 |
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: Monday 21 March, 2016
|
E.T. the Extra-Terrestrial for Atari 2600
For this game log, I chose the game E.T. the Extra-Terrestrial. I played the game on a virtual Atari 2600 at the website virtualatari.org. E.T. is a mystery game rooted in a deeply cryptic story. The player must solve the mystery of how to play the game and find a way to comprehend just what is going on.
On my fist session I was immediately thrown into the middle of what may have been a field. Presumably I was playing as E.T. There was number at the bottom of the screen counting down from 9999 whenever I moved (presumably a timer for your life). When I pressed the button (space on keyboard), the counter would seem to go down even more quickly, and it would seem I was doing some ability though I could not tell what at first. At the top of the screen were these symbols that appeared to have some directional component to them. Often they would be arrows in some direction though sometimes it would be a thing such as a roman numeral 3. The arrows would appear to change at odd points when I walked around a scene.
I was able to walk around a scene and transition to some other location by reaching the edge of a scene. It did not always make sense how I transitioned to the next scene in terms of global space. Some times it would seem I would immediately go in circles while other times I would keep traveling to somewhere different. Other times it would appear that I ended up in the middle of the starting scene.
There were also the pits that I could fall into in some scenes. Most of the pits were empty though I did find one with a flower that increased my life timer thing. In some of them I would find this strange object that would show a c thing on the top of the screen. To leave the pit, I would have to use the button ability which makes E.T.'s neck grow. Once clicking this I was able to levitate upwards out of the pit. Leaving a pit was difficult as you would often fall right back into it after returning to the main scene.
Many scenes would have an additional dark pixel next to the pits. I originally thought these pixels were just part of the sprite for the pits but later learn that I could pick them up. Picking up these pixels started an additional counter next to the timer thing. This number appeared to just keep track of how many I picked up.
There were also these people that would chase you in some scenes. At least one person looked like a detective and another looked like a scientist or doctor. When they grabbed E.T., you would be dragged back to this building thing in the blue scene. They may have have taken some of the things I picked up though it was not really clear what was going on. Using the button ability in these scenes would make E.T. move faster.
E.T. would appear to die once the life counter thing reached zero. A kid would then appear and ressurect E.T. with 1500 on the life counter thing. After a couple times dying, I got a gameover screen. I decided to end the session there.
I decided to read up a little bit about the game before starting the second session. I learned that you are suppose to pick up three pieces of a telephone, call home, and then escape to the departing ship. Apparently those strange objects I picked up once or twice in the pits are suppose to be parts of the telephone. The main goal is apparently to keep search all the pits for those parts. All those black pixels that I could pick up were suppose to be Reese's Pieces. They are suppose to restore energy and when nine are collected I should be able to get a telephone part. The arrow things on the top of the screen I believe were meant to represent a location on a cube map.
With this amount of new understanding of the game I thought I could succeed in it. I was wrong. I still had little idea of what was going on. I collected nine of the Reese's Pieces, but I was still unsure of what then to do to get a telephone part that way. I believe I found two separate parts of the phone in different pits. Though it would appear that I would lose those parts at odd times. When I was playing it did not seem consistent in that being grabbed by a person would cause you to lose a part. I could have continued to experiment more with what was going on and read up things. However, after a couple more frustrating experiences I accidentally ended the game on the virtual Atari. I figured that in order to capture the true spirit of the game I would need to end the session on a low note such as this.
On the surface E.T. the Extra-Terrestrial is a terrible game. There must exist some compromise that allowed for such a thing to exist. I am probably not enlightened enough to comprehend its deep underlying themes that may have allowed for this. Perhaps it was an experiment for Spielberg to analyze the inner workings of the human soul. Maybe the discoveries he found were too haunting and pushed him back to lighter works such as Schindler's List. Perhaps it was due to corporations being out of touch with their employees and the market and then demanding unrealistic deadlines. Perhaps though, this work of art was never meant to have any meaning in its cause of existence.
[read this GameLog]
|
|
|