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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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In Sound Mind (PC) by dkirschner |
| Blowing me away so far. Great presentation. -------- Excellent game. Psychologists should play. |
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most recent entry: Monday 19 September, 2022
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I had zero expectations for this. Never heard of it before seeing it free on Epic. It seemed like a nontraditional horror/FPS with some trippy visuals. What did I get? A story-heavy game about a psychologist unraveling the mystery of his patients’ deaths, a government conspiracy, and his own psychosis. It's a VERY clever premise as presented. About 3/4 of the way through, I had a sad feeling that it was moving toward a more generic central plot and that the setup wouldn't deliver, but it mostly does. I even teared up at the end. It was so SWEET and I love cats.
You wake up in the basement of a three-story building. Eventually, you (the player) start to realize who you (the character) are. You find your office, your home (there’s a portal to it, don’t ask), a talking cat, and lots of mysterious purple substance that looks like radioactive waste. Most areas in the building are blocked off. The game is divided into "tapes," which you find through a series of other portals into your patients’ homes. Like a metroidvania, new parts of the building open up as you gain new items in each tape (e.g., a piece of glass to cut through police tape or smash boards, a radio device to jam electric boxes, etc.). The tapes are your recorded sessions with patients and the game proceeds as you play through each tape, transported into some hellish version of the patients’ realities. In each of their tapes, you trace their descent into madness, fight them in truly epic boss battles that span most of the tape, and bring some closure to their part of the story. But it only deepens the overall mystery and their connection to one another.
In Sound Mind shines in numerous areas, but I'll highlight the epic boss battles. Since the tapes are the patients' realities, you might imagine that the patients are omnipresent in each level. Good guess! Sometimes the entire tape feels like a boss battle. Not only are the tapes set where the patients finally lost it (a ravaged supermarket; a lighthouse and surrounding beaches; a state park; industrial mining operation), but the patients are there, manifested in horrific versions of themselves. It's hard to choose which one to talk about. The first one might have been my overall favorite tape. The second one presented me with the most tense moments of the game. The third one had the longest and most epic boss battle. The fourth one was probably the least impressive. And the final boss battle was whatever (he pesters you throughout the game and looks like a doddering Freddy Krueger).
The first tape is for a patient who can't handle other people looking at her. You (her psychologist) try exposure therapy and have her go out to a familiar local supermarket. She can do that, feels comfortable there. But then it closes, pushed out of business by the game's version of Wal-Mart. She goes there and, long story short, smashes it up and kills herself with broken glass. You get a piece of said glass, which is a creative tool for the rest of the game. Not only does it cut police tape and smash boards, but if you hold it up, it highlights objects (key progression objects, upgrades, electrical grids) behind you. They remain highlighted for like 10 seconds after you put the mirror down. So in this way, you can find hidden keys, health upgrades, figure out how to open electronically locked doors, see hidden paths, and so on. It's pretty neat!
In the third boss battle, you fight a man who is very angry over losing his job, transformed into a bull-head-shaped truck engine that zooms around the map trying to kill you. You basically lure it from place to place as you develop a way to pacify it. This involves a big puzzle synthesizing a drug, navigating a conveyor belt maze, completing a puzzle with fuses to lift an elevator and navigate a power grid, avoiding the bull in a train yard, and more. One of my favorite parts was in the second boss battle where you are fighting "the darkness." You have one fuse and have to get through dark areas by sprinting from fuse box to fuse box trying to create lit areas so the darkness wouldn't get you. Scary!
Sometimes, the levels can feel a bit long though. This is due to the game's main weakness: its combat (not good for an FPS!). Shooting is very basic and enemies dart around too much for the guns to handle. It is the least fun part of the game. There is basically one enemy type, besides the bosses. It does have a couple variations, but they both jerk around and are hard to shoot in the head. Stealth is also totally broken. I may have snuck by one enemy once. There's a whole stealth stat! You will never need this, rarely be encouraged to try it, enemies will see you anyway, and you'll always have enough ammo to kill them.
To sum, In Sound Mind was surprisingly good. Most of the time, I thought it was great. The story, bosses, and puzzles are highlights. Combat with normal enemies becomes a slog. Actually in the final boss battle, I quit killing them and learned I could just run past them. I'd definitely recommend this for something a little different. Oh, also, the soundtrack is excellent. I have to look up the band that did the music, The Living Tombstone. Their songs fit/set the tone of the game perfectly.
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