Tower Hunter: Erza's Trial

Disclaimer up front: I only managed to play Tower Hunter: Erza's Trial for about an hour, and didn't experience even close to all aspects of the game, but oh god has it been a while since I've played such a well-scented piece of garbage. The game looks fine from a pure feature description perspective, as well as in stills or clips of up to three seconds in length, which is all that is displayed on the store page, but actually experiencing it live is a nightmare. But I'm getting ahead of myself.

Erza's Trial is an action game. Didn't play long enough to confirm if it was a roguelike too, as it says it is. You pick from one of a few weapons, explore a platform-based dungeon, kill monsters, collect currency, level up your abilities, collect slottable runes which give stat increases, and probably fight a few bosses. I didn't get that far. There were no innovative mechanics as far as I found.

A run-on-the-mill hack-and-slash isn't bad in itself, but man did they do everything as terribly as they could have.
The weapons are advertised as being different and having different combos. None of that really matters. Any weapon, you can just spam the attack, and it's functionally equivalent. The enemies die, stunlocked. If you want to go the extra mile in stunlocking, you get a dash about every second, which resets your combo cooldown, allowing you to literally execute a non-stop barrage of attacks, all while dodging as an added bonus. It's dead easy.
Traversing the levels is trivial, partially thanks to abilities like double and triple jump being unlockable at the start for the same price as a 5% damage increase. Gee, can't imagine which one I'd want... In fact the entire ability store is devoid of thought. It's 90% small numerical increases to every weapon, rune, and ability in the game, for the same price, none changing the gameplay in any way.
Oh yeah, and I forgot to mention there's abilities. They recharge over time and you can find new ones to switch out, but they're useless - your attacks are more than enough.
And the art is all over the place. Some aspects of the game look gorgeous, while others look like MS Paint drawings I could manage. The enemy animations are jerky, no thanks to their AI, which is the most basic walk-back-and-forth pattern you could think of, but somehow made even worse. And the game's not been translated properly, with Google Translate probably being capable of more.

Okay, this isn't a review anymore, this is a rant. Erza's Trial is on the level of quality I'd expect from a university student's first game, just with a bit more time put into it. I could go on and on about the problems in this game, but you don't need to hear it. I don't recommend this game, and I don't so much as want to touch it with a stick.

Grip: Combat Racing

Grip: Combat Racing is about exactly what it says in the title. It's mostly a racing game, but you can ram other racers, as well as acquire pickups to shoot them, protect yourself, or go faster. Your car also has an incredible amount of speed and downforce, allowing you to drive on any wall or ceiling. That's about the extents of the gameplay. It's a racing game, and it's simple, as they tend to be.
You got a dozen or so different levels, difficulty settings, cars (which differ by the usual stats like speed and acceleration - fundamentally all the same), a free-play mode, and a campaign which tries to create a progressively more difficult experience.

Grip puts a lot of effort into the aeshtetics of the game. It looks great. The lighting, the moving parts of the cars, the levels, as well as the music and sounds, which I felt were very fitting. Sadly, that's about where the quality ends. In terms of gameplay, the wall/ceiling-riding gimmick adds little to the game, the combat isn't all that new nor exciting, and the racing element is pretty average.
My biggest problem is how the game constantly disrupts my flow. I hit a wall because I can't understand where the track is headed, or take a jump at the wrong angle, or hit some weird crevice or bump in the level, which shouldn't be there in the first place. Of note is that there is virtually no aerial control, which is dumb for a game where you often exit a tunnel in the air or take off from one of the hundreds of ramps on the level. Sure, you could attribute these to my personal messups that wouldn't happen if I played better, but I feel there is far too much skill required for a smooth and satisfying experience - most everyone should be able to enjoy it.

Overall, Grip isn't a bad racing game, but it has its flaws, and it's really nothing special. If they put heavy work into making the tracks as well as the car handling (in the air, and in the transitions from one surface to another) better, it could be a solid game, but the current implementation can't earn a recommendation from me.