>Infinos Gaiden
A straightforward but very fun shoot-em-up in the style of 90's Taito. The spritework presentation is especially impressive with its use of sprite scaling and parallax scrolling, anyone would think it's a straight coin-op conversion at first. The gimmick of the game is simple in that you can change the formations of the options hovering around your ship which fire different weapons depending on what type of color orb you picked up, but you can do a lot of interesting things with them since they deal collision damage towards enemies. You can use them to pointblank enemies for massive increased damage, or to ram into enemies above and beneath you in some of the more vertical levels.
The soundtrack is done by Hyakutaro Tsukumo (Hyper Duel, Blast Wind, Thunder Force V), who manages to outdo himself even after all these years. It's still got that trademark dramatic hard rock sound to it, but here the progression of the music really makes you feel like you're going on a journey. When The Hammer Falls has to be the candidate for the most dramatic final boss theme he's ever done and one of the best songs he's ever done.
>Overload
Technically still in Early Access, but bound for release in a week. There's a singleplayer demo you can currently try out, and if you send a Like on their Kikebook page you can get a code for the ongoing multiplayer beta.
It's a 6DoF shooter in the vein of Descent by the creators of Descent, and it's really good from what I've played in the Early Access version. It's got actual handcrafted singleplayer levels with a full singleplayer campaign, all in the crazy mind-dizzying style of the levels in Descent. The new robot types all have distinct designs and behavior which makes them a lot of fun to fight, one of Descent's trademarks was good AI and that still carries over here. They're also distinctly less bullshit than some of the enemies you would fight in Descent. It's actually shaping to be very good, like one of the few actually good first-person shooters this decade. And it's got multiplayer too.
The soundtrack is done by the old gang of Allister Brimble (Descent 1 Redbook), Dan Wentz (Descent 2) and Jerry Berlongieri (Descent 3) which is already up on YouTube up for listening. It's also pretty good and retains that dark pulsating feel suitable for this kind of game.
>Dariusburst Chronicle Saviours
It's another shoot-em-up where you fight giant mechanical so fish that there's even a 21:9 mode which barely shows their entire body. You also get the ability the fire a giant laser burst which can be placed in a fixed position to create a makeshift laser wall which absorbs bullets and can be turned to fire towards any angle, or to beam duel against the aforementioned giant fish. The main campaign includes about 200 zones. Most of them are different arrangement of the existing present 20 stages, but with new boss variants, different gameplay rules, or different ships with their own unique abilities, some being the ships from the previous Darius games.
The music is also something else entirely, the kind of avant-garde you only hear in the most obscure thread in /mu/ about Japanese indie bands. I can't quite describe it, but it's very special.
>DESYNC
A first-person shooter centered around scoring high. By killing enemies in special and more risky ways you get more points, such as sending enemies flying into traps, juggling enemies with rockets, killing enemies through weapon combos, killing enemies while dashing into them, killing enemies mid-air, that kind of thing. Mechanically the game heavily encourages you to do this by dropping extra ammo by killing enemies in special ways and extra health if you overkill them, on top of rewarding you with increased movement speed. You get letter rankings after each stage, so replaying is encouraged.
Level design is arena based, but enemies are designed around this and are more involving to fight on their own, such as enemies who can grapple hook you, lead their shots, carry a giant shield, or teleport behind you. Your dash has invincibility frames against melee attacks, which is very helpful against melee attacks since most melee attacks here are hitscan (basically, you get attacked as soon as you get into melee range), but for a first-person shooter this actually makes it easier to anticipate melee attacks on top of making fast-moving melee enemies reasonably threatening by encouraging you to dash at the right moment. People like to call this game unfair, but most people do not know how to play this game, they do not grasp even the basic mechanics. The game is indeed somewhat cryptic, but there's plenty of hints for the meaning of each mechanic.