It's hard to communicate how good the epiphanies feel that this game creates for you.
There's a queasy feeling you get as more and more words are introduced and you start to see frightening combinations. You start to feel like the correct execution for a level might take ten minutes to set up and that you're going to be banging your head against an overly fussy, fiddly solution. The dazzling, impressive feat that Baba is You accomplishes, though, is that it never (as fas as I've seen) ultimately tips over into testing your patience instead of your ability to problem solve. If it feels like what you're doing to complete a level is a pain or excessive or haphazard, you're probably heading in the wrong direction.
The way it unfurls after you've completed the main game and move into its dizzying end game is impressive, but does have a "guess I'll keep trying to kick that football" shifting goal post quality that's a bit exhausting. I would love to be the kind of person who can simply accept that I've finished the base game and consider myself done with it, but I know I will ultimately need to return and finish the truly demonic puzzles that I'm stuck on.

I played a few days a week for about a month with my partner and our friend while we were all under curfew for Montreal's 2021 COVID Christmas. Just cracked it again to inaugurate a new attempt at rallying friends to game together online.

I'm not sure how they pull it off, but there's something immediately endearing about the dwarves in a way that on paper shouldn't work but in practice is irresistible. I can't think of another game where the stock callouts and shouts have the quality of making you want to immediately repeat them to your teammates.

The classes feel satisfyingly different while still having the same basic experience such that you all have different tools but still feel like you're playing the same game. I'm not sure how fun the experience remains as you start really ramping up the difficulty, but at least at the mid-entry level it's the exact sweet spot of engaging and relaxed enough to feel like you're just hanging out.

I strongly believe this game to be one of the best things ever. It makes a strong argument for 'things' as a concept, for there to be in this universe something instead of nothing.

I played the alpha of this game and was convinced that it would never come out (sorry for doubting you, Hiro from the NBC television show Heroes) or that when it did it would be unrecognizable. Miraculously, everything that was incredible about the first version remains intact, improved upon and elaborated into an exceptional game.

Echoes of the Eye adds onto it in a way that shouldn't work, but truly, truly does. I had a hard time imagining how it would introduce new mechanics or concepts without undermining the beautiful "farewell" you bid to each of your tools at the end of the base game, but they absolutely did it.

I hope one day to find a game I love as much as I love this one.

I don't know how this game manages to generate the aura that it does. It's so initially oppressive and frightening and blossoms so gradually into something manageable that you can't pinpoint when (or how, or if) things have started to fall into place for you.

This is the kind of game that you play in a dream. It's the kind of game that an author writes into a novel, not having a sense of what video games are actually like. It's a frightening doodle in a middle schooler's binder.

I'm afraid of advancing and approaching the future point where I know all of the areas of this game and it has nothing left to surprise me with.

I love it, it scares me.

Played through it last spring and was continually dazzled by how well it pulled off the change to an open world. The scope of the game just keeps getting wider and wider, it's an incredible feeling.
Replaying it full co-op mode with my partner and having someone with you as you push through each dungeon is a very different, much more dynamic experience. I do miss the tightness of the interlocking level design in the Souls games and Bloodborne, but still the series jumps to an open world in a shockingly assured, smooth and fun way.

I enjoyed the first Rogue Legacy a lot for two days (the days immediately after I finished the last classes of my bachelor's degree) then never went back to finish it. The sequel improves in a lot of ways, adding some little flourishes (skill crits, charmingly chatty NPCs) that make it feel much fuller. Stat progression is a chore and always feels like the boring choice, and they don't always feel like they make a meaningful difference.

I really like the Rusty Lake games and the approach they took to multiplayer here works great. As with all of the Cube Escape games it never really jumps out of third-gear, but adding the communication aspect to the puzzles makes them feel more satisfying than they would be otherwise.