 |
Phantom Abyss (PC) by jp (Apr 6th, 2025 at 19:14:27) |
I'd heard of the game's hook (or gimmick if you will) as, everyday it's a different 1st person platforming game/run, and if you die - that's it. Play a different run later.
I'm guessing stuff changed along the way, though the concept is still here - it's a reasonably challenging rogue-like 1st person platforming game. I've had fun, you have a whip to help you climb and each level has different modifiers (the whip has an ability) and you can pick up boons in your run (if you have enough coins to afford them) and hopefully make it to the end. BUT, you see a bunch of ghosts for everyone else who played this level - if someone died, you can collect their spirit or something for a small heal! During each run you collect keys you can use to buy permanent upgrades, and so you go up the progression ladder of many roguelites...
Someone described this as first person temple run, which is close enough? I mean, the levels themselves are a lot more interesting than the "mere" reaction times that temple run goes for, here you can side-step/etc. stuff - and there are different paths, and in all you can be a bit creative for how you approach stuff...I've had fun so far - unlocked all the green levels and I've started on the blue ones!
read all entries for this GameLog
- add a comment
|
Cuphead (Switch) by jp (Apr 6th, 2025 at 13:37:03) |
I only get to play this when my son comes around - and we play together and I realized, yeah - I need to either start practicing seriously or just give up. And, I enjoy playing it co-op, so there's not much sense in practicing, so I decided to give up.
We did make it to the 2nd island(?), and played some of the levels there - but I was clearly starting to see a steeper path to success. As in, it too us (mostly my fault) more and more tries to make less progress. He's already played it, beat it too? So, not much point for him really.
read all entries for this GameLog
- add a comment
|
Sonic Rush (DS) by jp (Apr 6th, 2025 at 13:34:08) |
I started playing this from the saved game - with new(?) character Blaze on "area 2" (I don't remember the exact name). And, I just could not beat the level - it was set in the casino world, and everything was moving super fast and on "automatic" - so, you just press move and the character zips along, bounces, etc.
It's actually quite boring! Because you just do this, at some point you hit an enemy (very few enemies in the game!), lose your rings, and then carry on. But, I'd lose because I'd fall into a bottomless pit, lose three lives and then out.
I'd say it wasn't so much frustrating as it was a disappointment. Yes, the point of Sonic is that it's "fast" - that's it's thing. But I find that there's little interaction to the game for most of the levels - you just "go along with the direction". It's neat when sometimes you get bounced around automatically, but for the most part I like to control the character.
So, I deleted the save file and started a new one, this time with Sonic in the equivalent of green hill zone. This level has two areas and then a boss. So, it's like 3 levels make up a level.
And, the experience was pretty similar - run on automatic for a while, lose rings suddenly or die, repeat with a bit more caution...etc. I did make it all the way to the boss fight - which I almost beat one too many times, and I just realized - ok, this is dumb - at least the boss fights have more gameplay ( you dodge, make an attack when the weak spot is open, etc.) - but it's still a pretty boring/uninteresting platforming experience.
So, off to the shelf it goes!
read all entries for this GameLog
- add a comment
|
Secret Files: Tunguska (DS) by jp (Apr 4th, 2025 at 19:16:25) |
I think there's a weird moment in time when everyone thought that point-and-click style adventure games were dead, but they were not. And, I think this game is an example of a game that was under the radar of "mainstream" games press at the time? Or at least under the radar of the average consumer of videogames...
This particular game is also a strange little time capsule - it's a port of what I think was a PC game...also at a time when people where porting all kinds of things to the DS. And, it works! Well, from a UI perspective at least. And it works pretty well. At least compared to another adventure game I played recently on the DS whose name I'm blanking on as I write this. I bounced on that one because it had some character/3D interactions that were awkward and unintuitive. Here, they were much smarter about it (I'm assuming they made UI "concessions" because it's on the DS). So, while you have a 3D character that navigates a static space - you don't actually have to move the character around directly in order to interact with objects/places in each scene. Press one button and all the interactive spots highlight, and you can just tap on them directly. I LOVE this solution - especially because I was never a fun of the "hunt for the pixel" approach that many games had (on PC) - and I'm super glad it didn't come across into this DS version (for all I know, the "here's all the highlights" was also possible on PC).
But, the UI triumph aside, I still kind of bounced off this. I got stuck on a puzzle (how typical!) - and what I had to do was leave a location to visit another location and then continued...this seemed really "unfair" to me - as in, unintuitive - mostly because I had assumed I could not leave the locatio in the first place. It wasn't entirely unintuitive - but it was the sort of puzzle where I was sure I should be able to (in this case) get the key out of the aquarium - but it turns out that no, I had to leave the place, do some other stuff, and then come back. At this point I was well into the tried-and-true "try all the things with all the things", except that I did not know I could leave the location I was at. Sigh.
So, from glancing at my list of DS games I still need to play...well, I wasn't THAT interested in the story so far and the puzzles didn't feel particularly interesting either..so, it was an easy game to put on the shelf.
read all entries for this GameLog
- add a comment
|
Shogun Showdown (PC) by dkirschner (Apr 4th, 2025 at 18:33:00) |
Clever little tactics roguelite. It reminds me of Into the Breach and other tactics games where you are given clear information about what enemies will do each turn. It's also reminiscent of Into the Breach because of the small play space. Basically, the game takes place on a 2d plane that is divided into like 8 or 9 spaces. Any given character occupies 1 space and can move left or right. You build a "deck" of "tiles" that include attacks and other special abilities, many of which involve movement (e.g., a forward dash that moves to the nearest frontal enemy and deals 1 damage). Your goal is to build up your tiles and progress stage by stage until you kill the Shogun.
During each run, you can purchase and upgrade tiles, mostly increasing their damage or decreasing their cooldowns, purchase passive abilities, use items, and other standard roguelite stuff--make yourself stronger by strategically handling whatever random things you get.
Most every action you do takes a turn, and all characters take turns at the same time. So, you move right (1 turn) and all the enemies do a thing (one might move left toward you, one might queue up an attack). Then you queue up an attack, and those two enemies might queue up an attack and attack, respectively. Actually, it also reminds me of Crypt of the Necrodancer, which works like this, where all characters act simultaneously. In that game, when you move, everything else moves. Shogun Showdown is like that. When you do something, the enemies do something.
I beat the Shogun for the first time this evening, which was maybe my fifth run or so. I had what felt like extremely overpowered weapons, a sword that I'd leveled up to deal 5 damage with only a 2-turn cooldown. I also had a bow-and-arrow with 4 damage and a 3-turn cooldown. The kicker though was a curse that doubled the next damage on an enemy. So, I'd just queue the curse, the sword, and the arrow. That took literally half the Shogun's health bar. Did it again, dead and into phase 2. No problem. Did it two more times. Dead. Easy. When you beat the Shogun, you unlock "day 2", which is the next difficulty level. You can also unlock additional characters with different skills, and you can keep unlocking new tiles and stuff. I consider it beat after taking out the Shogun once. It's a fun game, really tight, and makes you think ahead. It doesn't do much that you haven't seen before though.
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
|
 |
2285 registered gamers and 3255 games. 7787 GameLogs with 13264 journal entries. 5110 games are currently being played.
More stats
|
 |
most recent entry: Saturday 9 June, 2012
|
Never played a Fire Emblem game before, but I am a big fan of SRPGs. It looked challenging and epic and all those good things I like. Start the game, lots of political intrigue story going on, don't really care, pretty bad dialogue, introduces tons of characters and factions and all this, very confusing to try and follow. Ok, so maybe not playing for the story. Guess how many times I died in the FIRST TUTORIAL BATTLE? I think it was 3. And in the first few levels after? Yeah probably another 12 times.
Fire Emblem is HARD.
Fire Emblem enforces a fun little rule called permadeath. Sometimes if one of your characters dies it's game over. Fair enough. Other times though, if it's not a main story character, it's just dead forever. Fooorrreeeevvvveeer. And your characters literally get one-shot. Not even your weakest characters either. The mid-level ones still get one-shot. You cannot just send characters out into the field. You've got to plan to a really unreasonable degree to keep vulnerable characters out of the line of fire. I mean think about it. You can go the entire game growing a character and then screw up one time and have it gone forever. That sucks. So in my play time, I started on Normal difficulty since I like strategy RPGs and I'm not bad at them. Ok so Normal is like my Nightmare. I finally decided to switch to Easy after I'd been doing this one battle a few times, and was finally almost done with it. I went to attack an enemy with a normal full-health character, and she got counterattacked, crit, one-shot, dead forever. I was just like omg seriously? Putting it on Easy! So I restart and it really was easier, but just the fact that there is permadeath is just so lame. I had this level 1 priest, my only healer, who can only level up by healing allies. She was level one forever because on Easy (most of) your characters turn out much stronger than enemies, so she wasn't seeing much healing action. Then in this one level, some reinforcements came (enemy reinforcements come A LOT, from every which direction) and killed her because they spawned right near her and she couldn't get away. Permadeath, bam. That's when I stopped for good. And as far as I got, you can't just create a new character (maybe can later, dunno). So my healer died there and I was out a healer. Each character, no matter how minor, is actually a part of the story. Like she had a name and was a 'childhood friend' of another ally I had. And she died! Anyway, Easy was way better than Normal. You get I think literally twice as much XP and some other perks too, like again, literally half as many enemies. But yeah, permadeath makes me insane because that's all you're thinking about is 'ok is there any way they can kill any of my characters this turn?' Not fun to worry about.
So let's talk enemies. The AI is really lame. First of all, they completely target weak characters, characters who can't attack/counter. Makes sense enough, but I mean, it's freakin brutal here because they die forever. For this certain logic, the AI routinely is stupid as hell. Many enemies will just stand in one place until you attack them. Some you can draw out by moving into their attack range and others you can't. You never know which ones will move and which ones won't. I mean I did figure out that enemies standing in doorways and in front of chests don't move, but others will or won't too. So you can't like 'pull' them reliably. And in a game where your characters permanently die, you need some reliability. Also, like I mentioned earlier, reinforcements come quite often. There are WAY too many enemies on the maps in this game. Those reinforcements are chargers. They come straight for you. It's easy to be overwhelmed. In the beginning of the game, they keep giving you characters of wildly polar levels. So I had my level 1 priest and my level 12 mage...and my level 1 thief could go around one-shotting enemies and taking more hits than the level 12 fighter...???? Doesn't make sense. So you can kind of abuse these stronger characters, but your weak characters don't level as much because you want to rely on the strong characters who won't die because if you use the weak characters and make one miscalculation, they die! And even using the strong characters a lot, you'll still get a million reinforcements and they'll eventually die too because you can't heal them because your healer is level 1 and she can't move near enemies or else she dies! AAAHH!
Mmm, despite all the things I hated, the combat system is pretty cool. Weapons have durability, which I've never seen in an SRPG before and I kind of liked. I also liked the inventory system and the trading and how you can choose which weapon to attack with on your turn. So a lot of my characters had 2 or 3 different weapons by the time I quit, like a weak sword for when I just need to knock a few HP off, a strong sword, and a magic sword that can attack over 2 squares instead of only 1 for range attacks. Characters in this game always counterattack if they're in range. So if a swordsman attacks another swordsman adjacent, there will be a counterattack. So you have to be smart. If a swordsman attacks an archer (who say can only attack 2 squares away, not an adjacent square) then the archer can't counterattack. So I'd soften up enemies with non-counter-attackable attacks and finish them off with what could have been counterattacked if the enemy didn't die. There was also a neat rock-paper-scissors system for weapons and magic. Sword beats axe, axe beats lance, lance beats sword kind of thing. Lots of skills to equip. Terrain and terrain effects. Seems like a cool battle system. But characters need some balancing and the game just needs to be less punishing and I'd probably eat it up. As it stands, I have had Disgaea 2 sitting in my stash for like 2 years, so I've got no time for inferior SRPGs!
[read this GameLog]
|
|
|