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Pepper Grinder has a very good core idea and builds fun platforming levels and puzzles around its big drill. The four worlds introduce new ideas and challenges, as well as boss fights. The pixel art makes the world come alive more than the narrative.
Unleaving is a unique experience that will draw players in with its unique presentation, especially the painted art style, and its lyrical approach to narrative. The title does not try to explain everything but manages to communicate emotions, some of them deep and dark, others hopeful and bright.
Millennia is a good turn-based strategy experience that has the potential to become great after some updates and, possibly, expansions. The core idea of alternate historical ages is engaging but needs to be expanded on, with more options and more interactions. The rest of the mechanics are familiar but have just enough tweaks to keep turns interesting.
Slave Zero X is a deep brawler that rewards players who take the time to understand all its systems and then mix and match attacks and abilities depending on the situation. Bosses are difficult and the game has no difficulty toggles, although investing in biomecha upgrades can help.
Passing By - A Tailwind Journey mixes flight and platforming in almost equal quantities. None of its mechanics have a ton of depth but the process of navigating, spotting islands, evaluating needs, and then exploring is engaging.
Garden Life: A Cozy Simulator feels like an unfinished project or one that was rushed to meet a deadline and some parts have been left out. Somewhere in the rush to make the coziest experience possible, the fun took a backseat and as a result the basic idea backfired. It is cozy, but after a point it is hardly engaging.
Reveil is a walking simulator, but it is a remarkable one. Yes, the puzzles are simple, but they are balanced by the game world full of things to explore and find. There is no monotonous pace, and the stealth and chase sections are more than just tense or strained, featuring a few truly scary moments.
Sixty Four mixes idle and automation mechanics and will capture the attention of players who like the two genres with its focus on digging deep as efficiently as possible. The core design is clean and makes it easy for players to plan expansion or upgrades. Some might even be interested in the weird dialogue that anchors the limited narrative.
Tamarak Trail’s unique idea is to give players dice to roll while also allowing them to choose exactly what action is on each face. This creates opportunities for interesting interactions, enhanced by the random way the dice bump into each other when thrown. Artifacts that can be slotted into die add to their power.
A Void Hope has a good narrative hook, deviating just enough from the real world to keep players interested. The platforming and puzzle elements are well-designed, with a focus on giving players tools to make progress rather than delivering complex and difficult challenges.
As Dusk Falls is fair experience, but compared to the other representatives of its genre, it manages to stand out only as being the closest to a tv series, rather than a videogame. The plentitude of choices creates numerous ramifications that will encourage the fans of the genre to go through multiple playthroughs in order to discover every outcome.
TimeMelters has a very good core idea and uses it expertly, finding cool new ways to challenge players while also offering them the tools to come up with interesting solutions. Rewinding when close to death isn’t a bad idea but it’s much more interesting to create a dull loop for a past self and only then move on to another timeline.
Brothers: A Tale of Two Sons Remake is another example of how remasters should be put together. Unlike the latest Tomb Raider remaster, the loving tale of the two brothers aged well and remained just as impressive as it was in 2013, serving a tale full of emotion.
Airhead is based on an original idea and has some clever puzzles and vivid graphics. Yet these qualities are not enough to redeem a short and forgettable experience. Unfortunately, the puzzles can become quite frustrating due to the bugs and glitches the developers failed to remedy.
Cricket Through the Ages is a simple game, played using just one button, that works best for two players who are ready to have some dumb fun for about half an hour. Any longer than that and it becomes clear how limited and repetitive it all really is. Play against the computer and all the silliness isn’t worth very much.
Solium Infernum is an exquisite gamer, with carefully honed mechanics and a lot of freedom. Dominating Hell involves both careful plans and smart reactions to unforeseen events and surprises created by adversaries.
Dicefolk puts an interesting twist on classic ideas. Controlling both dice sets in combat creates cool challenges and gives players options to deal with powerful enemies. There’s also plenty of variety, powered by tokens and items, to create personalized strategies and find novel ways of engaging with bosses.
Inkulinati is impressive in its ability to marry theme, mechanics, and presentation. The ink-driven combat is exciting and tense, rewarding experimentation and good use of gestures and abilities. The world, inspired by the marginalia of Medieval manuscripts, is beautiful and immersive.
Captain Velvet Meteor: The Jump+ Dimensions has an emotional premise and some charming character interactions, although the narrative is not very deep. The turn-based combat scenarios move fast, which is great given their repetitive nature. Boss characters are well-designed and create some interesting tactical puzzles.
Balatro is fast and addictive, a game that takes familiar ideas and adds enough twists and turns to keep players engaged. Take a look at the Collection to see how many potential jokers, booster packs, tags, and more can influence a run. Each run generates a sense of excitement and possibility, even if it ends quickly after a run of bad card draws.