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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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2285 registered gamers and 3255 games. 7787 GameLogs with 13264 journal entries. 5110 games are currently being played.
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most recent entry: Thursday 7 June, 2018
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This one student of mine has been bugging me to play Prison Architect for two years. "Did you play Prison Architect yet? Did you play Prison Architect yet? Aw man, you gotta play Prison Architect!" He also bugged me to play GTA V, so I guess he likes games about criminals.
I didn't know until I booted it that Introversion made the game. I really liked Darwinia back in the day, and DEFCON was interesting. This made me more excited to play Prison Architect. Sims / god games / city builder type games are not usually my thing, even though I sometimes think one will look really cool (Crusader Kings II and Kerbal Space Program are both awaiting their unboxing in my Steam library).
My initial impression...wait, back up. I spent an hour playing in sandbox mode on accident before I realized that the campaign was an extended tutorial. Why? Because when I ran the game, it just...started in sandbox mode. No title sequence or anything. Just a plot of land with trucks delivering some workers and supplies, a letter from the CEO giving me basic tips, and a couple basic goals. I thought, "Wow, drops you right in!" But no, this is not the tutorial. In my first hour, I was so lost. I couldn't figure out how power generators worked. My piping was all tangled. I didn't know how to assign a function to a building. Hell, I didn't even properly know how to build buildings. The difference between building a foundation and just laying concrete and putting walls around the perimeter was unknown to me then. That meant I couldn't build a holding cell, and the prisoners, they just kept coming! By the time I went to start over, I had about 35 prisoners roaming around near the road, all hungry and dissatisfied with my prison management skills.
I don't remember exactly how it happened, but I think I clicked "help" shortly after starting over, and it opened a wiki that said at the top, "STOP! Don't read this until you play the tutorial in the campaign." Who knew the campaign was a tutorial? Why doesn't the game say that? Why doesn't it start you there? The campaign is broken up into 5 chapters, and it does indeed teach you, beginning with the very basics in chapter 1 (like how to designate a building), moving through dealing with riots, rehabilitating prisoners, assigning prisoners to work, assigning guards to patrol, and tons more. It does this through a really well told narrative, where each chapter is connected despite each one taking place at different prisons. It begins with you building an execution chamber and holding cell for a man sentenced to death for a double homicide. The next chapter sheds light on who he killed. And so it chains prisoners and events together.
Despite all the things I enjoyed about Prison Architect (I looked at a clock and it was like 4 hours later), the campaign has some seriously annoying bugs. Here are a few I wrote down in my frustration:
--Objective: Build a common room and place 8 chairs for a meeting space. Problem: There was already a common room, but I had built another one earlier. With 8 chairs. But this objective wouldn't tick off. Solution: I looked up why I was stuck and the internet said you have to just put the chairs in the original common room (even though it tells you to build a common room). So it doesn't recognize the second common room with 8 chairs and you cannot proceed.
--Objective: Use riot guards to stop a prison riot! Problem: Riot guards get stuck going through doorways and killed one by one by prisoners with batons. No more riot guards come and I cannot figure out how to proceed. Solution: Restart the mission. This time the riot guards move a little more smoothly through doors, and the NPC correctly hits his cue and gives me reinforcements and moves the story forward.
--Objective: Put out the fire. Problem: The fire is out and it won't tick off the objectives list. Solution: Call in a fire truck and move firemen to where the fire was even though they extinguished it 30 minutes ago.
--Objective: Build phones in all the yards. Problem: I only see one yard, and I built phones in it. It's telling me I'm 50% done, so there must be another yard, but I don't see one. Solution: There was another yard that was not labeled, and I built a building on top of it. The game didn't overwrite the yard and replace it with the new building. If I want to place payphones in the second yard, I have to demolish my buildings one by one to find out where the yard was. Why not just let me put phones in the one remaining yard?
--Objective: Oversee 20 family visitations. Problem: I have built a visitation center, but no one is visiting (by the end, I had built five lonely visitation centers). Solution: There is a specific spot you have to build the visitation center. You probably built over it with another building. You have no way of knowing. I guess this one isn't technically a bug, it's just not giving the player necessary information. Same as before. Demolish buildings and build visitation centers until you figure out where the mandatory spot for it was.
I was planning to play in sandbox mode after the campaign, but the last campaign level is pretty much sandbox mode, and I have no real desire to build and manage a prison anymore. Oh , and also, the game does grapple a little with nature vs nurture and prison as deterrence vs rehabilitation. It comes down on the side of rehabilitation, and I think the game does a really good job of using procedural rhetoric to explore what it is like to be a prisoner or run a prison, including putting the player in the position to contemplate issues of the criminal justice system both while playing and once they are done playing. Good job Introversion!
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