Reviewed Risus very thoroughly. Loved it in 2008, love it now. My biggest interest with it now would be the Uresius variant.
Bought Labyrinth. It's a fun setting/book. Mechanics are a'ight. Not sure if I'd try running it or transplanting the system elsewhere, but good stuff, nice bespoke little system for the setting.
Tricube Tales - owes a bit to Risus and etc. Roll 1-3 D6 against target difficulty- 4 5 or 6, easy standard or hard. If at least one dice matches the threshold, it's a success. I really like this one.
Character has a specialty between Agility, Brawn and Cunning- when a roll matches your specialty, you roll one more dice (2d6 by default.) If the situation is specialized and your character's concept doesn't cover the situation well, you roll one less dice. So if it's not within your specialty and your concept would lead one to believe you're bad at it, you roll 1d6.
Dungeon World / PbtA in general - hadn't come to grips with GM Moves until recently. Really like them, they're very useful. You can basically use them in any other system, and follow the principles, to great potential. Not sure I'd like DW, or most PbtA games in general because of character sheet bulk. But cool stuff, great design philosophy. Danger / Location moves are to DW as "anything can be an opponent/have a cliche" is to Risus. I would need to put in the work to learn the GM Moves but I think it is a good way to systematize the act of keeping the game "forward moving."
Fudge Lite - cool stuff! This is what led to me understanding GM Moves because they link to the Dungeon World Guide, and use those GM Moves themselves here. The war I wage with Fudge is its ladder, lmao. But that can be fixed with flat numbers, after all. Mediocre, Fair, Good just does not linearly parse to me. Great and Superb are less fiddly. But it's easier for me to imagine 0, +1, +2 instead of mediocre, fair and good.