics and not add new ones. And while I'm at it, the art is really what makes this shine: over 200 digimons or concepts from the show were drawn in a style that lovingly mimics that of the original cards.

If anyone starts itching to replay the original game, this is a great way to do so.

A fun time loop game that jumps the shark with a tacky and ridiculous ending.

A great Obra Dinn-like about uncovering an entire family tree that spans almost 80 years, learning about each person and their involvement in the family business and through that the cause of a tragedy.

It needs a little more polish so it's easy to read long text articles on your fake PC (it has no scroll bar, so any wall of text gets shrunk to fit the fake PC's screen's height, making the text size incredibly tiny), and a better system to guide players to places they can find more clues, like a reminder to revisit sites you've already forgotten about that can tell you new things.

I played a pre-release demo of it a little over a year ago, and one of my fears back then is that the trashy jokes would be all over the full release which frustratingly turned out to be true.

I was ready to love this because it seems so rare to find a fun rhythm game that isn't about J-pop, or EDM, or rock, and Rhythm Sprout's song list is very eclectic, but the writing paired with the very inconsistent difficulty, with some songs becoming incredibly challenging out of nowhere then back to manageable, makes me not want to recommend it to others.

Probably my favorite Picross game to this date, solving puzzles while listening to tunes from Out Run, Fantasy Zone, Alex Kidd, and Space Harrier was delightful, and the fact that they chose Columns out of all possible games to pay a big homage to was great for me, the rare Columns fan.

I think discussion of this game online gets muddled with discussion of the whole backing campaign and how much they underdelivered on the promise they sold, and that part sucks for sure. But the game is perfectly OK, just maybe too many death traps across the stages making me restart them more than I'd want to.

A really cool puzzle game by the end but takes too long to show its most ingenious tricks as its first couple of hours felt simple and easy.

There is no greater sign that I've grown as a person than playing this game I used to love 17 years ago and realizing it's actually terrible now that I have a critical mind.

2023

After I finished this game, I had to call my mom just to hear her voice.