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    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.

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    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!

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    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.

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    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.

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    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!

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    1 : jp's Smashing Bottles (PC)
    2 : jp's Donkey Kong Bananza (NSW2)
    3 : jp's Legacy of Ys Books I & II (DS)
    4 : dkirschner's Turnip Boy Robs a Bank (PC)
    5 : jp's Mystery Dungeon: Shiren the Wanderer (DS)
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    Katamari Damacy (PS2)    by   Flamojo14

    No comment, yet.
    most recent entry:   Wednesday 20 February, 2008
    Session 2:
    GamePlay
    After playing the first few levels which are amazingly fun I started coming across the constellation levels that change up the basic level format. In the constellation levels you have to collect as many crabs within a certain time for Cancer or swans for Cygnus etc. The addition of levels kept the game fresh and entertaining. I thought that I would get bored with just rolling things up in every level but it hasn’t happened yet. The further you get in the game the bigger your final Katamari ends up being and it’s really gratifying when you finally get to chase down and absorb people, then houses, then skyscrapers! The controls are very easy to learn but you get real satisfaction when you master abilities like flipping over the katamari to change directions and the super charge that lets sprint across the game world. After only a couple hours of playing I feel like a katamari guru and I beat all my friends in two player mode.

    Two player mode is not very different from the regular game play with the exception of getting largest first and rolling up your friend. Besides attacking your friend there isn’t really anything too special about two player, but single player mode is engaging enough that I don’t feel any real disappointment as I can still compete with my friends by reaching a certain diameter quickest or by getting the biggest diameter within a set amount of time.

    Game Design:
    One of the most innovative things about Katamari Damacy is obviously the core mechanic of rolling up items. The game is actually more complex then it appears at first as the layout of items throughout the levels are carefully placed by the game designers. The player must create a strategy that constantly takes into account the largest size item that you can pick up to maximize growth without smashing into items and losing katamari mass. The controls are also fairly innovative as you must coordinate the left and right analog sticks to move the katamari with efficiency.

    Some of the factors that make this a good game are the visual and audio effects. The visual style is very stylized and quirky and the music is extremely upbeat and catchy which encourages the fun and silly spirit of the game. By adding a timer for each level and target diameters the game creates challenges for the player that are achievable but also difficult so the player gets that sense of gratification and personal skill when they complete a level. As the levels progress you are allowed to replay levels to beat your own personal records and try out playing in a time test where you try to get to a certain size as fast as you can or the regular attempt to get as large as possible in a fixed amount of time. The player is constantly able to try and best their own records or their friends while the humor of the levels keeps them entertained.

    There is also a menu where you can examine every item that you have picked up as you play and shows empty slots for items that you have not yet collected. This menu also gives items a rareness value which adds the challenge of collecting all the items in the game and trying to find the most rare ones that are hidden in the levels. Along this line there are also ‘Royal Presents’, secret items hidden in each level that the player can find for a bonus. Another kind of level is the constellations which add new goals and objectives. Some of the constellations require obtaining as many of a certain kind of item as possible while others require getting as large as possible before picking up a certain theme item, ex: picking up the biggest bear possible for Ursa Major. You want the biggest bear possible which means getting really big before you pick up anything with a bear on it. This gets really hard when you are very large and it gets difficult to avoid tiny objects with bears on them that you really don’t want after so much strategic rolling. The incorporation of multiple goals while playing through the levels keeps gameplay engaging and encourages replaying the levels.

    My criticisms of the game are that sometimes you can get stuck behind or underneath items and it is almost impossible to get out without breaking off half of the items you’ve collected. Also, it is unclear sometimes why you can pick up some items when ones that are smaller can’t be picked up. The parameters for what can and can’t be absorbed seem a little off to me. Another issue that I have is that the camera would frequently go behind walls leaving me blind which was especially frustrating when time was running out and I only had a few more centimeters to grow. My last frustration is that when you achieve a certain size the perspective changes to show you the world now that you are bigger. I love this aspect and think it makes the game better, but whenever you reach one of these perspective adjustment phases the game pops up a loading screen and the King of the Cosmos blabs something random at you. This really interrupted the flow of gameplay for me though I understand that it may have been necessary for the game to have a loading screen at that point.

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