It's not just "Personality Typing" for gamers, after all.
Beautiful, sad story about humanity, loss, desperation, finding oneself of course, friendship, and memories.
It's short, it doesn't offer much, but it doesn't need it, it's rich in what it provides, what it has.
One of a kind.

Donut County is a cute little game with a silly sense of humor and surprisingly feeling story.
It works on the same rules as Katamari, but instead of a Ball you are growing a Hole, by consuming everything that can fit, yes.
That's really it, you are just trying to grab everything on the level… At least, for the most of the game, since later on you also get a Catapult which sends some of the items BACK through the hole to reach something, so yes, it's more of a puzzle than Katamari, which is a plus in my book.
Achievements also give it more of a puzzle aspect, considering that for some you REALLY gotta think a bit more than usual.
AND there's an ending… But I shan't spoil, it's a short enough game that you should compelte on your own. And it's cute on the surface as well, with a great soundtrack.
Very much worth it.

West of Loathing is an incredibly enjoyable, genuinely fun CRPG that reminds me the most of Black Isle's Fallout.
I never played Kingdom of Loathing before, but finishing West made me start it. Slowly and steadily.
West of Loathing is a bizarre beast that transpires a different part of the world that it shares with Kingdom of Loathing - where Meat is currency, cooking is magic and cows are demons from hell.
WoL's strongest suit is its writing and creativity - it's full of parody and references to real world historical things, portrayed in very bizarre and humorous ways. It's a joy to read, it's fun to engage in those dialogues and roleplay whoever you are.
Combat is fine and I'd day pretty balanced, not even once i felt frustrated with it.
A big part of your journey is your buddy, one of few people you can acquire in Prologue and who will stay at your side for the rest of the game, including a secret one who's very much beloved by the community. Buddies are mostly for combat, each one has unique skills and stats, everyone grows in their own way, and everyone has something to say while visiting locations (besides reminding you of your main and side quests), even helping in events sometimes!
Man, there sure is a big bunch if Quests to do, some transpiring through the entire gameworld, and all of them one way or the other affect the ending slides showing the fates of the places affected, just like in Fallout.
You even travel the world like in Fallout! Although instead of walking or driving the Highwayman - you have a horse, one of three you can choose in the prologue.
The game is just very charming in general, from stickman visuals to era appropriate soundtrack - it's just so... Nice.
I haven't played such a great CRPG in a long, long time. And I'm eager to play its sequel right after.

I [i]LOVE[/i] this game.

[i]Citizen Sleeper[/i] is a wonderful game, beautifully written, charmingly designed both in visual and gameplay aspect, and is just...

But let me first explain what the game even is.
[i]Citizen Sleeper[/i] is an adventure game based entirely on reading text and throwing virtual dice which you get with each new "cycle". Literal dice, 1 through 6, which will give you particular chances of success, from 50/50 of Negative and Neutral to 100% Positive.
Those Dice you get are used for pretty much everything in-game, be it doing labor work for money, exploring the station or doing something more specific, like committing interfacing actions in The Network, which your Sleeper can access.
Sleepers are basically Ghosts in the Shell. They are robotic shells with emulated minds of real people which, for one reason or another, basically sold themselves to a corporation for some debt or another monetary reason. Sleepers are then used for different slave labor purposes... So, Sleepers, understandably, try to escape. Some do, but don't survive for long, be it because their escape is daring enough that they don't survive the trip, or because of everything after the escape itself they will have to get through, including your own sleeper - being hunted down by the corporation you are a [i]property[/i] of, having your body degrade constantly without Stabilizers, which are a proprietary medicine of the corporation that owns you; starving to death (because Sleepers still need to eat so that they have energy to do anything), or any others means of death that could be experienced. Means you which will have to survive. And, maybe, even succeed. And settle in The Eye. Or escape it.
When you get settled in enough and find ways to survive, the Eye is your oyster - explore it and conquer its troubles, help people in need for their and/or your own good. The game may not be too big on choice, but it is there, and pretty much all the endings depend on what you choose, one branch of the story having THREE possible endings.
The beauty of the game in its writing, which i just can not spoil, and neither will spoil any screenshots or videos unless they are proper walkthroughs. And you shouldn't spoil it for yourself, not because of any particular story bits, just because of the quality of it. And soundtrack also helps greatly with it, too.

It may be a short game (i only had to spend 5+ hours on it to get every achievement, meaning half the endings on one save file and each other ending on new files in a speedrun manner), but it doesn't matter with how packed with good text it is.
The writing really, REALLY makes it.
It feels like home playing it.
Struggling for survival. Exploring The Eye. Meeting the People. Helping Others' Dreams.
Finding your place on The Eye.
It truly became MY home, and i hope it will become yours too. And even if not, i hope then that you will escape it with people you care about. Or, maybe, become something more than a Ghost in the Shell.

The last recommendation i can put in is that... If you loved Disco Elysium, you will love Citizen Sleeper. They may be differently written, but the quality is all the same (in my eyes at least), and in terms of gameplay they are very similar down to the very familiar Text Box Feed. If not... You may still enjoy it more, just because of how smaller and compact it is, as i can suspect that DE put off many with its sheer Verbosity, lul.

As with all Yames games, it's short and sweet, and leaves you thinking about its themes.
Granted, understanding of its main theme only get realized only by the end of it, but still.
And it by far has the most gameplay out of all Yames projects, and it very much reminded me of the great old Windows 3.1 point-and-click adventure games, mainly the japanese ones, like COMSOLOGY OF KYOTO, Tong-Nou with Chu-Teng, or recently re-released Garage.
It's a very niche, but very much great project, and i hope that Yames' games inspire others to do more of greater things.

It's a very well written CYOA kind of game with really nice illustrations, sound design, really many weighty choices and in general it's one of the best CYOA experiences you can find. I may very much enjoy Choice of Games stuff, but the lack of anything besides text makes none of them any match to Heart of the Forest, which has amazing ATMOSPHERE.
The one thing that bummed me out... It's just too short. If the team ever gets another chance to write a World of Darkness CYOA game, hope they get more time and budget to write a bigger story.
Worth every penny and probably multiple playthroughs till 100% completion of achievements, though am not gonna do that yet myself, hard for me to make choices i would not do IRL.

Good, atmospheric, fair and not an extremely brutal puzzle game, with a story even, told in rare cinematics and through several letters.
Best played on a touchscreen, so phones or switch all the way.

Return of the Obra Dinn is still, to this day, the best detective game ever made, and it is definitely Lucas Pope's Magnum Opus, so even if he never makes any new games ever again, this will still be his great last hurrah. I do hope Lucas releases something new though, because we need more unique and amazingly written games like Obra Dinn.

Return of the Obra Dinn is a story about a ship that was lost at sea, then suddenly found. You play as the chief inspector who gotta evaluated the damages and stuff, and in the same time you will have to solve just what the hell happened on this ship. And you do this using a pocketwatch. A pocketwatch that sends you to the moment of someone's death when used on the body, or even a body part... Or even less.
This whole game is about finding the pieces that fit and trying to put them together, and you usually won't be sure if you are right or wrong because the game requires Three Correct Guesses to confirm, but when it happens... Oh, the euphoria. And not just from the process of solving, but also the brilliant music accompanying it. The whole soundtrack is PERFECTION, it needs to be heard even outside the game. However, together with the visuals, they both make the game... Incredibly stylish, even in its 1/2-bit graphical look that resembles the OLD PCs of the day, like original Macintosh computers. It's pure joy to look at, to listen to and to solve the mystery.
Unfortunately, since it's a detective game, it's... well, non-replayable, unless you forget everything about the story. But it's fine, it's like a rare delicacy that is expensive and you can only allow yourself incredibly rarely, but it's worth it, even if you're only gonna have it once in your life.

This is the most meta game since Pony Island.
And this is probably the best meta game i have ever played, because it's not only good at being meta, but it's also great at actual gameplay and content.
It's a unique, one of a kind game that is only comparable to The Beginner's Guide and Pony Island (of course).
It's a game full of actual secrets besides main game content, secrets that lead deep down the rabbit hole.
This game was one helluva wild ride, wilder than any Kojima's wild ride.
The Hex is a game about industry, about games, about developers.
But most importantly, about the vicious cycle of...
No, this is too much of a spoiler.
Go and play it yourself, for the story, for the characters, for the themes.
Daniel Mullins is a genius, support him, and let him take you on his wild ride.

Midnight Castle Succubus is a genuinely fun to play and generally enjoyable Proto-Metrovania in vein of Castlevania 2, done much better.
The story is basically a retelling of first two Castlevania games with bits of Castlevania 3 and Rondo of Blood, but with a Succubus for Dracula, many different monster ladies for other bosses, kidnapped village girls to save and a lady huntress wielding a whip as a main protagonist who's able to find three other warrior ladies to join her cause.
Controls are tight, graphics are very well done for the style chosen, music is nice, bosses are pretty engaging though they get a bit too fat in HP by the end of the game.
Genuinely recommended for any Castlevania/Metrovania fan who is not afraid of eroge, especially considering that the game has a SFW version.

But speaking of NSFW content, it's nice, well made pixel art CGs are always appreciated, though i wish little animation were a bit more done, long and with more variations, but oh well, this is one Eroge that didn't really push towards sex anyway. I'd say it might actually disappoint some people with its Gameplay and everything to Sex ratio, ha.

Don't.

It's a pretty good metrovania and all, very chunky, pretty tough and rough, it's fine.

But please, no matter what, stop right after reaching the ending. Do NOT enter Post-game.
I repeat, DO NOT ENTER THE POST-GAME.
Don't make the same mistakes i've made.

Please.

Save yourself.

This is what we call "Outdoing yourself".
Dan outdid himself in both gameplay and story, and ESPECIALLY in terms of the... "hidden".
This is the most extensive game Dan ever made by this point and saying literally ANYTHIN that would spoil any part of it would've been a disservice.
Go into this almost blind, with the only caveat being that this is a NARRATIVE EXPERIENCE, this is not another Slay the Spire, never was supposed to be really. And it's better for it.

As i don't want to spoil much due to some... very heavy spoilers, i shall be short.
It's a great Zeldventure game with pretty damn tough at times combat involving dodgerolls, light and heavy strikes, and usage of magical tools. There isn't a lot of writing, but what is there is great and charming, as are the visuals, and the whole fact that you are playing a cute Little Crow, listening to a beautiful soundtrack.
Be warned, however, that 100%-ing the game is a task... And a task with some peculiar outcome.

I shall give out one pseudo-spoiler.

this one reminds me of Environmental Station Alpha way too much

I love metoid(vania)s.
And it was a shame that we haven't seen another Metroid game in years. A true Metroid.
...and then Axiom Verge came out.
It's THE Metroid we couldn't even dream for.
It may as well be the best game in it's genre (i mean, Metroid genre, NOT Metroidvania, because it's a pure Metroid).
Axiom Verge has everything that good Metroid game had - deep exploration gameplay, tough and massive boss battles, grim and Giger-ish atmosphere, beautifull soundtrack...
And it has something that Metroid, as long as i remember at least, never had - a good story.
I could even say - excellent story that i wanted to know more about.
Hell, this game even has cutscenes, and the plot uses not only dialogues between characters to tell the story, but also Notes as well.
Though, i have gripes with this game too.
At least half of the secrets/puzzles can be found only on accident or total digging through every wall.
And even if you know where and what you need to do, sometimes you just can't understand HOW you has to do this.
Most of the enemies are annoying as fuck and pretty hard too, at least in first half of the game.
On the contrary, game becomes almost super easy in the second half, considering you've been collecting stuff.
And yet, i'm in love with this game.
I never been so immersed with Metroid game as i was in Axiom Verge.
It's a masterpiece, even if it has some stuff to gripe about.

I was extremely skeptical towards AI: The Somnium Files, expecting it to be the worst thing he ever did, especially after one POSITIVE review that PRAISED it for being very cringey, like it's a good thing or smthn. Yet, i still played it because of me very late uncovering of the ARG. It did hook me up, and my seething hatred wasn't active anymore unless VLR was actively mentioned, so i gave it a go. And that guy was right, it did start extremely cringey, and there was a lot of cringe through the first half.

But it didn't matter in the end, because AI turned out to be Uchikoshi's best work and one of my all-time favorite games, usurping the throne 999 sat on for the last decade. It was such a rollercoaster of emotions, by far his most emotional work, with the characters start start off really bad in my eyes (except for Mizuki) which i then came to love as my own family no less (especially Mizuki) (and the last "Cry" Choice was the only right choice if you get what i mean). And outside of characters, the detective side of it was amazing, such great foreshadowing, so many nigh perfect clues dropped around every route, piecing the truth together felt same as it feels for Ota to be fed by mermaids. And the story as is, even without detective component, is simply wonderful. And of course, the beautiful, finally polished anime visuals are just precious to look at, and faces are as expressive as Ace Attorney ones were at their best. AI singlehandedly put the trust in Uchikoshi back in me.