Akane

Akane's a fun little game. You run around a little arena, about 4 times as large as your screen and swing your sword at enemies that swing their swords at you. One hit is one kill, for either party. Want to feel safe? Use a gun instead. At least until you run out of bullets and have to recharge by killing with your sword more. Kill fast enough to rack up a combo and unlock a special move or two which can take out a lot of enemies at once. And speaking of enemies, there's different types. There's the regular sword guys, the rarer gun guys, the as-rare-as-the-gun-guys tough guys who don't die in one hit, and then the boss which gets stronger every time you kill it. Complete some challenges to unlock new gear which has minor effects on gameplay, and... yeah, that's about it.

Honestly, I liked playing Akane. The combat's fluid and responsive. There's nice attention to detail like swords clanging together or deflecting bullets (which can actually hurt those they bounce to). I'm a bit against dying in one shot, as there's a big difference between playing perfectly (never getting hit) and playing near perfectly (getting hit very very rarely), which you don't want to force on people, but for such a short game, it's actually fine. The challenges are difficult, but not overly so, and the game requires real skill (even if it can be cheesed a bit).
But as mentioned, the game's real short. You'll see the gist of everything within 30 minutes (15 if you're good), and then it's maybe a couple of hours more before you feel you've exhausted the gameplay. I didn't unlock all equipment, but I didn't feel the desire to.

Overall, good game, too short. The low price point might make it worth a buy, but you're not missing out on anything if you don't. Technically I wouldn't recommend it, but I won't judge. I had fun for about an hour, and maybe that's worth a couple units of money for you.

Shadowhand

I am once again amazed by how blind I am that I managed to completely ignore that Shadowhand is a Solitaire game. I should've looked at the art and the dialogue... It basically screams "mobile-level casual game". I tricked myself into playing Solitaire, I can't believe it.
Looking it up, Solitaire refers to a wide variety of games one can play alone (most videogames, anyone?), but this one's kind of similar to the most famous one, Klondike. Arguably it's even simpler, as you don't have any free slots nor cards to stack, only the waste pile. As with most Solitaire games, Shadowhand is heavily based on luck, with very minor skill being involved, despite the added equipment and abilities. The most difficult part is predicting the course of action for the highest probability of a longer chain, but you generally just click on all the cards you can until you can't. And as I said, the art and story are horrible.

While I don't play them, I have more respect for "pure" card games. Solitaire being one of the least skill-involved, but even then it's better than this junk. If you insist on paying for something with a free equivalent available, I would suggest throwing your money at Shenzhen I/O's Solitaire, but I simply can not recommend Shadowhand.

Sky Force Reloaded

Today's game is Sky Force Reloaded. It's a shoot 'em up / bullet hell, and it's... incredibly bland.

This genre of games generally isn't anything complicated. You control a ship in top-down view (or side view, but not in this game) and shoot a lot of bullets to kill enemies who shoot a lot of bullets back. Because of the simplicity, most good examples of the genre have a lot of extra mechanics and challenges sprinkled in to keep the gameplay fresh, exciting, and challenging. Sky Force Reloaded doesn't.
To simply list out problems with the game, in no particular order:
1) All your attack patterns are very simple, with no variety. You just shoot forwards. Upgrades make your shots larger, faster, maybe give multiple columns, or a slight spread, but no fundamentally new shot patterns emerge.
2) Your hitbox is huge, encompassing your entire ship, instead of just a little piece of the center as is the accepted standard for bullet hell games. This signifincatly lowers the skill ceiling, as you're forced to always look for huge gaps in the enemy's attack pattern instead of allowing extremely precise dodging.
3) The ship variety, as far as I saw, is laughable. Wow! New ship! 10% more damage. That's all.
4) Your shots don't travel straight. Because the game is 3D with a perspective camera, and some genius decided to have it point slightly forward instead of completely top-down, your shots converge as they travel forwards, massively throwing off your aim.
5) Each level has the same nonsense challenges: "kill x% enemies", "don't get hit", "rescue people". I'm going to do these things anyways! Give me something different and exiting that might make me want to play differently. The overarching achievements are also dumb, mainly just "complete stage x".
And many more minor or slightly larger problems.

Point is, this game stands out in absolutely nothing. It filled out the minimum checklist for a shmup, and even then failed on a few points. I can in no way recommend this. There are way better examples to be played, such as one of my favorites Bullet Heaven 2. So go try that (or the first installement, or one of the games it says it's inspired by if you've already played it) instead if you want a bullet hell.

Snowflake's Chance

Snowflake's Chance is some Getting Over it with Bennet Foddy type of shit, albeit not as popular. It's an incredibly tough and unforgiving platformer which doesn't hesitate to kick you down, take away everything you've achieved, laugh at you, and then make the game even harder despite your recent failure. Upon realizing this, I quit it before it managed to drive me insane, but I don't think it's all bad. There's a reasonable game underneath the unreasonable criteria it places on the player.

In Snowflake's Chance, you play a bunny who happened to get dropped through some 20 layers of hell, and who's now trying to make their way back up, given 99 lives to do so. You have meager, near-realistic bunny-like agility. No sprinting, no dashing, no double jumping or walljumping, or anything like that (at least as far as I got). You have a weak swing to temporarily knock away small critters or break small objects, and the ability to hide in foliage. Perhaps your most impressive ability is to devour whole friendly animals to later regurgitate them as bait for the hostile fauna to make your escape.
Dying makes you lose a life, lose all your items, cause the evil ghastly version of yourself chasing you to become stronger, and get you dropped off at the last checkpoint, which is basically the only form of permanent progress you make in this game. And they take "dropped off" quite literally. A crow literally drops you near the general vincinity of your last checkpoint into the giant shaft connecting the whole underground. You probably won't actually land at the checkpoint. If you're lucky, you'll land a screen's length below it. If you're unlucky, you'll tumble down the whole shaft back to the very beginning of the game, or straight to your death. Similar options, because sometimes dying seems a better option than climbing the whole path up again.

It really is the death and the giant shaft in the middle that break this game for me. There seems to be a ton of content in this game, seemingly all handcrafted (like the hand-drawn artstyle, which is quite interesting). Most people, myself included, probably just give up before they see even a small fraction of it because of how cruel the game is, while the fans are super dedicated, pouring some 50 hours into it. I might have even kept going, but the nail in the coffin for me was how often I had the chance to drop to the beginning. A common occurance upon death, and quite possible while jumping over the gap in the middle, which was a necessity every so often. Playing the whole game over again was not fun for me. I wanted to experience what more it had to offer, not drill the beginning into my head until I had achieved complete and utter mastery of it.

In conclusion, if you like being in a relationship with a platformer that hates your guts and does everything in it's power to stop you from completing it - this is the game for you. For anyone who isn't a diehard hardcore platformer fan, it's probably best you find something else. I can't recommend this one.

Undertale

Hooo boy, Undertale. Clearly in the top 50 games on Steam. Rare we roll such a treat to play. I've heard a lot about it, mostly escaping spoilers. So, I could finally play through it, but what impression did it leave on me?

Undertale was one of the biggest games to come out in 2015 (Witcher 3 took the top spot, sorry) and so I had high hopes for it. From it's description and initial impressions, it wasn't anything special. Sort of an RPG Maker-esque game with the additional option of not fighting back. Running for about 6 hours, you get to experience a bunch of dialogue, complete some puzzles, and dodge some bullets, optionally fighting back or using other means to "best" your opponents. And I suppose most importantly, depending on your actions onto the world, the response from the world differs as well.

While the concept was somewhat novel, I must admit it left me cold. Looking at each of the aspects of the game, none really appealed to me. The puzzles - far too simple. The gameplay - challenging at times, but still not even close to being fun. There's miles better RPGs and bullet-hell games. Art was meh as well, though I really liked the music.
Now, I know, I know, "Torn, this isn't at all what Undertale is about". It's about the story, the world, and the characters. And these were the best part of the game, but I just didn't find them that stellar. It tried to be quirky, and make jokes, and satirize certain concepts in other games, but it didn't hit the mark often enough. I had a genuine laugh or chuckle every now and then, but just as often the attempted joke was annoying instead. Most of it was just bland and predictable after the tone of the game was already set. Sans was probably the best character, but I couldn't develop an attchment to them, let alone anyone else. For a game's standards, the story was good, but sadly I've come to expect stories in games to be terrible, and for a truly good story, it needs to be absolutely exceptional among games. Undertale's was only just "good".

So, yeah, I ultimately failed to see the reason for the hype around Undertale. I was expecting something a little bit more different, but I still got the standard RPG Maker experience with bad gameplay and a mediocre story. Maybe there was more potential in the game, maybe you would consider it unique enough to enjoy it, but I didn't. As is standard with these immensely popular and highly rated games, I can't truly not recommend it, because statistically speaking, you will like it, but I can't personally recommend it. Not that it matters. Everyone who's going to has already played it anyways.

DDraceNetwork

I found a curious game on Steam the other day. Completely free, apparently roughly a decade old, and open source to boot. It's called DDraceNetwork, and it's apparently a standalone mod of Teeworlds (which I have heard of briefly, but never played). At first glance, it looked like a speedrunning platformer, and while that's not entirely incorrect, it's more than that. It's really quite unlike anything I've ever played.

Being an open-source game, one can't really draw a line between what's made by the developers and what's made by the community, since everything's kind of made by the community. As such, there are better and worse maps and servers and I only tried few of them, but I feel my experiences are worthwhile nontheless.
Entering the game, you're greeted by some customization options, but mostly a server browser. Entering a server, there's probably already a map underway - you join halfway. You're given a double jump, a grappling hook, and probably some weapons. The weapons might strike you as odd in a platformer, because DDnet is not a PvP game. Quite the opposite really - most maps partially or fully require the help of at least one more player to complete them. All players have full collision with you, your weapons have various effects on them, generally shoving them in some direction to help move, and most importantly, you can grapple not only walls, but each other. There are multiple mechanics, tools, and building blocks for the world, and many many more clever ways to combine all these. So much so that much of the game is learning and perfecting using these few things you are given to their absolute limits. And some people have been doing this for almost 10 years, making them extremely good at the game.

Upon first entering the game, without reading up on what it was of course, I joined a server of about 50 people. After the initial bewilderment that my weapons were in fact not doing damage, and nobody was shooting me to stop me from completing the track, I discovered the grappling hook and was on my way. For about 3 seconds. I had fallen into a transparent black block and found myself unable to make any further actions. I was amazed that people were spending their time pulling me out time and again, and some even tried to not only complete the obstacle, but juggle me through it as well. "How kind of them towards newbies", I thought, as someone whose skills were beyond my understanding grappling hook flung me up to them before booting me over a wall with a hammer and then rushing past me. But boy, was I about to learn that this was the norm here.
The map was huge, and despite the first obstacle being completable solo, the second one obviously was not. I saw a few people ahead completing it and soon found myself doing the same with a stranger. It just worked, as I leapt into the immobilizing darkness, knowing the one on the other side would pull me across. They did, and then ran off to complete the next obstacle, as it was my turn to help the next person coming. It was a big, amazing, and admittedly quite wonky and inefficient clockwork, but it worked! Obstacle after obstacle we completed, with new and old faces alike helping each other pass, and after an hour, the map was complete.

The other maps followed suit similarly, but often requried some different tricks to get through them. Still, after a couple more, I felt tired of it. The novelty of such a tightly co-dependent co-op experience had worn off, and what was left was the platforming challenges to overcome. Admittedly, it didn't feel that rewarding to have someone pull you across an obstacle without you doing anything, but it also didn't feel very fun trying to get people across who were even less skilled than me. Combine with the much repeated fact that precision platformers aren't my cup of tea, and it's clear why I soon quit the game.
Still, I would recommend you try this free gem. At least complete one of those hour-long levels with a bunch of other people to really experience what true teamwork feels like. This isn't your Counter-Strike or League level teamwork - this is advanced, and the experience alone is worth it. If after that hour you feel like you don't like the game, that's fine, but I believe you'll be richer as a person for playing.