good game. short, vibey little puzzle platformer with simple mechanics that the levels use in creative ways. finished it in just over 3 hours.

hardest enemy in the game is geometry

Haven't beaten it yet but as of right now I'd say I'm enjoying it more than its predecessor overall. The open the world and the extra layer of verticality makes it a bit overwhelming at times and easy to get stuck, but that could also just be me having bad sense of direction.

I'm only partway through level 3 so I'm not rating it yet but so far this is a really satisfying dungeon crawler.

Update:
Finished it and it was great! I haven't played Ultima Underworld or any of the other games this was inspired by, but they're definitely on my list now.

Fantastic trilogy! Full of beautiful surrealist (and often absurdist) art along with some great tunes and fun puzzles. And the puzzle design is just as impressive as the aesthetics. The logic of Samorost's world is, if one were to be reductive, about on par with something Dr. Seuss might have come up with after eating da whol brownee. Despite this, I found most of the puzzles in this world to be 5x more coherent than most I've come across in point-and-clicks. Samorost trilogy owns, I'm excited to play more from Amanita Design.

Tad bit longer than the first game, but it's essentially the same experience. Loved it start to finish.

This is one of the most charming and aesthetically pleasing games I have played.

1993

Wonderful puzzle design, a world that is beyond enchanting, I am in love with this and am eager to continue with this series.

In Papers Please, you're penalized when you make demonstrably incorrect decisions and/or overlook things that you were clearly instructed to look out for. And if you're ever unsure, there's even a rule book to check to make sure you understand how to succeed. In Mind Scanners, you're penalized when you misinterpret vague and innocuous responses to a futuristic Rorschach test.

This was a very enjoyable co-op experience, but I don't think I would have finished it solo. The pacing is its biggest misstep. RE4 worked as well as it did in large part due to its pacing. It was an action game, but it knew when to slow the hell down and let you explore an area in peace for a bit, so the action never felt monotonous. RE5 makes no time for such things, it's practically nonstop action the whole way through, so before too long I just kinda found myself numb to all the set pieces it was throwing at me.

Still, it is fun to play, and a lot of the level design is pretty great. This is the game you play when you've finished RE4 and just want some more of that combat system.

I'd say this is pretty much on par with RE7, which is to say that it owns.

Great little experience, but it falls short of what it could have been. Feels like it's over before it starts. It gradually introduces you to its mechanics, but once it introduces all of them, you only get one level wherein you get to utilize them all. The result is that most of the game feels like a tutorial, and it never really puts you to the test in any way. Still, what is here is great, and wholly unique. This is my first Blendo game and I'm very impressed and will definitely be checking out more from them.

Demo had me repeatedly saying "wow" under my breath. This is one to keep your eye on.

Great demo. Hard to compare it to anything, as it is very much its own thing. It's got a souls like structure, with looping level design and save points which respawn enemies when used, and it has combat perhaps most comparable to DMC in that it's all about juggling enemies. It also gives you a lantern which serves as a grapple hook and it insanely fun to use. Great feeling weapons too, and a unique art style which I found very charming and old school (just about the only thing I'd consider "retro" about this game).