Resident Evil 5 (single player): 4/10. One of the clunkiest inventory systems ever and a badly designed AI partner team up to torture the player.
Freedom Planet: 4/10. Enemies that attack at the speed of light from outside of the screen, moves that bypass the player's post-hit invincibility, plus many smaller issues. I'll take all those free lives in plain sight before the giant snake boss as an apology.
Rival Schools: 8/10. Fun, solid 2D fighting game, aerial combos aside. Highly nostalgic music.
Fight'n Rage: 9/10. The best modern 2D beat'em up money can buy. Made by two people. If it had more than three playable characters...
Final Fight LNS Ultimate: 10/10. The best modern 2D beat'em up is an openbor fangame. Let's take a moment to let that sink in.
Cyber Shadow: 5/10.
Nostalgia isn't a good reason to stick with a 2-button layout. Must waste SP to go through certain areas because there's no way to execute the SP-free version of certain moves until all SP is spent. Post-hit invincibility period is too short and the player can't parry during it. HP and SP upgrades heal Shadow as well, but aren't replaced by items of the same type when the player dies, so dying after picking up the upgrade makes such a section significantly harder. Castlevania deaths and catching the player off-guard are the #1 death sources.
River City Girls: 5/10.
Badly placed boss life bars. Dojo menu lacks information, there's no way to tell if a move is an additional move for the basic combo, a special move or a super. Normal enemies are invincibible after they recover from knockdown, so the battlefield can quickly turn into a minefield. Grappling a dizzy enemy is a noob trap - poor crowd control options and throws don't have invincibility frames.
Shitty hitboxes - Moves often look like they have hit an enemy, but it doesn't happen. Horizontal range of the basic combo moves should increase as the combo goes on (the second attack should have more range than the first, the third than the second, and so on) but that's not always the case.
Poor defensive options - No air recovery, vertical step is too short, blocking is useless when surrounded, no desperation move.
Super Double Dragon: 2/10. Very slow. The game is so broken that anything that isn't a jump kick, weapon attack or tatsumaki is asking to get your butt kicked.
Top Gear: 5/10. Low framerate. The difficulty curve is like a rollercoaster: the last two cups are a joke. The pit lane shouldn't be an obstacle on the track. Good music.
Super Mario RPG: 7/10. Short, simple and way less broken than your average Squaresoft RPG. More status info in battles would've been desirable.
Top Gear 2: 5/10. Poor maneuverability (even with maxed handling upgrades) and car damage don't mix well. Cars skid in tight corners at stupidly low speeds.
Resident Evil 6: 1/10. Awful. All of it.
Ori and the Blind Forest: 4/10. Floaty physics. Obstacles in the foreground that obstruct the player's vision. Ori doesn't stay on the center of the screen when she moves. Slippery, unresponsive and inconsistent controls. If Ori glides automatically when you hold the right trigger and then jump, charge jump or wall jump, you'd expect she'll do so after a charged wall jump, right? Wrong.
Resident Evil Revelations: 8/10. The pause menu map could be better and having health/oxygen bars would've been desirable, but no major issues here.