Sneaker - An indie arcade thief game. I played it for about an hour, and the mechanics are really good, everything feels polished and works as expected. It does two unique things. The first is allowing the player to rewind time whenever he wishes, which removes the constant save scumming rampant in the genre and helps the flow of the game. The other is giving you only two objects - two sneakers - with which you can either whack the enemy, or throw for a special ability. The special ability depends on the type of shoe you have, and can be a distraction, or creating shadows. The shoes don't come back automatically, so if you use them as a distraction you also need to think of a way to get them back.
The visuals are clean and clear, and the soundtrack is great.
Sadly, it crashes every 20 minutes, so I can't recommend it. I didn't get far enough with all the crashes to comment on level design and advanced mechanics.
Yakuza 0 - I enjoyed it to the end, but much of it has to do with the cutscenes. As a game it lacks reactivity and interdependence, even when each individual part is enjoyable and well made. The parts never come together to elevate the whole, or at least not as much as they should.
Queen's Wish - I'm at the 50% mark. I was interested in the game because I was told that monsters revive when you leave the dungeon, so you have to finish it in one go. While this could be fun, the combat is so simple that replaying a dungeon is awful. There are almost no positional considerations, no interesting abilities and no interesting builds. As such, your victory depends mostly on proper builds (not doing extremely dumb stuff) and upgrading equipment. It feels like success relies too much stats, which means that fighting encounters all over again is a boring waste of time. The "monsters reviving" mechanic is good, but the dungeons have to be designed with it in mind, and the combat has to be complex enough that you could do something better the second time you run into the same encounter. You could eliminate the need to replay encounters by giving the players the option to take the same loses they did the previous try, and I hope something like this would be implemented in the inevitable sequel.
The dungeons vary in quality. Some are great with a few hand placed encounters (in which case replaying is fine), but usually there are way too many trash mobs. I've killed hundreds of lizards in my pest control campaign.
The game has its issues that were probably covered by others in the main thread, but overall it's enjoyable and polished enough to play mindlessly while listening to stuff in the background.
I can't comment on the writing since I skipped all text.
The Void - I think I'm stuck in an unwinnable position in the first sister, so basically the tutorial. The journal has explanations for game mechanics that weren't implemented, rather than those they did put in the game. Shame, because the game isn't that hard to understand, but the devs insist on using in game lingo when first explaining how the game works, and when referring to the different elements of the UI, which is needlessly confusing. The game says Lympha as if the player knows what it means, when in practice Lympha refers to the top right element of the UI. An F1 help screen can easily solve this issue.
Another issue is that the basic walking speed is too slow. Why waste players time? Many old games had some way to speed up the in game clock, wish that was common today.
I'm gonna retry later after reading the manual, this time I'll save more often.