 |
|
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
- 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
|
 |
|
Shadow of the Colossus (PS2) by kenister |
| No comment, yet. |
|
most recent entry: Thursday 21 February, 2008
|
GAMEPLAY:
After playing the game a little bit more, I’ve come to realize that the colossi are pretty much giant puzzles each one having a distinct type of weakness that the player must exploit. I really enjoy the design of the colossi; they are giant creatures that have the skin of mountainous terrain. I feel like climbing Mount Everest each time I scale them and when I stab it with the sword I’m placing a marker saying “I was here!” It’s definitely a fun style of gameplay and I give a lot of credit to the game designers for their creativity. Agro, your trusty steed, is a great friend to have around. He’s always there to get you through the landscape faster than your feet will take you. I like the freedom that you can do with Agro; you can mount up and do a couple things like shoot your arrow, or rotate a full 360 degrees, or stand up while you shoot your arrow turning 360 degrees! These little details in a game are what usually make me happy and I’m glad to see them get implemented. The boy was well designed too. It’s amazing that someone so small can defeat such giants and I feel like the game can show this extremely well.
The landscape is a sight for sore eyes. After you leave the temple grounds there’s beautiful open land of green and earthy colors. The light breaks through the clouds and shines with intensity as you and Agro stride the Cliffside. What impresses me is how far the player can see into the game world, there are loads of mountains that we can see in the distance and the clouds move realistically with the wind. As the player rides around, there are birds and eagles that sometimes come on and off the screen. This artistic design really adds to the atmosphere of the region, it’s so desolate yet so beautiful at the same time. It’s a nice lively world with just as little as two characters present in it. When the boy is just standing around, Agro will run around him or walk off screen into some place and it really gives Agro, a horse, some personality also helps to realize the world around the player.
DESIGN:
As I’ve said before the artistic design of the game is astonishing. By creating a large world with nothing but lizards, birds, trees, and mountains, the player is forced to find a way to relate all of these things together to create a personal story for him in the game. This lack of story was intentional because the game developers wanted the player to make assumptions about the world; I know this because I made the assumption that this was a prequel to Ico because of the ending of this game (the boy turns into a baby with horns, which resemble the protagonist in Ico). This desolate tone of the game is a well decided one because I think it helps foreshadow what happens in the end. The long journey to revive someone eventually asks for the ultimate price, a life for a life, and having a world that reflects this price of death in the end sets a good mood for the game. The colossi are well designed as well. Every time I fell a giant, I was curious to see what the next one would look like or how I would take it down. This helped keep me going even though there was a lack of story. The colossi are well varied ranging from large walking ones to flying types and even one that swims (which I thought was the most interesting because you had to hang on every time it dove into the water). Every time the player had to hang on to the colossi whenever it was shaking or flying or whatever, it simply took my breath away and built a type of suspense that was unheard of during it’s time.
The game has no real reward structure aside from getting more grip gauge power and a larger health each time a giant is destroyed. But the feeling you get after each colossus death is quite an intense feeling and therefore is a reward in itself. This feeling also left me wanting for more as I would constantly want to kill a colossus bigger than the previous one. The one thing I would probably change in the game is the voice acting. I know the game is supposed to have a fictional language in a fictional world but in today’s day and age having a game on a home console (before the next gen systems) that doesn’t have voiced text seems rather primitive. But it’s a minor thing seeing as there is only one person that actually talks for the most part in the game, the deity that speaks to the boy.
[read this GameLog]
|
|
|