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This game was certainly a doozy! It's a game I've played across multiple consoles, but have never 100%. Well, until now. There's something so charming about this game, the environment, and the story that always keeps me coming back for more.

I truly have no notes for the environment Capcom has created. However, the 4th survivor and Ghost survivors extra content SUCKS. I felt they were hard for the sake of being hard. Another issue I did have was I did feel like the story was a little half baked. The A and B runs have massive continuity issues and it felt rushed. Almost like the game wasn't supposed to have the A and B runs and it was an added change mid development.

I feel like the A and B runs had a lot of potential and could've had massive changes to the story and the path the characters take. Despite all that, I did enjoy the story overall. Claire I felt had the most comprehensive story. Her run specific files give a lot more to the world building and gives you more fun and interactivity with the story over Leon's run. He is essentially told the plot from his partner, Ada. So it made his run feel a little more disconnected.

Overall, I really enjoyed this game. I will be playing it again, just probably not the extra modes. I really liked the content that the story has to offer and I love watching the unique challenge runs people do. It is a great start to the Resident Evil franchise if you've never played it, while still being a great edition for Veterans of the world.
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«Can’t stop playing»
«Constantly dying and enjoy it»
love the industrial design
Trigon: Space Story is an honest, workmanlike space roguelike that ticks all the boxes without ever really surprising you. Sernur.tech delivers polished production and tries to add its own touch with a narrative dimension, but the game remains trapped in FTL's shadow, never matching its tactical depth or intensity. For newcomers or those craving more of the formula, it's a solid, recommendable experience. For everyone else, the déjà‑vu sets in fast. The combat loop is pure FTL: sector navigation, real‑time combat with pause, energy management, crew scrambling. It's executed competently, and the 3D visuals are a nice upgrade. The narrative ambition – a story around the mysterious Trigon Star – is appreciated, but the writing never takes off, feeling scattered and underdeveloped. The balance is uneven, the grind is tedious, and the procedural generation grows repetitive. Trigon: Space Story is a likeable, competent tribute to FTL, but it struggles to justify its existence beyond being an homage. A pleasant stopover for strategy fans, but not an unforgettable destination. Full French review: https://rogueh24.fr/test-du-jeu-trigon-space-story/
«That ending!»
Badly made assetslop job simulator horror. Yet another one
Mediocre game with interesting idea, but lacks polishing and artstyle feels unrefined
Bad assetslop shooter
Solid horror with simulator elements
This game is great, there's a surprising amount of content despite being under 500MB. The gameplay is pretty good, the game is mostly an RPG with a mix of both action and turn-based battles, and it works well. It can be a bit difficult at times though, especially towards the end if your stats are low. The only major issues I had was just that the game still isn't fully translated yet, so it's possible that I wasn't using the best equipment and abilities, along with missing a lot hints and tasks from the various NPCs around the game (which I know I am because I couldn't find one of the items required for a craftable outfit from the succubus girls).

I would mention the story but since only menus were translated, I don't really know what's happening. I have a general idea and it seems like it's good, but I don't know enough Japanese to fully understand the story.

Outside of the main gameplay, there is also some side content that unlocks as you progress through the game. The first of these is a rhythm game with two levels, at least currently. The second are some optional dungeons that are available in the back of the gallery area in Tyrol's house. These dungeons are special, not just because they have different mechanics and H-scenes than the main game but also because a different character, Tink, is playable here. The third one I want to mention is the tower defense mini-game, I didn't finish it because it gets really difficult in the later parts, but it's still a nice departure from the main game.

For the H-scenes themselves, mostly they're good. I know that there are some people (mainly Twitter and Bluesky users) who will freak out if they find this game but I like it. I would like to have seen some h-scenes involving more characters than just Tyrol and Tink, though. The only problems I have with the H-scenes are that some of them are longer than they need to be and there are some I never watched because I hate spiders and I don't understand why there are people who are into that.

The last thing I want to talk about is that, while I don't plan on doing a full playthrough on Linux until the game gets fully translated, I was able to play this game on both Linux through Wine and android through Winlator, and they ran mostly fine. There was a problem on both platforms where either some areas didn't have music or there was an issue with a droning sound that's really annoying. I know of several apps for running Windows games on both of these platforms but I'm not familiar enough with them to know how to get music to play in all areas without the droning sound.
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Soda Crisis is a frantic, high‑octane run‑and‑gun that delivers a solid adrenaline shot. Sprinting, sliding, grappling, and shooting – it lives by speed and fluidity. The instant‑death and lightning‑fast retry system keeps you in an addictive flow: you die a lot, but you respawn immediately, learning patterns through repetition. The arsenal is varied, the boss fights are spectacular, and the pace never lets up. It's demanding but fair, and mastering a level is genuinely satisfying. The colourful sci‑fi setting – a global soda crisis – is a fun premise that never gets fully exploited. The narration is minimal, almost anecdotal, so don't come for the story. Visually, it's a treat: polished 2.5D environments, spectacular particle effects, fluid animations, and an electro‑rock soundtrack that pumps up the adrenaline. Technically flawless and Steam Deck Verified. It's short (3‑4 hours), the universe is under‑used, and levels can feel repetitive. But for a quick, intense session of pure action, it's a honest, cathartic treat. Not the run‑and‑gun of the year, but a solid pick for genre fans craving immediate fun. Good value for money. Full French review: https://rogueh24.fr/test-du-jeu-soda-crisis/
«Time-tested»
Out There: Oceans of Time is a game I wanted to love more than I actually did. Everything is there for a great indie space opera: a fascinating universe, quality writing, sublime illustrations, and rare narrative ambition. But the game trips over its own mechanics. The uneven balancing and convoluted resource management regularly break the enjoyment, and the inability to choose between a measured narrative experience and a demanding roguelite leaves an impression of incompleteness. The world and writing are the highlights – thoughtful, poetic, filled with weighty choices. The hand-drawn art is stunning. The soundtrack is atmospheric and perfect. But the roguelite structure constantly clashes with the narrative focus. Resource management is needlessly complex, balancing is all over the place, and death sends you back to the start, punishing you for engaging with the story. It never fully commits to being one thing or the other. Mi-Clos Studio delivers an endearing, beautiful title packed with good ideas, but it needed serious balancing work to hold all its promises. Recommended for patient interactive fiction fans willing to overlook its flaws. A wasted potential, but a journey still worth taking for the right reasons. Full French review: https://rogueh24.fr/test-du-jeu-out-there-oceans-of-time/
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«Time-tested»
Hardspace: Shipbreaker is a true gem, one of those games that resembles nothing else. Blackbird Interactive transformed a thankless idea – dismantling shipwrecks on a chain – into a meditative, deeply satisfying experience paired with a social critique that hits hard. I spent hours floating in zero gravity, planning cuts, sorting materials with hypnotic concentration, and every perfectly dismantled ship gave me a little surge of absurd pride. Yes, it's slow, yes, it can feel repetitive if you chain contracts without breathing, and the deliberate pace won't suit adrenaline seekers. But if you're willing to slow down, it's a unique, intelligent, surprisingly calming game with something to say beneath its simulator exterior. The cutting loop is genius: surgical precision, physical risk management, zero-gravity that becomes second nature. The political subtext is rare and powerful – you're an indebted worker whose DNA is owned by the corporation, with audio logs weaving a story of union struggle. The industrial art direction, distant Earth backdrop, and space-country-folk soundtrack create an immersive, solitary, strangely zen atmosphere. An indie success that more than deserves your attention. Full French review: https://rogueh24.fr/test-du-jeu-hardspace-shipbreaker-1/
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«Time-tested»
Moo Lander is one of those indie proposals that resemble nothing else, and that's entirely to its credit. Behind its delirious pitch of cosmic cows hides a genuinely demanding piloting game, doubled with a generous metroidvania. You have to accept struggling a bit at the start to tame the ship's physics, but the reward is there: once it clicks, flying becomes a genuine pleasure. The ship's weight and inertia take getting used to, but the sensation of controlled flight is deeply satisfying. The world is vast, packed with secrets, and progression is classic metroidvania – new abilities open new paths. Resource management adds strategic tension. The visual style is cute and weird, the soundtrack catchy. But the narrator, who constantly comments on your actions, can quickly become grating. The difficulty is steep – punishing early hours, challenging boss fights – and the systems are dense. It's not for everyone. For patient players who love originality and piloting challenges, it's an atypical and endearing pick. Best experienced in up to four-player local co-op, which adds fun and chaos. A beautiful surprise from Bulgaria. Full French review: https://rogueh24.fr/test-du-jeu-moo-lander/
«Time-tested»
Sonority is a lovely surprise for anyone who enjoys original, relaxing puzzle games. Its core idea – making the musical scale the heart of the puzzles – is as clever as it is enjoyable, and you come away with a smile and perhaps even a slightly more musical ear. The game teaches you its logic gently, and solving a puzzle by "hearing" the solution is genuinely delightful. The world is soft and whimsical, with pastel tones and a hand-crafted charm. The soundtrack, naturally, is the star – original compositions that are both pleasant and cleverly integrated. The adventure is short (a few hours) and the challenge is gentle – perhaps too gentle for puzzle veterans, but it makes the game accessible to everyone, including younger players. No frustration, just a peaceful, melodic journey. Modest production values, but that's not the point. Sonority wants to offer a sweet, clever, and poetic moment – and it achieves that perfectly. If you're looking for a calm experience between bigger games, or a title to share with family, it's a very good pick. An enchanting interlude that does you good. Full French review: https://rogueh24.fr/test-du-jeu-sonority/
«Sit back and relax»
Raji: An Ancient Epic is the kind of game you love to support: a small indie production that dares to explore an underrepresented culture with remarkable artistic taste. The beauty of its environments, its mythological grounding, and its boss fights make it a memorable experience, even if it remains brief. The gameplay doesn't revolutionise anything and shows its limits quickly – combat is repetitive, puzzles are simple, and enemy variety is limited. But the overall package exudes a charm and sincerity that makes you forgive its flaws. The visual direction is the game's greatest strength – inspired by Hindu mythology, every environment feels like a painting. The soundtrack blends traditional Indian instruments with orchestral arrangements perfectly. The story is simple but effective, delivered like a legend. Boss fights are spectacular and genuinely thrilling, though there aren't enough of them. The game is over in about six hours – a length that feels right but also frustrating. You can't help but wish for a bit more content. If you're looking for a visually magnificent, short but intense journey to another world, Raji is well worth the detour. A lovely indie success, carried by heart, that makes you want to follow this studio closely. Full French review: https://rogueh24.fr/test-du-jeu-raji-an-ancient-epic/
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«Sit back and relax»
Goofy Man is the perfect example of a game where you can sense the good intentions, but which fails at absolutely everything. The controls are stiff, imprecise, and the character responds with a heaviness that makes every jump a nightmare. Hitboxes are approximate, enemies behave inconsistently, and you die not because you played badly, but because the game doesn't do what you ask. For an action-platformer, that's unforgivable. The humour, supposedly the heart of the project, falls flat constantly. Repetitive jokes, non-existent writing, soulless levels with no identity – it's hollow, and you lose interest fast. Visually poor: basic assets, empty environments, no artistic direction. The soundtrack is forgettable, sometimes annoying, with bugs and a general lack of polish. Even at a bargain price, even looking for second-degree humour, the experience is too broken to recommend. You can feel a cruel lack of time, resources, and testing. The desire to make a fun game is there, but as it stands, pass without regret. Full French review: https://rogueh24.fr/test-du-jeu-goofy-man/
Undying Lantern is a likeable indie Souls-like with a clever idea: making light management the core of the experience. When the lantern's glow pushes back the darkness, it's genuinely gripping. But the execution doesn't match the ambition. Combat lacks polish — attacks have no weight, hitboxes are inconsistent, and the rhythm never clicks. Environments repeat, enemy types are limited, and the technical side (framerate drops, long loads, crashes) betrays a tight budget. The light mechanic creates real tension, the atmosphere is effective, and the boss fights offer occasional thrills. But overall, it's functional, never satisfying. For genre fans looking for an atmospheric, budget-friendly indie experience, there's a decent time to be had. But if you're after the precision and depth of the greats, you'll be left wanting. A commendable effort that needed more time in the oven. Full French review: https://rogueh24.fr/test-du-jeu-undying-lantern/
Exceptional
:)
«Better with friends»
«That ending!»
I can't play
«Disappointment of the year»
«Waste of time»
There Is No Game: Wrong Dimension is a rare little gem. Pascal Cammisotto and his team transform an absurd game jam idea into an adventure of incredible intelligence and generosity. It's funny from start to finish, constantly surprising, and the final hour genuinely moved me — something I absolutely did not expect from such a goofy game. The gameplay constantly breaks the fourth wall: you click everywhere, divert interface elements, manipulate menus and the desktop. Every chapter reinvents its mechanics, from retro point-and-click to mobile free-to-play parody. The puzzles are mischievous but fair. The universe is a satire of video game tropes, but behind the humour hides a genuine tenderness for the medium and a sincere emotion in the final stretch. The voice acting is excellent, the localisation perfect. Visually, it's a stylistic chameleon, changing identity every chapter. Technically flawless on all platforms. Yes, it's short (4–5 hours), and the concept only works once. But the experience is so unique, so clever, that it's well worth the detour. For the price of a fast-food meal, you'll live one of the most refreshing moments in indie gaming. A French pride worth supporting. Go for it — and above all, don't leave when they tell you there is no game. Full French review: https://rogueh24.fr/test-du-jeu-there-is-no-game-wrong-dimension/
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«Underrated»