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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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    1 : dkirschner's Phoenix Wright: Ace Attorney (PC)
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    Random

    Super Monkey Ball 2 (GC)    by   Hamith

    No comment, yet.
    most recent entry:   Saturday 9 February, 2008
    Gameplay 2:

    The second time playing my friend and I concentrated on the party game mode and explored the features of the game outside of the single play/challenge mode. The party games are akin to ones found in the Mario Party games, and the more points you get in the main game mode the more party games you can unlock. While some of the games are entertaining and can be amusing while playing with a group of friends, they do not bring the same excitement or challenge for me that the main game mode brings. We tried Monkey Baseball, Monkey Golf, Monkey Target, Monkey Boat and Monkey fight, and only a couple of them offered any sort of challenge or unique gameplay that kept us interested and competitive. Monkey Golf was the funnest, as its almost like billiards in that you hit your monkey through mini-golf like courses, reading angles and fine-tuning your timing for hitting the ball along the way. I thought the party games in the first Monkey Ball, although there were a lot less of them, to be more genuinely entertaining.
    I tried out story mode for a little bit to get a feel for it, and would still not recommend it as being central in any way to the game. The muddled storyline serves to propel the characters between different worlds/settings. I didn't really follow the story, but the different settings are what distinguishes the groups of 9 levels from each other (10th levels are bonus stages). In Monkey Ball 1 the levels are almost completely random in terms f difficulty once you get by say stage 5, but in MB2 I'd say the groups of levels (distinguished by setting) do get increasingly harder as you progress. My friend and I lost our remaining lives in the volcano stages, yet we had accumulated enough points in years past to increase the number of lives to 35. If we were stuck with the 5 lives originally granted we would have used all our lives and continues rather early.


    Design:

    MB2 is a simple game with simple controls that combines with good graphic design and sound design to make a surprisingly fun game. Although easy to learn, the game is definitely hard to master. The level design is the true brilliance of the game, as some of the levels make you wonder what else they can come up with for you to do as a monkey in a ball. MB2 utilizes a 3-D world in its levels a lot more than the first one did, and many levels involve you bouncing super high up into the air and using your controls to navigate through free-fall or getting launched super-fast towards the goal. Examples of unique level designs include a level called "Free Throw" in which you start in front of a long long court with three different baskets with goals in them that are spaced down the court. A huge stretch of the ground continuously launches upwards and then resets, and by placing yourself on the ground and timing it with its movement you can launch yourself towards the baskets in a bunch of different ways. Other levels give you the option to roll over switches that change the movement pattern of various paths/obstacles, or warp gates that transport you to different areas of the level. Once Expert Mode is beaten without losing all your continues, you unlock Master Mode, and after that the Master Extra levels, so the sheer amount of levels that are all quite innovative means there is a lot of room for the player to explore his capabilities and fun ways to beat the levels.
    The graphic design is very well done in my opinion, as most levels give you an immediate feeling of vertigo as they are suspended at ridiculously high altitudes in the different settings. The settings are also very graphically appealing and have enough moving parts and weird quirks to go along with the strange vibe of the game. The sound also follows suit, being very funky and strange. The aspect that keeps a player playing I'd say is the strive for mastery of the different levels and the game in general. Score is not as important for me as being able to beat the harder levels in very innovative ways. Look up MB2 on YouTube to see just how ridiculously innovative players can get just utilizing the simple controls of the game with the physics of the game and the different level settings. MB2 is a good example of a game that takes a very simple game concept and executes it with good design to make an enjoyable play experience solo or with friends.

    [read this GameLog]

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