Theatrhythm: Final Fantasy (3DS)
I got this game just for the hell of it and wound up liking it way more than I was expecting. Other than some funky menu colors (which are more of an eyesore in screen shots than in game) the presentation is great and the song selection is pretty nice (with more as DLC, as would be expected). Rhythm games aren't really my cup of tea but this one is pretty relaxing but still pretty challenging. The 'expert mode' pacing takes some serious memorization and inhuman dexterity, but tackling the songs one-by-one is a worthy challenge. I don't even want know what the 'ultimate mode' is like.
Rondo of Swords (DS)
Probably the best and most frustrating tactics game I've ever played. Instead of just moving a unit next to an opposing unit and hitting "attack" you have to "route" them (basically, you create a path through the enemy units and attack all along the path). This makes positioning
really critical and bad placement can result in the enemy units mowing down your entire force in a single turn.
On the flip-side, you can sometimes arrange your team in away that prevents the enemy from being able to attack them at all (using corridors and bottlenecks to prevent their move range from reaching the other side of your units).
Magic-users (and skill-users) can either attack or move, not both, and have little to no health. This means you can't go in and just throw spells without a care, you always have to plan one or more rounds ahead with them.
Ranged units (archers) can move and shoot, which makes them deadly as fuck (especially in the hands of the enemy). Two archers behind a wall can make your life a living hell.
There are heavy units who can absorb several "pass-through" assaults, and units can sometimes "counter attack" which deals a tiny bit of damage but ends a route (and bounces the attacker back to a previous position in front of your front-most unit). Some units also have "zone of control" which is pretty much auto-countering and makes them a godsend when there is a bottleneck.
The game is merciful enough not to have perma-death and instead units get "hurt" which makes them weak for one battle (but you can leave on the bench) and if you restart a battle you still keep all the experience from the enemies you killed in it previously. Units not sent to battle can be sent to shop which has them coming back with items and gear, to quest which gets them skills or special items, or to train which gets them some experience points and some stat boots (permanent bonuses to defense, attack, etc.). It is a great system that keeps the game challenging but fair.
The game routinely pisses me off (due to how little room for error there is) but the strategy is so tight and intense that I am hooked. Best $3.99 I ever spent.