checkmarkchevron-down linuxmacwindows ribbon-lvl-1 ribbon-lvl-1 ribbon-lvl-2 ribbon-lvl-2 ribbon-lvl-3 ribbon-lvl-3 sliders users-plus
Send a message
Invite to friendsFriend invite pending...
This user has reviewed 9 games. Awesome! You can edit your reviews directly on game pages.
Furi

Polished to a sheen

A marvel of refined design, bound to shape its player into a precise, elusive warrior, & to ask of them why they fight at all.

Nocturnal: Enhanced Edition

Messy, but full of character & expedient

Nice focus on an ever-waning state of powerful but vital incandescence. A few beautiful music pieces. A story that could move someone.

Islets

Adorable, though sometimes biting

Adorable though sometimes biting, funny tone. Relatively guided metroidvania gameplay, making it an accessible entrypoint or a casual alternative, lasting about 11 hours. Simple but gradually satisfying traversal, which becomes properly exhilarating, as it should in a metroidvania, as you fluidly rush through parts of the game you have learned to master.

Dragon Ruins II

An expansion of its predecessor

Cautious recommendation like the first game, as it is pretty much an expanded version of it in every way. The core of the experience is the same: real-time dungeon exploration, auto-battling nearby enemies (so avoiding encounters is quick wayfinding or walking your way back), everything revolves eventually around looted gold & simple but frequent decisions in dungeon-crawling, slightly dulled by the need to farm or intently progressing slowly. The dungeon layouts start a bit uninspired, but become really good later on; they're the reason to keep playing, as linear progression with a dash of radom skills or dispensable loot wears thin after a while. Party composition matters a bit more than in the first game, but your characters won't significantly shape your experience. An aesthetic triumph like the first game, with a beautiful filter on old-school public domain illustrations, & moody dungeon synth (that does become a bit samey after a while).

Dragon Ruins

For those who know what they're in for

Cautious recommandation to those who know what they're getting into, as this game knows what it is and doesn't try to be more. Very simple auto-battler where the main gameplay lies in making simple strategic decisions navigating through the dungeon. Apart from one or two boring clichés & systematic sexism, ilustrations are awesome & magnified by the quaint graphics & screen filter, very charming. The somber musical atmosphere is excellent dungeon synth too, if a bit samey after a while. Character classes only differ in their stat distribution among damage, speed, health & damage reduction. Team-composition thus matters only as far as two team slots represent the frontline & are attacked more often than the backline. Progression is fully linear along leveling up & buying better gear. Everything depends on gold, everything is bought whith gold for a gradually increasing price, death is a setback, the rest is clever farming & pathing. Time passes in an interesting fashion, but apart from the enemies sporadically respawning every few hundred days (or so it seems) & a year counter putting your time in the dungeon in narrative perspective, it doesn't seem to have much meaning or role (even after completing the dungeon for the first time). The teleportation scroll (which allows a stop at the one & only haven in the middle of the dungeon) is the soul of exploration & decision making, it's nice. Exploring the dungeon for the first time is quite fun if you don't care about loot (none to find) & enjoy discovering new enemy portraits (I struggle to say "types"), but when it ends, 'tis farming 'til the end of time.

1 gamers found this review helpful
Racine

Original, satisfying, repetitive

Fights are a simple auto-battler (your character & enemies regularly attack each other) where you can only play cards permanently improving your character's stats or giving them an immediate edge... But playing a card is also how you parry enemy hits, leading you to follow closely enemy attacking speeds & patterns. Creating synergies is quite fun as most build paths that arise lead you toward some manner of breaking the game, but still require you to be active & attentive to your enemies; but repeatedly seeing the same low-level cards does feel a bit monotonous after a while. The challenge in choosing one's path lessens as one masters the game's systems, the danger in dallying dissipating before one's broken build & consistent parries. The endless mode unlocked after beating every boss feels more immediately satisfying & gets you to advanced synergies faster. The game's atmosphere of eastern-inspired animism & post-post-apocalypse is really charming, & the soundtrack goes from nice to really cool. A nice touch I personally loved: (in the french version) the game text sacrifices a bit of clarity for style, to awesome effect.

ScourgeBringer

Frantic, horrid, magnificent, hardcore

Constant, flowing -- flying -- dynamic action, with no contact damage & an aggressive dash that doesn't make you invulnerable. A game of quick motion & brutal strikes, as calculated by a knowing, trained warrior as they are made in a mad, panicked rush. Beautiful, bouncy pixel art. Enrapturing world of unsettling horrror made epic. Monstrous, obnoxious, treacherous, but endearing enemies & pitfalls which always have a way to be dealt with. ScourgeBringer gives a lot to its player, & demands a lot too. All the tools are here to triumph over the Ordeal, which is so full of dangers & nasty surprises that only the deftest or most rigorous will triumph. I have not been able to become either in 20h, owing to the long runs which tend to become marathons where small mistakes cost you long term & dying deep in the dungeon means you're tens of minutes away from taking on your killer once more. The game rewards speedy navigation as well as turning over every stone to find every bonus that could give you an edge, thus, maybe accumulating stat bonuses through each zone is a bit too important, as it is why runs tend to stretch over long periods of time. Blessings & merchant offerings also feel a bit unbalanced, although being able to reroll them allows one to pick & choose what best suits they fancy. Nonetheless & overall an excellent action experience, as suited for hardcore tryhard sessions as laid back "blowing-off-steam while listening to something" plays.

1 gamers found this review helpful
Little Nightmares

Delightfully poignant & touching

Quite a touching little tale, dark & damp, but lively & colourful, full of little surprises & beautiful sights. I do regret wrestling with controls or sometimes inconsistent rules, but it could never spoil the experience.

Little Nightmares II

Fascinating

I only regret wrestling every now and then with the controls. But it was an enrapturing experience, packed with meaning and atmosphere, often achingly beautiful. The world, sound design, level design and enemy design is not only clever & full of life & *great* visual ideas, but also markedly improves on its predecessor's execution. If you liked the first Little Nightmares, or are at all intrigued by the trailer or visuals, this is a must play.