Death trash: overall fun game with fresh setting. some quest has nice C&C. my biggest problem is the map is too big and a slog to get trough. need faster walking speed or at least a sprint button. dialogues are barebones not like fallout 1's writing quality, but I appreciate the ideas and the sheer gall of the developer attempting to make the game and it was pretty polished. i got a glimpse of the full game's system like cybernetics and C&C (the quest with fleshkraken can is hinted that it can be solved in a multiple ways, the but second solution is hinted on a location not available in the demo). my attitude is overall wait and see, and I recognize it's not a game for everyone but I see some promise in it
Lost haven: biggest problem is you have limited angle when aiming. like wtf is with that? the system seems fine. feels truly like Xcom with valkyria chronicles aiming. there are some good idea, like shooting from behind cover require you to lean left or right, but the weird thing is you have limited angle depending on which way your character face. i don't see a button to rotate either so if an enemy behind you, you can't shoot him without moving because the angle you can aim is like maybe 90-100 degrees cone drawn from your face. it's weird and annoying.
Spire of Sorcery: boring and obnoxious. it has good idea but the implementations are crap. i like that it revolves around magic, and I saw many utility spells but casting spell is a pain in the ass and traversing through the map is boring. casting spell you need to match runes rotated randomly trough some kind of deck. so if you need a fireball spell, you need 2 fire runes and a force runes. each characters has 3 runes slot that randomly appear. so if you want to cast a fireball you have to wait until 2 fire runes appear between 3 of your characters, and it's god damn tedious. walking on maps is based on hex. you can only move 3 hexes/day. that's it.
Sacred fire: my favorite out of everything I played. CYOA RPG heavy on stats based on mental states, seems like there are tons of variable. you can fear, anger, which can determine your outcome. for example, when I feel rage, the chance of letting an enemy alive is dimished severely. you're just so blinded by rage. you can quell your emotions and think rationally by consuming MP. like mental points or whatever. if you do kill your opponent, which is a member of your people, later you will be confronted and receive the feeling of guilt as penalty as there should be a better way to resolve that situation, on top of impending roman invasion where you need every capable fighter. writing is great, the game looks much better than the backer demo 2 years ago. i feel like this will be a sleeper hit., but I do hope this shit sells tons of copies.
GRIME: souls-like metroidvania which gimmick is you can absorb body part of your enemies by countering their attacks. the control is fine, the gimmick has potential and it has interesting art style.
Road 96: "procedural road trip" where you try to escape a war-torn country. interesting concept, it seems like the people who you meet are randomized within the roster of 9 characters and you interact with them. i think it has nice C&C and story telling potential, but I suspect a lot of codexer won't like this one.
still wanna try out mechajammer, lost eidolons and wartales but dunno. playing demo is tiring.