Liked
Wheel World is a stylish, vibe-first cycling adventure that feels a bit like Forza meets Sable, but definitely carves its own identity. Riding feels fantastic, the soundtrack is a jam, and - while I wouldn’t know - I imagine the bike culture jokes land with those so inclined. It’s not particularly challenging, and the second half drags a bit, but it’s addictively satisfying, and as a love letter to bikes mostly sticks the landing.
A cosy, clever puzzler with adorable art, quirky dialogue and just enough logic to feel satisfying. It’s short and can get repetitive, but, like Thomas Was Alone showed, personified shapes add immediate heart and charm. Hard to not like.
The King is Watching hooked me from the demo alone. A smart blend of roguelite, city builder, and tower defence. The gaze mechanic makes every choice feel vital, and runs are tense and addictive. Balance and grind may hold it back a bit, but it’s got enough going on that absolutely deserves attention.
He is Coming delivers a stripped-down but intriguing roguelike loop, helped a lot by its retro artstyle: explore, loot, and face tense boss fights with wild set bonuses. The real star is potentially Kingmaker-mode, a PvP twist where your build becomes the boss for others, with crowns and skins as bragging rights. Worth a look!
Time Flies is short, strange, and potentially unforgettable. You buzz through clever puzzles and silly bucket list goals, laughing one moment and reflecting the next. It’s over appropriately quickly, but every second is packed with charm and thoughtfulness.
Word Play blends Scrabble with roguelike tropes, offering clever modifiers and polished design. Runs can lack the wild synergies of its Balatro inspiration, but it’s still a sharp, satisfying word puzzler, especially if you’re a word nerd.
Aviassembly nails the fun of building and flying your own, sometimes absurd, aviation creations. It’s simple, addictive, and surprisingly deep, though missions can feel a bit samey. Short but satisfying, with loads of promise if the dev keeps expanding. Fun for a lazy afternoon.
Unashamedly Dark Souls 1-pilled, Wuchang brings back slow, stamina-tight combat, interconnected level design and more, while introducing its own novel ideas. Difficulty starts mild, then spikes pretty hard. Builds feel meaningful, from clash-happy dual blades to busted spellcasting. Really solid!
What can one even say about a game like this? In short: I loved it. I was at 201 hours (and 1.7M Likes) when the credits rolled, and every minute was soaked in serene Australia-inspired ambience, poignant atmosphere, engaging storytelling, the usual Kojima absurdity, and most importantly, an intensely satisfying gameplay loop. It might not hit quite as hard as its predecessor, perhaps just by virtue of no longer being completely novel, but it makes up for that in what it does differently. Death Stranding continues to be a rare experience that invites even the most cynical players into a quietly moving form of connection - where travelling alone becomes a shared and strangely emotional act of collaboration.