How I Rate Games
The main goal of this site is to inform you, the reader, about media that I think is worth your time. While most reviews come with a short description of what I did and didn't like, I also make sure to include a star rating to help you quickly understand how I felt about a game.
My rating is a grade between 4 and 1 stars. A high score indicates a strong recommendation, the middle two are "yes but" and "no but" respectively, and the lowest is reserved for games I absolutely couldn't stand.
Rating games with this method can be tricky. There are plenty of popular games that don't do it for me, or widely panned games that I love. It's important to remember that my rating is not a measure of something's objective goodness; it's whether I thought it was worthwhile and think people with similar tastes will as well.
It's also worth noting that my ratings skew high: I get to choose what I play and I tend to choose things I think I'll enjoy. Keep that in mind when you see how many things earn a 4. It's a very different grade than a perfect 10 on something like IGN's rating system.
With that out of the way, let's go through what exactly each score means and provide some concrete examples!
: Yes!
A 4 star rating is both my highest and my most common score. Games in this bracket can be recommended emphatically. They may not be perfect, but I never felt bored while playing them. A 4 usually means that a game excelled in multiple areas and the result is more than the sum of its parts. Another way to earn a 4 is to succeed so highly in a specific area (such as gameplay or overall concept) that any concerns are dropped by the wayside; they didn't stop my enjoyment.
If you want to see the absolute cream of the game crop, you can check my list of games that were been the best thing I played that year
Here are some recent games that earned 4 stars:

Blue Prince
Stunning in its vastness and meticulousnes. Dense, deep puzzles and a continuous stream of discoveries kept us engaged for nearly 100 hours. That's extremely rare for any game, much less a puzzle game. The pacing was occasionally frustrating and the RNG worked against us as much as it worked for us. But the sheer scale and specificity of everything outweighs any flaws and untied loose ends. Everything about BP's design was just so graceful. I was constantly impressed with how precisely every game mechanic fit together. The actual deck builder was fun in its own right, but it blows my mind how deeply connected every inch of it was to the underlying meta puzzles. Every inch of this game was precise and rocked. Though there was actual in-game progression too, I loved the knowledge-based power curve. The more we knew about the house, the more successfully you could build and navigate it. Some could be a little obtuse, but marinating on the puzzles and/or some (eventual) light web searching kept us moving. Each time our interest waned, we'd find a New Clue that would pull us back in. I also took more notes than I've ever taken for a game- probably 100 distinct pages, plus countless screenshots. Gameplay wise, we drafted more than 2,300 rooms across 83 in-game days, taking more than 7,400 steps across those runs. We hit the initial credits after 17 hours or so, but that was basically just the tutorial. This game was a blast, gripes and all.
Stunning in its vastness and meticulousnes. Dense, deep puzzles and a continuous stream of discoveries kept us engaged for nearly 100 hours. That's extremely rare for any game, much less a puzzle game. The pacing was occasionally frustrating and the RNG worked against us as much as it worked for us. But the sheer scale and specificity of everything outweighs any flaws and untied loose ends. Everything about BP's design was just so graceful. I was constantly impressed with how precisely every game mechanic fit together. The actual deck builder was fun in its own right, but it blows my mind how deeply connected every inch of it was to the underlying meta puzzles. Every inch of this game was precise and rocked. Though there was actual in-game progression too, I loved the knowledge-based power curve. The more we knew about the house, the more successfully you could build and navigate it. Some could be a little obtuse, but marinating on the puzzles and/or some (eventual) light web searching kept us moving. Each time our interest waned, we'd find a New Clue that would pull us back in. I also took more notes than I've ever taken for a game- probably 100 distinct pages, plus countless screenshots. Gameplay wise, we drafted more than 2,300 rooms across 83 in-game days, taking more than 7,400 steps across those runs. We hit the initial credits after 17 hours or so, but that was basically just the tutorial. This game was a blast, gripes and all.

Poly Bridge 3
A charming physics-based puzzler. Loved the attention to detail and the wide variety of possible solutions for each level.
A charming physics-based puzzler. Loved the attention to detail and the wide variety of possible solutions for each level.
: Yes, but...
Most games that earn a 3 could have been a 4, but something held them back. Maybe it was a plot that didn't quite line up, poor pacing, or unnecessary papercuts in menus. Whatever it was I was annoyed enough about its shortcomings that I have to qualify this recommendation with a "I liked it, but wish they hadn't done XYZ".
Here are some recent games that earned 3 stars:

Dungeons of Hinterberg
Hinterberg leans heavily on its presentation and characters over depth of gameplay. Joining Persona-style social links to progression felt great. There was good puzzle variety and the unique spells in each world kept dungeons from feeling too samey. The story was surprisingly engaging- it really grapples with the impact of tourism on a small town and how each of its ensemble feels about the associated changes. The sore(st) thumb here is the combat- it starts clunky and never really gets better (just easier). Customization is decent and I loved the charm system (passive abilities that you can "shrink" over time). Too bad it was wasted on such forgettable fights.
Hinterberg leans heavily on its presentation and characters over depth of gameplay. Joining Persona-style social links to progression felt great. There was good puzzle variety and the unique spells in each world kept dungeons from feeling too samey. The story was surprisingly engaging- it really grapples with the impact of tourism on a small town and how each of its ensemble feels about the associated changes. The sore(st) thumb here is the combat- it starts clunky and never really gets better (just easier). Customization is decent and I loved the charm system (passive abilities that you can "shrink" over time). Too bad it was wasted on such forgettable fights.

Indiana Jones and the Great Circle
The story is the star of the show: you get to live an Indiana Jones movie. And, much like its inspiration, the narrative is fun but the details (and gameplay) are lacking. Don't get me wrong- bonking Nazis on the head never really gets old. But the simplistic brawling and plodding platforming drag the good parts of this down. The environments were well designed and fun to explore, but there wasnt much reason to. Combat upgrades and money never felt rewarding. The sidequest stories were good and supported the main narrative well though. It really leans into it's "Indy" vibe and does well with what it's got. But if it were an original character, most folks wouldn't give it a second glance. Make of that what you will.
The story is the star of the show: you get to live an Indiana Jones movie. And, much like its inspiration, the narrative is fun but the details (and gameplay) are lacking. Don't get me wrong- bonking Nazis on the head never really gets old. But the simplistic brawling and plodding platforming drag the good parts of this down. The environments were well designed and fun to explore, but there wasnt much reason to. Combat upgrades and money never felt rewarding. The sidequest stories were good and supported the main narrative well though. It really leans into it's "Indy" vibe and does well with what it's got. But if it were an original character, most folks wouldn't give it a second glance. Make of that what you will.

Return to Grace
Flirted with some interesting story moments. Great voice cast and characterization of this gaggle of AIs. Puzzles were basic and forgettable. Architecture was pretty. Short and sweet overall, but doesn't have the narrative staying power of other games in its class.
Flirted with some interesting story moments. Great voice cast and characterization of this gaggle of AIs. Puzzles were basic and forgettable. Architecture was pretty. Short and sweet overall, but doesn't have the narrative staying power of other games in its class.
: No, but...
Welcome to the bottom half! Games that earn a 2 have more hits than misses, but there are redeeming qualities. It can also mean I would have scored it higher, but I was so put off by something (such as boring gameplay) that I couldn't rate it higher. If you're a fan of this genre you might still find the game worthwhile, but I'd start elsewhere.
Here are some recent games that earned 2 stars:

Later Alligator
Cute dialogue and a funny premise, but punishingly boring minigames soured the experience. Charming and nicely animated overall, but doesn't really work as a game without gameplay.
Cute dialogue and a funny premise, but punishingly boring minigames soured the experience. Charming and nicely animated overall, but doesn't really work as a game without gameplay.

Pushmania
Some cool mechanics and a lot of passion held back by muddled visuals and uneven puzzle design.
Some cool mechanics and a lot of passion held back by muddled visuals and uneven puzzle design.

Turnip Boy Robs a Bank
Had some of the charm from the first game, which is why I tried it in the first place. Unfortunately, they replaced the simplistic but compelling exploration & combat with a twin-stick roguelike. It felt like a cross between Enter the Gungeon and Minit. There was still exploration, but only for a few minutes at a time. There's more to the gameplay, but not much more. Instead, it's repetitive more kludgy than fun. I liked the weapon variety, but it felt like there were a few standouts and "the rest of them". I'm glad the devs got to try something new, but I wish they had stuck with what made the original formula so fun.
Had some of the charm from the first game, which is why I tried it in the first place. Unfortunately, they replaced the simplistic but compelling exploration & combat with a twin-stick roguelike. It felt like a cross between Enter the Gungeon and Minit. There was still exploration, but only for a few minutes at a time. There's more to the gameplay, but not much more. Instead, it's repetitive more kludgy than fun. I liked the weapon variety, but it felt like there were a few standouts and "the rest of them". I'm glad the devs got to try something new, but I wish they had stuck with what made the original formula so fun.
: No!
The lowly 1 is my rarest rating. Because I mostly play things I (hope to) enjoy, for something to earn a 1 it's got to really fail across multiple areas. As long as a game has reasonable plot, gameplay, or artistic direction, I'll usually find enough to like about it that it earns a 2. Earning a 1 means I feel bad for having spent time on this game at all.
Here are some recent games that earned 1 stars:

Nour: Play with Your Food
Sort of an interesting little physics sim, but the physics are all floaty and gummy. Has sort of a goose game / katamari chaos charm, but lacks enough cohesion to make it particularly worthwhile. Some funny interactions, but not something I needed to spend more time with.
Sort of an interesting little physics sim, but the physics are all floaty and gummy. Has sort of a goose game / katamari chaos charm, but lacks enough cohesion to make it particularly worthwhile. Some funny interactions, but not something I needed to spend more time with.

Far from Noise
This stretches the definition of "game"- it's more of a guided meditation with dialogue choices. Unfortunately, not something I'm looking for...
This stretches the definition of "game"- it's more of a guided meditation with dialogue choices. Unfortunately, not something I'm looking for...

The First Tree
While the environments look ok, the fox doesn't control well and the dialogue is pretty poorly written. It attempts to pull at heartstrings, but is more frustrating than compelling.
While the environments look ok, the fox doesn't control well and the dialogue is pretty poorly written. It attempts to pull at heartstrings, but is more frustrating than compelling.