DungeonTop

DungeonTop is a roguelike deckbuilder. You grab a starter hero, a starter deck, and venture into the dungeon to beat opponents who have little decks of their own. The gameplay isn't completely unique, but I don't know any game that's very similar to DungeonTop either.
Your hero and the enemy hero start in opposite corners of a small 4x6 or so grid and take turns summoning minions next to existing friendly units, moving, attacking, and casting spells. You get a few cards and a few mana to cast these cards, and then dicard and redraw the whole hand the next turn. You get a selection of cards to add at the end of each battle, and occasionally the chance to remove some. If you run out of cards, you just reshuffle and go for another round.

Perhaps some have already realized that this system is a bit basic and perhaps flawed. Because decks are small (<20), the draw speed is massive (initially 5), and there's no penalty for running out of cards, you're going to thin your deck to be fairly small, and consistently execute whatever combo you want. I didn't play for too long so I don't know all the different strategies, but for example I summoned like 5 minions every turn, completely encircling the enemy on my second or third turn, leaving them with no room to play any new cards. I'd then just shuffle my units around and inveitably beat the enemy. The board was not nearly big enough to fit all my units if I didn't kill their hero in the first few turns. I hear other strategies were similarly powerful, and that overall, the game was far far too easy, to the point you would never lose if you had any idea what you were doing. I can vouch that in my couple of hours of playing, every battle was completely one-sided. They had 16 levels of difficulty at the start, but they were sadly disabled until some unknown point, so I couldn't even make it more difficult. After 2 or so hours of the game getting only easier, and reading that it wasn't going to get better, I gave up.

I feel I didn't even get a good feel for the game. The idea felt kind of interesting but it was just mindlessly easy. I could not care less about what my enemy was doing, or what mechanics the game wanted to throw at me. If you can just do the same thing and win, then what's the incentive to try? In any case, it's not as if the game was super interesting behind its lackluster difficulty. I might have had fun if it was properly balanced, but it's not that the balance ruined a masterpiece or anything. Overall, a shame, but nothing of value lost in not being able to recommend DungeonTop.

Swords & Souls: Neverseen

I feel like I've expressed these thoughts before, but... I'm really glad I got to play Flash games growing up, instead of the current state of "free" games that is the mobile game industry. But the quality has gone up in the years as well, so if you want to start charging money, you best step up your games a lot from what they were back in the day.
Apparently Swords & Souls: Neverseen is a sequel to a 7 year old Flash game (which I never played), and it does feel very much like a Flash game, except with more content and quality.

Swords & Souls consists of a three part game loop. First, you train your character through five different minigames, one for each stat. Second, you go fight enemies to collect coins and items. Third, you use the gathered coins to upgrade the town, including the training area, allowing you to progress further. Rotate back around to training, and keep at this cycle.
Upgrading the town isn't really gameplay and offers only minimal choice in deciding what you want to prioritize. Fighting enemies is mostly a stat check. Most encounters are either so easy you don't have to do anything, or so hard there's nothing you can do, with perhaps only one to two encounters each cycle that depend on when you use your skills. So, all that's really left are the minigames, and your enjoyment will depend nigh entirely on whether you like them. Personally, I did not. Even though the minigames change a little as you do them more, they're still very basic games of "press the right direction key at the right time" or "aim and maybe click in the right direction at the right time". They were somewhat fun for the first 5-10 minutes each, but they're very far from what I'd call quality gameplay.

Perhaps my verdict is a bit unpolite, but I feel this game is suitable for children at best, or if you want to do some coordination / reaction time / aiming excercises. It falls deep into the casual game territory for me and has no appealing aspects whatsoever. There is no way I could recommend this.

LiEat

Unlike most publishers whose games I've played before, I never know if I'm getting a good game when playing something from Playism. I think they exclusively publish Japanese indie games, so there's a lot of RPGMaker stuff and JRPGs. I played through one by the name of LiEat today. Seems to be this particular developer's most successful release, despite later releasing two more story games of similar size. (The later releases also did really well for indie games, but just not as massively well as LiEat.) But I'll get around to those some other time. This post is about LiEat.

LiEat is an RPGMaker game about a travelling liar and a little dragon girl (named Efina) who eats lies. The game part isn't really important, despite there being some combat, and I'd go as far as to say it's quite badly made, even for RPGMaker story game standards. The story is told as three smaller stories about the duo solving some mystery or problem in a village, a resort, and a mansion. The maps are small, each story takes an hour or two, and there's about 8 characters in each, 4 of whom repeat. Apart from uncovering the mystery of that particular place, each story also uncovers a piece of information about our main duo. The stories weren't bad. They were enjoyable to read through and didn't drag on due to their short length, but they were also nothing particularly memorable.
I think the main selling point was how darn cute Efina was. Both in the conversation dynamics between the characters, as well as the artstyle (not the pixel art), which looked somewhat amateurish, almost like crayon drawings by children, but all the more fitting for it. Personally, I also found the music to be much to my liking.

Now, as a whole, I don't really know what to say. I definitely liked the story, and found it was 4 hours well spent. But the stories weren't that good, there were some plot holes like Efina's power to make lies manifest being a bit arbitrary and made to suit the plot, and you had to run around far too much, checking every place again and again, as new discoverable items and ways to progress the story plopped up as you found the last. It was a bit of an annoyance. I think I'd give it like a half-recommendation. Play it if you like cute little anime dragon girls with a small side of actual story and mysteries, but steer clear if that doesn't sound like your cup of tea. For me, it just barely won't be making it into my best games list.