Please sign in or sign up!
Login:
Pass:  
  • Forget your password?
  • Want to sign up?
  •       ...blogs for gamers

    Find a GameLog
    ... by game ... by platform
     
    advanced search  advanced search ]
    HOME GAMES LOGS MEMBERS     ABOUT HELP
     
    Recent Entries

    Feb 9th, 2008 at 02:31:19     -    Jewel Quest II (Web)

    Gamelog entry #2

    Gameplay:
    After failing the second level, I realized that there was a time limit to the puzzle. The long tongue of the lion on the bottom turned out to be the timer, where the shorter it got, the more time was running out. So I tried the game again, now knowing that I cannot just take my time because I had to think fast. Since I was running out of time, I opted to use one of the special moves. I clicked on the one jewel that I had left, and it turned to gold.

    More of the story was revealed as I completed the levels. I also received another part of the map. The second level did not seem to be harder than the first. The board did change however. I made the game more challenging for myself by trying to obtain the gold coins. The length of the tongue seemed to be shorter in the third level. In the third level, buried jewels must be completely revealed before they can be moved. I had to uncover a buried jewel by lining up identical jewels next to it. It was hilarious how when I failed the level, there was a quote from Rupert saying, “I’ve lost my best girl and now this! Cripes! Can’t a guy catch a break around here!?!- It was like hearing a pirate talk.

    Design:
    The scenery of the ship was nice because it matched the story of how Rupert was at sea. The background looked like the scenery from a children’s cartoon. The colors may not be as intricate as the ones used in “Castlevania”, but with a puzzle game such as this, it did not need to be so complicating. The colors of the jewels were simple primary colors, which is beneficial because it does not make the game confusing. The level design was good because even the very little details of a ship in real-life were included. Not to mention how the gold coins had a picture on it as well. The levels vary by having the time-limit become shorter. In each level, the board was changed, and there were also more jewels included. Something new would be added to each level, like the gold coins and the buried jewels. By adding these challenges or new aspects, it makes the game interesting.

    One of the conflicts that the game provides is the time expiration. One must get rid of all the jewels before time runs out. It was interesting how the picture of the lion on the bottom, with its long tongue horizontally sticking out, turned out to be the timer. The shorter the tongue got, the less time I had. This was such a clever aspect of the game that I did not notice its purpose beforehand. This game simply has a 2D gameworld since it’s a puzzle. I chose a single player adventure, but there is also the choice of player against another person. So this would form social interaction, in the sense that both players will feel excited and nervous to complete the level before the other player does, or before time runs out. I wouldn’t change the game because I liked it the way it is. Actually, I would probably add different background music to that one jungle-like music that was being played. The only part that frustrated me was when time ran out before I managed to complete the level. The game gradually became harder with the time span becoming shorter and new elements like buried jewels were added. I was excited about the reward structure because I was able to use the “special” moves that I obtained on jewels that I had complications with. I also liked how high the points became, and that bonus points were awarded after each level was completed. The reward system includes lives, score, and the special moves.


    This entry has been edited 2 times. It was last edited on Feb 9th, 2008 at 03:21:38.

    read comments (1) read comments  -  add a comment Add comment  -  read this GameLog read

    Feb 9th, 2008 at 02:30:26     -    Jewel Quest II (Web)

    Gamelog entry #1

    Summary:
    Emma, who supported Rupert through his years of researching the origins of the jewel board, has left him for the wealthy and cavalier Sebastian Grenard. Rupert decided to join the navy, but was too old to enlist. So he joined the engine staff of a cargo ship en route to South Africa. Even with a heavy heart, Rupert has his sights set on the sea. One of the main objects of the game is to combine 3 or more identical jewels, and to do this until the entire game board is cleared. The catch of the game is to complete the task before time runs out.

    Gameplay:
    The game that I chose to play is called “Jewel Quest II”. There were instructions in the beginning, which were pretty straightforward and easy to understand. After I combined the first three jewels, the game was interrupted with some info: when the blocks turn gold, that means that the jewels are cleared. If I waited too long, the diamonds, whether they’re in the gold box or not, would change into a different color. The points were not in increments of five or ten. Rather, they varied with 1 point or 51 points. After I completed the first level, I was awarded bonus points. I also received a part of a map on the left-hand corner. In the second level, a new feature was added: the gold coins. I had to match three gold coins to earn “special” moves. To use it, I had to press the “special” button and click any space on the board.

    There were no characters in the game, but I did enjoy playing it nonetheless. I liked how this game was like “Kirby’s Adventure”. It was challenging, but not so challenging that I felt compelled not to continue. I would say that these are the kinds of puzzle games that I enjoy playing; this and “Tetris”. I enjoyed reading the story and seeing the narrative progression. I learned more about Rupert’s story after I completed the first level. I realized that each set of levels had its own story. The narrative progression is as follows: 1) Rupert’s Heartbreak 2) Emma’s Apology 3) Grenard’s revenge 4) Hanis Regret 5) Back to Africa. I completed about three levels and was still in the story of “Rupert’s Heartbreak”. I was very into the game because it was I got better as I went along. I was able to build on my techniques in no time.


    This entry has been edited 3 times. It was last edited on Feb 9th, 2008 at 03:22:47.

    add a comment Add comment  -  read this GameLog read

    Jan 26th, 2008 at 02:34:41     -    Kirby's Adventure (NES)

    (Note: I also edited my GameLog on "Castlevania" on Wednesday). Thanks!

    Gamelog entry #1

    Summary:
    Kirby finds out that King Dedede has stolen the Star Rod, who broke it and gave it to his allies (including one to himself). Kirby’s mission is to find the Star Rod, which is what the Fountain of Dream needs to restore everyone their dreams. During Kirby’s mission, he has to battle mini-bosses, and bosses. The twist, however, is that a boss called Nightmare tried to steal the Star Rod, and King Dedede was only trying to save it.

    Gameplay:
    My emotional state while playing "Kirby’s Adventure" was that of excitement. I was really excited to play this game because I’ve watched my older brother play it back when we were little. The controls and buttons were basic to understand. It was much easier to get used to the different aspects of the game, like figuring out the abilities of the different powers. I felt obligated to continue playing the game because this game fits my interest: it included challenges that were hard, but not to hard. Kirby is absolutely cute! This character is great in attracting both female and male game players. Kirby may seem like a simple character on the outside, but his ability to fly and obtain different powers greatly exceeds that. The characters were different, creative, and not over-the-top.

    I liked the game’s story and narrative progression because it’s unlike those typical stories where a person tries to remember his/her identity, after waking up and having some sort of memory loss. The story kind of reminded me of Pokemon where Ash tries to obtain different badges, and he encounters various species. I’m glad that even though each level became more advanced and challenging, it still had those easy elements from the first level. "Kirby’s Adventure" was interesting and fun to play because new-looking mini-bosses were created for each stage/level. The only challenge I experienced first was to find out that I had to press the “up” button in order to enter a door.

    This is a one-player game, but if this were to be turned into a two-player game, the two chosen characters would have to engage in a battle against each other in some way. Likewise, this game can also be turned into the one like Ninja Turtles, where each player gets to battle monsters together. I experienced a flow while playing the game because I was able to beat the challenges, one after another. I found myself moving towards the TV when I got hooked onto the game. The game was both easy and hard, but not too hard that I was required to think intensely about my next move, or where to go. Also, I was not bothered by too much dialogue.

    Gamelog entry #2

    Gameplay:
    I found it interesting how when I pressed pause, there were comments on how I can use my character’s abilities. It also gave me a brief description on the different powers that I obtained when I battled the mini-monsters. I did get irritated when I kept dieing from not being able to defeat the boss of the mini-bosses. However, I did improve on my skills and eventually beat the enemy called “Paint Roller”. That was sure a great relief. My problem with that enemy was that it kept appearing right beside me to attack when I had my back turned, or when I was busy doing something else.

    I encountered times when I lost my new ability after being attacked, but I was able to get it back by obtaining the star that is wildly moving. I enjoyed beating sub-levels because new doors would be open where I would be able to obtain bonuses. A new door appeared where I was able to choose between two powers, so that I can use it to defeat the boss. The game was kept interesting because the different powers that I obtained included laser, shooting, shouting, and using a hammer. OK, so maybe I gave the game a pause after I beat level two, but I must admit that the sub-levels that led up to it was much more enjoyable than playing Castlevania.

    Design:
    I thoroughly enjoyed the artistry of "Kirby’s Adventure". One can tell that this game included Japanese artistry because different characters were non-realistic and unique. The background was not as detailed and intricate as Castlevania, but the sub-levels did include a change in background. The design was old and not as professional, if it were compared to the new technologies that were used to make today’s games. However, the artistry is considered good to me because this game was made back in the days, and it was for the older Nintendo Entertainment System. The design of this particular game reminded me of the "Super Mario Bros" game.

    The colors were quite bight in the first sub-level, especially the green color for the trees and mountains. The basic/primary colors that were used were yellow, green, and blue. The letters were very old-school as well, but I liked it because it had the antique/old touch to it. There was not much variation to the background for each sub-level. It was like walking forward in the forest, and all you see are trees. The song was happy and uplifting. I could tell that this game was meant to be light-hearted and fun to play. I found it fascinating how the designers thought up the character “Kirby”, where his attack was to open his mouth. That’s simply creative, imaginative, and genius! It was better than seeing people fight with swords all the time.

    Each character had a specific place to be. When I moved to the left, the mini-bosses would come back from the same spot. The gameworld was pretty much one-dimensional; there was really only one direction to go. As for the reward points, there were different doors where I could go to play different games, and get bonus points. It was like a game within a game. There was the power bar on the bottom, and lives. I got to break barriers to new levels when I beat the current level. There were interesting names like “Ice Cream Island”. The music included a victory tune when you beat a master and vice-versa when you lose. It was funny how the song from Mario was included in this game. I can see how this game could influence other game designers with their game concept.


    This entry has been edited 2 times. It was last edited on Jan 26th, 2008 at 02:47:41.

    read comments (3) read comments  -  add a comment Add comment  -  read this GameLog read

    Jan 14th, 2008 at 01:40:33     -    Castlevania: Dawn of Sorrow (DS)



    This entry has been edited 1 time. It was last edited on Jan 14th, 2008 at 01:41:03.

    add a comment Add comment  -  read this GameLog read

    next   More Recent EntriesOlder Entries   next
     
    GameLogs
    bloudnproud's GameLogs
    bloudnproud has been with GameLog for 16 years, 10 months, and 9 days
    RSS Feed
    view feed xml
    Entries written to date: 9
      Game Status / Read GameLog
    1Bejeweled 2 (Web)Playing
    2Castlevania: Dawn of Sorrow (DS)Playing
    3Jewel Quest II (Web)Playing
    4Kirby's Adventure (NES)Playing
    5The Legend of Zelda (NES)Playing

     home

    games - logs - members - about - help - recent updates

    Copyright 2004-2014