26 Apr 2026

REVIEW: Dialoop (2026 Video Game) - on PC (Steam)


Review by Jon Donnis

Dialoop arrives with a clear intention. It wants to shake up a very familiar formula and wrap it in something louder, brighter, and a bit more unpredictable. At its core it is still a puzzle game about matching and scoring, but the way it layers roguelite systems and deckbuilding on top gives it a different rhythm. Every run feels slightly reassembled, as if the game is constantly nudging you to rethink how you approach the board.

The most immediate draw is the presentation. The visuals are bold, colourful, and almost hypnotic in motion. Blocks shift, flash, and collapse in a way that feels satisfying on a basic level, even before the deeper systems start to click. The voxel character designs add a playful edge, and the customisation options give you a small sense of ownership over the chaos. There is even a strange tonal twist with the defeat animations. Losing a run triggers an unexpectedly intense voxel demise that leans into dark humour. It is a jarring contrast, but one that sticks in the mind.


Mechanically, the sliding grid is the big talking point. Instead of simply swapping pieces, you shift entire rows and columns. It sounds like a small tweak, but in practice it changes how you read the board. You are not just reacting to what is there, you are constantly planning a few moves ahead, thinking about how one shift will ripple into another. It can feel awkward at first, especially if you are used to traditional match three systems, but there is a quiet satisfaction when it starts to make sense. Whether it was necessary is another question, but it is at least an honest attempt to evolve something well worn.

The roguelite structure adds another layer of tension. Building a deck that shapes how the board behaves gives each run a sense of identity. Cards trigger chain reactions, relics stack into powerful combinations, and suddenly a simple match turns into a cascade of points. Some relics feel transformative, especially when they boost multipliers or reward specific patterns. When the synergies line up, the game hits a real high. It becomes fast, reactive, and genuinely exciting, particularly in competitive matches where quick thinking matters.


That speed carries into the multiplayer side as well. Head to head battles can become frantic, with large combos disrupting opponents and shifting momentum in seconds. It is here that the game feels most alive. The systems that might feel a bit abstract in solo play suddenly have clear purpose when you are trying to outplay someone else.

There are drawbacks, and some are hard to ignore. The same visual intensity that makes the game stand out can also be overwhelming. The constant movement and colour can feel like too much, and for some players it may go beyond discomfort into outright nausea. It is not just busy, it is relentless. That alone will limit who can comfortably spend long sessions with it.


There is also a lingering question about depth. While the deckbuilding and relic systems add variety, the core loop still circles back to a familiar place. After a few runs, you may start to wonder if the added layers are enough to sustain long term interest. The game thrives in short bursts, where the quick pace and bright feedback keep you engaged. Stretch those sessions out, and the cracks begin to show.

The attempt at narrative, tied to ancient ruins and powerful guardians, is present but not particularly strong. It adds context rather than meaning, giving you a reason to move forward without ever becoming the main attraction. The bosses themselves are more interesting as gameplay challenges than as characters.


Dialoop ends up sitting in an unusual space. It is inventive without being essential, energetic without always being comfortable, and engaging without quite becoming absorbing over the long haul. There is a lot to admire in how it tries to push a familiar genre in a new direction, even if not every idea lands cleanly.

In the end, it is a solid and often enjoyable experience that feels best when taken in small doses. The visuals will pull some players in and push others away, and the mechanics will either click or frustrate depending on your patience. It does enough to stand out, just not quite enough to fully redefine what it is building on.

Dialoop earns a respectable 7 out of 10.

Out Now on PC Steam


25 Apr 2026

REVIEW: The Day I Became a Bird (2026 Video Game) - On Playstation 5


Review by Jon Donnis

There is a gentle kind of charm running through The Day I Became a Bird that feels almost old fashioned in the best possible way. This is not a game chasing spectacle or complexity. Instead, it leans fully into warmth, simplicity, and that slightly awkward innocence of childhood emotions. It follows Frank, a shy young boy trying to win the attention of Sylvia, a girl whose fascination with birds sparks his rather unusual plan. What unfolds is a small, heartfelt story told across a handful of days, presented like an interactive bedtime tale.


The core of the experience sits in its light puzzle solving and exploration. You guide Frank through everyday moments, from cycling to school to wandering around the park, picking up items and working through simple challenges. The puzzles are never demanding, but they are consistently engaging enough to keep things moving. There is a clear focus on accessibility here, and it shows. Younger players will find it easy to grasp, while older players may simply enjoy the relaxed pace without feeling pushed or tested.

Visually, the game is a real highlight. The hand drawn art style gives everything a soft, storybook quality that suits the tone perfectly. Characters move with a gentle fluidity, and the environments feel alive despite their simplicity. It all ties together with a soundtrack that quietly supports the mood, adding to that sense of warmth without ever becoming intrusive. The presentation as a whole carries much of the emotional weight, and it does so with confidence.

That said, the simplicity does come at a cost. The game is very short, spanning just four in game days, and it never really expands beyond its initial ideas. While the puzzles are enjoyable, there is not a great deal of variety, and seasoned players may find themselves wanting more depth or a few additional mechanics to keep things fresh. It feels very much designed with younger children in mind, particularly those who might be playing alongside a parent.


Even so, there is something quietly effective about what it sets out to do. It captures that nervous, hopeful feeling of a first crush in a way that is easy to understand and easy to connect with. It does not overreach, and perhaps that is part of its appeal. It knows exactly what it is and sticks to it.

The Day I Became a Bird is a small, heartfelt experience that leaves a lasting impression despite its brevity. It may be aimed primarily at children, but there is enough charm here to resonate more widely. Simple, warm, and gently amusing, it is the kind of game that does not demand much of your time, yet still manages to leave you smiling.

8 out of 10

Out Now on Playstation



17 Apr 2026

REVIEW: Noir Mafia Simulator 1960s American Crime (2026 Video Game) - on PC (steam)


Review by Jon Donnis

There is a clear sense of ambition running through Noir Mafia Simulator, even in its current Early Access form. Set against the smoky backdrop of 1960s America, the game drops you into a criminal underworld built on risk, improvisation, and split second decisions. It promises freedom in how you approach each job, and to its credit, that part mostly holds up.


The core loop revolves around planning and executing heists across a mix of locations, from banks to museums and even police stations. Each environment presents its own layout and set of risks, which gives the game a welcome bit of variety early on. The choice between stealth and outright aggression is always there. You can creep through corridors with lockpicks and forged documents, or walk in armed and deal with resistance as it comes. That flexibility is one of the game’s stronger points, even if the systems behind it feel a little thin.

One small highlight is the lockpicking. It is not reinventing anything, and feels very familiar, almost lifted from other games in the genre, but it works. It is simple, responsive, and adds just enough tension in the moment. It is the sort of mechanic you do not think too much about, which in this case is a good thing.


The ability to take hostages adds another layer. It is a straightforward system, but it creates moments where you can control a situation that might otherwise spiral. Moving through an area with a hostage in tow, knowing it is the only thing stopping you from being shot on sight, brings a bit of edge to proceedings. It is one of the few mechanics that genuinely changes how you think in the moment.

Where things begin to fall apart is in the presentation and overall feel. The visuals are a real sticking point. For a game releasing in 2026, even in Early Access, it looks dated to the point of distraction. Character models, environments, and animations all feel like they belong to a much older generation. It makes the world harder to invest in, especially given the strong theme it is aiming for.


Controls are another issue. The lack of gamepad support is difficult to overlook. For a third person action game, it feels like a basic expectation, and its absence makes the experience more awkward than it should be. It is the kind of omission that stands out immediately and never quite stops being noticeable.

Combat does not help matters. Shooting lacks impact and precision, and the decision to require multiple shots for something as simple as a headshot undermines the feel of the gunplay. It turns what should be tense encounters into slightly clumsy exchanges, where the mechanics never quite match the stakes.

The planning side, which should arguably be the backbone of a heist game, also feels underdeveloped. There is the outline of something interesting, but in practice it does not go far enough. You are given options, but they rarely feel deep or meaningful enough to fully support the idea of carefully orchestrated jobs.


Even so, there is a sense that something better could emerge over time. The variety of missions and the basic structure are in place, and there are moments where the game hints at what it could become with more polish and depth. Right now though, it struggles to hold attention for long.

As it stands, Noir Mafia Simulator feels like an early build in the truest sense. There is potential, but it is buried under dated visuals, limited systems, and a lack of refinement. A score of 5 out of 10 feels fair at this stage. It is a game worth revisiting if development continues, but in its current form it falls short of what it is trying to be.

Released on Early Access from April 21st


15 Apr 2026

REVIEW: ROGOLF (2026 Video Game) - on PC Steam


Review by Jon Donnis

ROGOLF takes a very familiar idea and nudges it somewhere slightly stranger. On the surface it is mini golf, plain and simple, but wrapped inside a roguelite structure and dressed up in a quietly bleak office setting. You are not just lining up shots for the sake of it. You are climbing floors, chasing a contract, and trying not to get fired along the way. It is a small twist, though a clever one, and it gives the whole thing a sense of purpose that basic mini golf games often lack.


The central loop is easy to grasp. Each run has you playing through a series of mini golf levels on an old computer, with success pushing you higher up the building in the real world. Between floors, the lift becomes a kind of lifeline. Here you meet a robot smuggler who offers upgrades, equipment, and small advantages that can make or break a run. It adds a bit of character, but more importantly it gives the game momentum. You are not just retrying holes. You are building towards something.

What keeps things engaging is the way each level introduces its own rules. One moment you are avoiding walls entirely, the next you are counting every shot against a strict limit. These variations stop the game from becoming too predictable, at least in the short term. There is a steady push to adapt, and that fits nicely with the roguelite structure where no two runs play out exactly the same way.


The scoring system adds another layer. Every shot costs you points, which creates a constant tension between caution and efficiency. At the same time, collecting coins boosts your multiplier, encouraging riskier play if you want to post higher scores. It is a simple system, but it works. Combined with the ability to buy power ups and extra balls in the break room, there is just enough strategy to keep you thinking beyond the next swing.

Still, for all its ideas, the core mini golf mechanics are quite basic. The act of hitting the ball never really evolves, and after a while you start to notice the limits. The visuals lean into a dated look, which may well be intentional given the office setting, but it does not do much to elevate the experience. More of a sticking point is the lack of variety in actual course layouts. You begin to recognise holes fairly quickly, and that repetition can dull the excitement, especially during longer sessions.

Even so, there is something appealing about the way ROGOLF ties everything together. The climb through the building, the small interactions in the lift, and the idea of pushing back against upper management with the help of a hidden ally all give it a bit of personality. It is not trying to reinvent mini golf completely. It is just trying to give it a new frame, and for the most part it succeeds.


ROGOLF ends up feeling like a modest but worthwhile experiment. It is easy to pick up, occasionally frustrating, and quietly satisfying when a run comes together. It does not quite have the depth to sustain endless play, but there is enough here to make the journey to the top floor feel earned.

A fair score of 6.5 out of 10 feels about right.

Out Now on Steam


13 Apr 2026

REVIEW: The Rogue Prince of Persia (2025 Video Game) - On PS5

Review by Jon Donnis

The Rogue Prince of Persia, released in late 2025 and developed by Evil Empire with Ubisoft as publisher, takes the familiar foundations of the long running Prince of Persia series and reshapes them into a roguelike 2D platform experience. It follows an unnamed Prince who carries a magic bola as he attempts to save his homeland from an invading army of Huns. The story unfolds around the city of Ctesiphon, where the Prince’s actions provoke the Hun forces, leading their chief Nogai to unleash possessed soldiers on the city, leaving the Prince with the task of stopping the destruction.


At its core, the game is a 2D side scroller built around fluid movement and constant momentum. The Prince is designed for acrobatic traversal, with wall jumping, wall running, swinging and pole jumping forming the backbone of how each level is approached. Combat is equally dynamic, mixing melee and ranged attacks with kicks that knock enemies backwards and evasive movement that relies on vaulting over opponents. The Prince carries both a primary and secondary weapon, and can switch loadouts freely even while fighting, which keeps encounters flexible and reactive. Progression is shaped through Medallions that enhance weapons, while enemies drop coins used to buy gear or restore health mid run. Chests scattered through levels provide additional weapons, and a Memory Board tracks interactions with supporting characters, some of whom offer insights into level layouts and hidden details. Procedurally generated levels and roguelike systems ensure each run feels slightly different, while a time travel mechanic tied to a mysterious artefact prevents permanent death and returns the player to a hub known as The Oasis, where upgrades and restocking take place.


The strongest aspect of the game is how confidently it builds on the series identity while pushing it into a roguelite structure. The parkour system feels natural and responsive, and it combines seamlessly with combat to create a constant rhythm of movement and attack. There is a clear emphasis on skill development, repetition and learning enemy patterns, and the progression loop encourages players to refine their approach while chasing better gear. The visual direction is vibrant and expressive, and the overall presentation supports the fast pace of the gameplay without getting in the way. It stands out as a competent and entertaining roguelite that captures the essence of the franchise while carving out its own space, with fast progression and mechanics that feel well balanced and consistently engaging. It is also a strong entry for fans of 2D action games, offering a mix of familiar ideas and new systems that work together effectively.


Despite its strengths, the game does struggle with variety over time, with repetition becoming noticeable during longer play sessions. While the systems themselves are solid, the limited range of scenarios can make runs feel familiar once the initial novelty wears off, and this affects long term engagement more than moment to moment enjoyment.



Overall, The Rogue Prince of Persia is a fun and well made 2D action roguelike that delivers smooth parkour, enjoyable combat and a satisfying gameplay loop. It is easy to pick up, energetic in motion, and consistently entertaining, even if it does not always maintain variety in the long run. It earns a solid 8 out of 10.

Available now at https://amzn.to/4eg6g3l