EQI: the world spins around you, and some of the players walked away queasy
Praise for the electronic soundtrack, complaints about trial and error — and a studio that has already gone back into the game's most hated level.
Games with no deadline: they stay until the store pulls them. Page 4 of 5.
Praise for the electronic soundtrack, complaints about trial and error — and a studio that has already gone back into the game's most hated level.
Reviews split into two camps: players who stopped at a single ending, and players who went back for the rest. What the second trip turns up doesn't sit well with everyone.
The players who actually wrote sentences spent them accusing the game of copying Geometry Dash and freezing with no warning.
Twelve levels of wall-running, a grappling hook and slow-motion gunfire add up to a project its own creator says they won't keep updating.
The write-up that praises it and the one that tears it apart agree on one thing: there isn't enough game here. What they do with that shortage is where they split.
A handful of minutes with the girls of Camp Sovyonok as the year turns: plenty for anyone who already loved this cast, and next to nothing for anyone who arrives without the memory.
Players who loved the pastime inside The Witcher 3 get a colder, more calculating duel here — and the harshest words come from the people who once adored the original.
Between power cards and an attack recovery that pins you down just as the heretics flood in, the studio promised to listen to its players — and the complaint never switched channels.
Reaching the first tower takes an account of the game's own — email and phone number included — and that is the exact spot where part of the criticism stops dead.
Two people made it, nobody ever translated it, and the players who stayed came away full of praise.
A one-person project, it treats anyone who just wants to catch the channel's in-jokes kindly, and anyone chasing every achievement badly.
A short, hand-drawn adventure whose puzzles yield to instinct alone — which is exactly what separates the players who sink into its mood from the ones who just want a hint.
Short, broken in a dozen ways and it never really ends — yet the players who reach the end tend to come back and recommend it.
Screenshots and minimum specs are already up on the game's page. A release date is not.
Some finish it moved; others spend their first hour trapped in a room with no way out. The same few-minute walk is what splits the people who played it.
The same road trip that leaves players in tears at the end and sends them straight back for another run also draws the charge, in several languages, that it forces its message — and the real split is over how much that weighs against the journey.
A contemplative platformer about sacrifice and about Bardo, the Tibetan limbo between two lives: the same stillness that some players call relief, others call a game that ends when it should be getting started.
No enemies, no shooting, no scenery — just a block that jumps, falls, and a difficulty called Nightmare for anyone who finds that easy.
The same thing that holds up the game's atmosphere is what snags the character mid-jump — and that is where the experience splits.
Guilds, dragons, a market open to everyone: the hardest obstacle isn't in the dungeon — it's trusting the game that promises all of it.
The studio has reopened Sunfall Kingdom for the people who played years ago, but the arena holding the whole thing up charges in patience what memory never warned them about.
Players who reach the end praise the chase after virtual cash, but they come with a warning: the home stretch swaps the calculator for platforming reflexes, and there is no save point anywhere.
Between the players charmed by its sweetness and the ones who call it wasted time, the real question is whether a stroll this short still counts as a game.
A one-person turn-based RPG with mazes that signpost no exit, from a studio announcing fresh games while this one carries no completion date.
Castles, pantheons and real-world trade sit behind a description that still speaks in the future tense, written by a studio that is still straightening out a corrupted build.
Between the players who finish without really noticing the clock and the ones who spent eight hours inside that same temple, Nirvana's length is the first surprise waiting inside.
The physics chaos that earns the laughs also drags the game down: the harshest complaint doesn't come from the players who quit early.
The first heists ask for nothing but the nerve to walk in one arm short; players deep into the game say the later ones ask for your wallet as well.
Steam classifies this game as explicit sexual content. We cover the whole card — name, art, rating and link — until you choose to see it.
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Billed as simple, it asks for two-handed coordination from anyone who wants to get past the first hour.
A demo of about thirty minutes left the people who played it split between wanting more and dismissing the whole thing as an advertisement.
A real-time strategy game about stripping parts off wrecked machines and climbing walls to shove the enemy off a cliff — and about a storefront that insists on filing it as a virtual reality headset game.
A 2004 puzzler its own creator chose to reopen to anyone who wants a turn, built on a mechanic that players describe the same way in Turkish and in German — and that part of the criticism finds stiff.
The cursed school has a way out for solo players, but the store page itself frames the game as an escape meant for a group.
Three worlds built inside a game engine, then rebuilt as physical sets for photographing flesh-and-blood people — and a spec sheet that demands far more hardware than so little action warrants.
Sixteen classics from the 70s and 80s line up on the drag strip, but career progress hangs on a tank that refills by itself — or fills in one go, with currency you can buy inside the game.
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