 |
|
Smashing Bottles (PC) by jp (May 30th, 2026 at 18:16:28) |
Heard about this one recently and got stuck playing the demo on itch (though it's also available on Steam) for a few hours until I got to the final (demo) ending!
It's an incremental game with some interesting things going on - you have a bat and smash bottles, but you have a limited time to do so (in seconds, like max 25 or so after all the upgrades?). When time runs out you can go again or go to the shop to buy upgrades. As expected you want to get more money from smashing bottles and there's ways to do that - spawn golden bottles, champagne bottles (when they smash the corks fly out and can smash other things), and even molotov cocktails (that explode, smashing other things).
There's a few things I thought where nice/clever:
a. The game has two distinct phases (once you unlock molotovs, everything changes, really) - the "you smash" and the "maximize money in the time allowed". In the latter, the game mostly plays itself as the molotovs keep everything getting smashed.
b. The "you smash" has rotating bottles, and since the smashing can take a few hits, there's some interest in smashing champagne such that the cork flies in a certain direction for more damage.
c. The champagne corks are pretty clever - since it gives you a reason to, in the short time you have to smash, choose what to smash a little more carefully. Go for golden or champagne hoping for a productive chain reaction?
Of course there's also a prestige/reset mechanic - from which you can lock a separate bat that smashes.
I'm curious how far things will go once the full game is out - and what the nature of the upgrades will be. I'm really hoping for more variety in the experience beyond the simple "number go up" - in that sense the molotovs seem like they're capping the experience in a detrimental way (even as they were super fun to smash when I first unlocked them.
read all entries for this GameLog - read comments (1)
- add a comment
|
|
Donkey Kong Bananza (NSW2) by jp (May 30th, 2026 at 18:07:32) |
Still playing!
It has an interesting structure in terms of its levels and such - the core metaphor is that you're going deeper into the planet with each level, and they're both thematic and numbered. I got to a point where there's a bifurcation - go right into what I thought was "jungle land" or left into "snow land". I went right did a few more levels, cleared the boss (it was plant/poison land) and in order to continue going deeper I was then told to go back to "snow land"! There's a fast travel/teleport system involving giant worms that can move your around, so it was easy enough to do this, but I was surprised to learn that the fork was just a "choose what order to do these" situation... and also, the entire "fork" makes little sense thematically so I'm curious to see how it's explained and communicated in the interface - will it look like a fork in the "hole" going into the planet's core?
The titular ability (bananza mode!) was a bit underwhelming - you turn into a bigger DK and can now punch things you couldn't before - it lasts a limited amount of time. But, I've since unlocked a new one - DK-bird - where you can glide around (and after paying to unlock) and drop an egg on enemies. The gilding around was important/necessary in the plant/poison levels, and I'm expecting it to be similarly required in the snowy ones. We'll see!
read all entries for this GameLog
- add a comment
|
|
Hollow Knight: Silksong (PC) by dkirschner (May 13th, 2026 at 14:58:07) |
Kicking myself for not writing an entry when I was playing this 6 months ago. I am cleaning up my wishlist, backlog, and etc., and the FEELING I get when I see Silksong "in progress" is anxiety. I had jotted a few notes in December, as follows:
"It’s true, Silksong is hard. Like, really, frustratingly hard. Like punishingly difficult. I hit a wall at the end of Act 1 trying to beat the Last Judge. The game likes to place benches far away from boss fights, such that retrying boss fights involves slogging back through tough platforming and other sections of the map."
I did kill the Last Judge and complete Act 1. I remember that took a very long time, and that after the Last Judge, I died a few more times and, probably, with shaking hands and rapid heartbeat, said, "I can't do this anymore." Actually, it may have been in one of those rooms with waves of enemies. This innovation is new and unwelcome to Silksong, rooms that lock upon entering and spill several waves of challenging enemies at you. Yeah, I think that is what got me, just being pummeled over and over in one of those rooms, getting tired of exploring the maze-like map, tired of dying, tired of corpse runs, just exhausted. The game became a chore.
Besides that, I loved it, haha. I was definitely into it for a while. It was sublime until it wasn't.
read all entries for this GameLog
- add a comment
|
|
Turnip Boy Robs a Bank (PC) by dkirschner (May 12th, 2026 at 17:20:35) |
I meant to quickly beat this back in April so I could have a "completion" for the month, but I got really busy after spending barely an hour one afternoon with Turnip Boy Robs a Bank, a bizarre little twin-stick shooter about a turnip...who robs a bank. The game builds off previous games in the series, which I have never played, in which Turnip Boy commits tax evasion and, according to this game at least, seems to have started a war. Work has slowed down for the first time in nearly two months, and while I wait for my next contract to begin, I figured I'd knock this out.
The whole game is silly. The world is populated by sentient fruits and vegetables. You are employed by a pickle / mafia gang leader to rob a bank of a garlic bulb / bad guy / killed your dad. You have a base, where you can get new weapon loadouts by bringing weapons from the bank (always try to return with something new or high-powered!), purchase progression items from the "dark web," and upgrade stuff at another vendor. You go on "runs" to the bank, which are timed (starts at 2 or 3 minutes, goes up to 5 or 6 with upgrades). Runs are over when you die or when you exit the bank. Die and you lose half the cash you accumulated in the run. Survive and you are handsomely rewarded. Upgrade stuff. Go back to the bank. It's a roguelite too.
The bank has a specific layout of rooms, but you'll encounter some randomized areas too, and enemies and treasure are somewhat randomized. Throughout the bank are tons of NPCs with little fetch quests that usually reward you with pictures (fun/ny to look at) or hats (fun/ny to equip). A blueberry might want you to find its wedding ring, a lime wants you to get divorce papers from her lemon husband, a scientist pineapple wants you to find a philosopher mango and ask it an ethical question about experimenting on fruits, etc. I had some good laughs.
In each corner of the bank is a boss. Boss fights were fun, but the most challenging were early on. Once you start upgrading stats, the game becomes easy. It definitely ends up being an "upgrade everything and go nuts on all the enemies!" type game, experience being overpowered.
I haven't played a twin-stick shooter in a while, and while this wasn't revolutionary or anything, it was fun and scratched the itch. I gotta get back to Divinity: Original Sin 2. I might have some extra time till my next gig, so maybe I can boot it up, remember what I was doing, and make some progress this week.
read all entries for this GameLog
- add a comment
|
|
Castlevania: Dawn of Sorrow (DS) by jp (Apr 27th, 2026 at 22:04:52) |
I got to that point where I hit a monster/boss that just wasn't that much fun, and then I got a bit lost in terms of where to continue making progress, and the backtracking started to get a bit tiresome...as I explored and searched for different paths. So, time to bail!
read all entries for this GameLog
- add a comment
|
|
|
|
|
GameLog hopes to be a site where gamers such as yourself keep track of the games that
they are currently playing. A GameLog is basically a record of a game you started playing. If it's open,
you still consider yourself to be playing the game. If it's closed, you finished playing the game. (it doesn't matter
if you got bored, frustrated,etc.) You can also attach short comments to each of your games or even maintain a diary (with more detailed entries)
for that game. Call it a weblog of game playing activity if you will.
[latest site fixes and updates]
[read more]
|

view feed xml
|
 |
|
2323 registered gamers and 3358 games. 7895 GameLogs with 13390 journal entries. 5126 games are currently being played.
More stats
|
 |
|
Super Mario Galaxy (Wii) by CptnWaffles |
| Interesting new game mechanics but nothing amazing. So far the odd states of gravity and small planets have been very linear. In my mind, it's very much the same mario game but in space. |
|
most recent entry: Monday 21 January, 2008
|
GAMEPLAY
I began this session expecting more of the same and I pretty much got what I was expecting. I admit that the levels varied somewhat with the addition of surfing and ball rolling but they still were as linear as ever. I played up to the halfway point before stopping to continue this and my discoveries were few but profound.
The continuing use of small objects with huge gravitational forces is great but sometimes will wreck havoc on the camera and often makes the controls hard to use conceptually. For instance, after turning upside down I must then continue holding the control stick in the same direction for Mario to go the other way. The camera technically hasn't changed angle which leaves it correct but it's confusing to try and visualize it as a player.
This time I added in a second player to "help" but many times accidents happened that would leave me flying off an edge or very close to doing so. The ability to make Mario jump would also throw me off as my second player randomly would poke Mario and make him spin or jump while I was trying something else. It was helpful at times but more often an aggravation.
DESIGN
There are many innovative new ideas to go with the ongoing cliche Mario theme. First off is their great use of the Wii's graphics. In order to make sure the player could see the objects placed against the black backdrop of space, Nintendo had rings of light cast around each object to make sure everything was in sight. During the third boss fight I saw some amazing graphic details such as Bowsers hair blowing in the wind (wait... wind in space?).
The game has a very clear spacing between levels and the home base. Many times I'd find myself wishing I could go from level to level without dealing with the home base time. While I do understand that it's necessary when a storyline event happens, it's an minor inconvenience I can nitpick about.
The multiplayer isn't very helpful and seemed like a reason to add a 2 to the back of the box instead of 1.
Cutscenes are used very often as "in-between" states to introduce a new area, show a bit of the story line, or to give the player a sneak peek at the level they are about to enter. Personally I found the level sneak peeks most helpful in figuring out how I would approach each level, despite how linear each level was. It would give a very pulled back view to show the theme for the level as well which helped create a mood even before Mario enters the level and begins his adventure.
A great element I saw that will probably be considered when creating my own game is the use of interactive tutorials to get the player used to new control schemes or game ideas. For instance, when Mario first learns to surf they hold you in place while you experiment with the controls and get used to how it works. While I admit that afterwards I still died many times learning the details of how it worked, I was that much wiser for having been shown such a helpful tutorial and probably saved myself a good amount of time.
The music also gave me a lasting sense of nostalgia from the older games that I loved so dearly. It was nice to see a 3d version of this game and I was pleased with how this addition to the series continued. I would have liked to have seen Nintendo step outside the box with such an innovative concept but they still stayed within their "Mario template".
[read this GameLog]
|
|
|