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    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!

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    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.

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    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!

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    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.

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    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.

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    Random

    Guacamelee! (PC)    by   dkirschner

    Insanely fun and perfectly paced. Fighting is a blast, as is discovery and the bad guys. ----------- Fantastic game.
    most recent entry:   Tuesday 20 January, 2015
    I was pleasantly surprised by Guacamelee. It falls under the category of "games I'd never heard of but checked out because it got great reviews." Sometimes that's a good practice.

    Guacamelee is a 2D beat-em-up with several cool mechanics. Switching between the world of the living and the world of the dead is key among them because the environment can change when you do this, revealing hidden pathways. Enemies can even phase in and out of each world, so you must switch to attack them. Enemies also wind up with different colored shields corresponding to your special moves. Use the correct special move on the corresponding shielded enemy to break their shield and damage them.

    Great, but what's it about David? You play as Juan, an agave farmer in Mexico. Your town is preparing to celebrate Dia de los Muertos, but alas, the ruler of the underworld attacks! He steals El Presidente's Daughter (yes, that's her name, as is El Ambassador's Son, etc.) and plans to sacrifice her in a ritual to merge the worlds of the living and the dead, creating an unholy paradise where he rules all. He kills you (Juan), but you get the power of a Luchador and chase him down.

    The game's pacing is flawless. New special moves are introduced right when you get good at the previous move. New moves serve dual purposes: attacking and exploring. For example, the sideways dash lets you plow through enemies and break blue bricks to find new areas. The downward slam lets you smash enemies from above and break green bricks. It is very cool how the levels continue to open up as you gain new abilities.

    The game's puzzles provide a nice challenge, though none are too difficult. They usually involve some dextrous platforming and button-pressing, so if you're good at that kind of thing, you won't have a problem. The execution of the puzzle solutions are much more difficult than figuring out what to do.

    There is an upgrade system that I found mostly pointless. The special moves that you learn through the course of the game are far more beneficial and powerful than the "health orb" or "increased stamina regeneration" or whatever you can purchase with coins dropped from enemies. I bought upgrades but they never seemed to make much of a difference. You can also buy costumes, which are more fun and provide some self-imposed challenges (i.e., the chicken costume might make you do double damage but take double damage).

    Perhaps my favorite parts of the game were the art direction and humor. I don't excel in describing art, so I'll just instruct you to Google it. The game's humor revolves around Mexican culture, which I found tasteful and charming. I read that the game was made by a Canadian team (I had guessed first it was made in California with people from Mexican families on the team), and my take on this is that they did such a good job creating this Mexican story that the value of that culture shines through. It is clear they were respectful and hold the culture in high regard enough to make a great game about it.

    The other aspect of humor is referential to games and internet culture. I took a handful of screenshots of game references, from Super Mario Brothers to Goat Simulator. One of the bosses talks about his Kickstarter goal and gets criticized for offering crappy backer rewards. There is random stuff like that throughout and it is funny. I also like that you can turn into a chicken on a whim.

    Warning: The last boss is a bit of a challenge! None of the others were that difficult, but I spent a good 45 minutes to an hour trying to take him down. Learn his noises, animations, and be patient!

    Guacamelee also supports local co-op, which is super cool. I wish I had a second controller for my PC!

    [read this GameLog]

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