
B+
B+So conversely, I'll follow through and purchase a game if a demo is engaging, tempting, and satisfying - while leaving me wanting a bigger taste. I've also seen demos make good use of splash pages and text that tell the player what else will be in store if they buy the full game. When done tastefully, this is very smart. It's a good way to combat the fact that the player might not see some of the best stuff. But if overdone, I start to find it abrasive and offputting.
The demo is a gamer's speed date with the your game, so make an impression. Think about the best features of the game, and make sure the player either experiences them, or knows about them before he/she is timed out.
I hope this was fun reading - let me know if you want to see more features like this in the poll above.

B-
On a Roll is a 2D platformer where you control a ball/circle character and proceed through linear levels. There's a good deal of platforming (in the more standard running/jumping sense), despite the presence of rolling. You spend time bopping on top of bad guys (other circles) and avoiding the standard set of hazards (i.e. pits, spikes, etc). You also have the task of collecting stars that are scattered strategically around the level. Collecting over one hundred stars allows you to be "hit" once at which point you lose 100 stars. So it's ideal to collect as many stars as possible because for every one hundred you have, you can take a lick and keep on ticking, errrr rolling. 
Y
ep, not kidding. This an application that displays some flames on your screen. Not only has this been done already in multiple forms, but it's amazingly still not awesome. Even better, the developer behind this gem also released two other similar applications (aka screensavers for your TV) this same week. It's essentially just clutter, and feels like a desperate attempt to turn a quick buck off an "impulse buy" audience that I am unsure exists. No bang for your buck, literally. A little sizzle, but certainly no bang.
Pixel Man
Here's a little platformer that might be beyond retro - guess that depends on your age. It has that simplistic charm, both graphically gameplay-wise. You run and jump through short levels, getting to the exit (yellow square). I can't say it did much for me, as it didn't bring anything special to the table - it's a self-proclaimed experiment in minimalism, so I guess I can't knock it for achieving that goal.

A-
It's easy to grasp and it's hard to stop. Well for 20 minutes or so I was hooked. Then I kind of grew tired of the difficulty progression which just seems to add one more red ball each level. Eh. So my fun level sort of plateaued. The funny part is that even if you just let the game idle, it makes for a better screensaver than many of the screensaver apps. Wait that might be true of all games. I better stop this tangent here.
Upon playing though, there are some missteps. There's a good amount of text thrown at you and I had sit and stare at the controls for a good minute before I felt comfortable with getting started.
The controls are simple and the ragdoll physics add a good deal of hilarity as your avatar wildly flops about. A nice inclusion is the use of a sort of "cartwheel" maneuver that allows you to spin heavily in either direction. This can launch you laterally and sometimes upwards which helps you to snag more points.
B-

B
It suffers from some issues like repetitive enemies and confusion caused by too many characters being near each other screen - but honestly there isn't much like this on XBLIG right now and the overall look/feel is sexy. I imagine that co-op is a blast too. I wasn't able to score a token for this one or else I probably would have done a more thorough review. I didn't see any 2-by-4s or baseball bats to pick up, just FYI - maybe later on in the game. (240 MP)
Thankfully the gameplay is vertical, with the goal to bounce and fight your way to the top of the game area. This is not a unique mechanic (basically you need to keep making contact with platforms or else you fall back down to your death) but there is quite a few additions to that. You can attack, double jump, and become invincible for a bit. I found it pretty challenging to incorporate these other moves while also trying to navigate with misstepping - but I am no expert nor are my reflexes what they used to be. Had this been a pure platformer rather than a ascension/bounce type game, it might gather a larger audience - but I still really liked the art style and the gameplay (should you like this type of game) is well-polished. (240 MP)
My main issues were that the wall collision is really bad and almost game-breaking. Hitting a wall is doom - you don't bounce off, you just stop and get stuck. Hitting other drivers often results in weird deceleration that is unpredictable. There is also less satisfying powerups, less application of realistic physics like sliding or drifting, and the AI seem to have advantages (not sure, but they don't seem to ever vary speed if they go untouched). Some of these issues are just because I am used to the high polish on the Mario Kart games, but the collision/stuck-on-walls issue really needs to be addressed. This has potential to be a really cool re-make, but needs to add one more layer of polish/originality if it wants to stand out. (400 MP)