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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)
    2 : jp's Phantom Abyss (PC)
    3 : jp's Sonic Rush (DS)
    4 : jp's Secret Files: Tunguska (DS)
    5 : Inuyasha's The Plucky Squire (PS5)
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    1 : dkirschner at 2022-10-12 08:51:09
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    Random

    The Legend of Zelda Twilight Princess (Wii)    by   dkirschner

    Really fun, engrossing, charming. Reminds me of Okami. --------- Frustrating at times.
    most recent entry:   Thursday 6 December, 2018
    Finished! Sort of...I got frustrated and watched cut scenes for the last few dungeons. But finished! Okay so, overall, this was a game that felt like work to play. I occasionally lost myself in a couple of the great dungeons, but more of my time felt spent in tedium. A couple immediate factors leading to this feeling:

    1. Poor instruction and instructional timing for some new items. I remember when I unlocked the water bombs. I saw a lake, dove down, was excited to see destructible rocks, went to select the bombs and...they were grayed out. Why? Hmm. Maybe you don't actually place the bombs while in the water, but drop them from shore and the special thing about these bombs is that they explode in water. I could drop them from the shore, but they blew up long before reaching the rock. Hmm. I later saw on a walkthrough that you have to put the iron boots on first to use water bombs. That doesn't make sense to me. Why can't Link use bombs while swimming, or while standing on the bottom of a lake in normal shoes?

    Another one that happened tonight was using the dominion rod to make the statue use its sword in the Temple of Time. The game doesn't tell you you can do this, and soon after gaining control of the statue, it got seemingly stuck between a gate and a ledge. I couldn't move it. I did everything I could think of and, not wanting to save and exit (more on that soon), I consulted the walkthrough, which said you have to use the rod on the statue a second time to make it attack. Why would I think to use the rod on the statue a second time?! I already control the statue. The game doesn't tell you these hot tips that are necessary to your progression and saw me wasting a lot of time trying to figure out something that I should have been told.

    Yet another one tonight is when I learned (again from a walkthrough) that you can use the claw to pick up shells of a particular enemy type. I missed doing it in a room to get the Big Key for the Temple of Time and, long story short (explained below) quit in frustration. There is no reason for me to assume the claw would bring that object to me when it has never brought an object to me in 20 hours of play with the claw. The claw grapples to environmental objects like grates and moss for platforming purposes. I've tried to grapple other things that would seem to make sense and it never does it. I missed that key, escorted the statue all the way down 8 floors of a dungeon, opened the path to the dungeon boss, and came up against...a locked door that required a Big Key. I turned the game off, made food, and turned it back on after I ate.

    2. But what happens in Twilight Princess when you're in the Temple of Time dungeon and you save and quit after you've escorted the statue? Why, aside from the statue and the gates you happened to smash with it, the dungeon resets itself! All the enemies respawn, the traps reset, you have to re-do puzzles. At a game I was already lukewarm toward, I faced the prospect of having to trek back up 8 floors of a dungeon (and then back down) to get a key from a chest that I couldn't figure out how to open earlier. And that solution happens to be yet another item usage and/or bad (timing of) information that is inconsistent with its usage in the entire game up to that point.

    I'm done ranting. There is a lot I enjoyed about the game aside from what I talked about last time. Some of the later dungeons were excellent, with my favorite being the desert one. The puzzles got more challenging, and the more items you acquire, the more creative you can be with thinking about solutions. In the last dungeon, I used like 6 items. Shoutout to the spinner, a rotating disc you ride around like Marty McFly on a hoverboard. The spinner is one reason the desert dungeon stood out; it's a joy to use.

    One final thing I gathered from playing Twilight Princess is how influential Zelda games are in other adventure games. For example, a couple years ago I played Darksiders, which I really enjoyed (till it bugged out on me and I couldn't finish). But, wow, Darksiders is a Zelda clone!

    I'm glad I played this, though I could have stopped 10 hours earlier. Watching cut scenes didn't add a whole lot until the very end when All Is Revealed. The story is s-l-o-w and the dialogue is written at like a first grade level, not that exciting at all. Come for the neat use of the Wiimote and the charming world.

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