17
votes
May 2025 Backlog Burner: Week 3 Discussion
Week 3 has begun!
Post your current bingo cards.
Continue updating us on your games!
If you did not participate in Week 1 but want to start this week, that's fine!
Reminder: playing bingo is OPTIONAL.
Quick links:
Week 2 Recap
9 participants played 8 bingo cards and moved 46 games out of their backlogs!
There was 1 bingo win. Congrats to u/Durinthal!
Games were played at at least 1 major gaming convention.
8 games played had at least five words in their titles.
Game list:
- The 7th Guest
- Albion Online
- Animal Crossing
- Balatro
- Baldur's Gate 3
- Bang Bang Racing
- Berzerk Boy
- Bob Came in Pieces
- Choice of Robots
- Core Fault
- ctrl.alt.DEAL
- Diplomacy Is Not an Option
- Epigraph
- Fretless - The Wrath of Riffson
- Golfing Over It with Alva Majo
- Gravity Circuit
- Grotesque Tactics: Evil Heroes
- The Hungry Lamb: Traveling in the Late Ming Dynasty
- JoustMania
- Kismet
- Mage's Tower
- MLEM: Space Agency
- Monster Prom
- Naheulbeuk's Dungeon Master
- Nocturne
- Orna
- Pacific Drive
- Perfect Tides: Station to Station
- Puzzle Agent
- Puzzler World 2
- Recettear: An Item Shop's Tale
- Recommendation Dog
- Revenge of the Titans
- Ricochet
- Royalty Free-For-All
- Shining Gadget
- A Short Hike
- Simple Pinball
- Steel Battalion
- Tales of the Neon Sea
- TUNIC
- Virtua Cop 2
- While Waiting
- Workers & Resources: Soviet Republic
- Yoku's Island Express
- ZeroRanger
Week 1 Recap
10 participants played 7 bingo cards and moved 23 games out of their backlogs!
At least 6 different platforms were used: Nintendo DS, PC, Playdate, Switch, Wii U, Wonderswan
There were 0 bingo wins.
- 4 people played Flow bingo cards
- 1 person played a Flow Golf bingo card
- 2 people played Flux bingo cards
- 3 people played free choice
Game list:
- Advance Wars: Dual Strike
- beatmania
- The Botanist
- Braid
- Chicory: A Colorful Tale
- Costume Quest
- Cranky Cove
- DREDGE
- The Farmer Was Replaced
- Fire Emblem: Three Houses
- The Letter
- Life is Feudal
- Lugaru HD
- Match-o-3000
- Ratropolis
- Resident Evil 2
- Roundguard
- Shelter
- Shelter 2
- Suzerain
- Theresia
- Trackminia
- Trauma
J-Chiptunator's Bingo Card (Custom/Free, 6/25)
B✅ beatmania for WonderSwan
F✅ Fable Anniversary
D✅ Doc Louis's Punch-Out!!
A✅ Advance Wars: Dual Strike
C✅ Castlevania: Aria of Sorrow
E✅ Ecco the Dolphin
Castlevania: Aria of Sorrow
C
astlevania: Aria of Sorrow is the third and final entry in the Game Boy Advance Castlevania trilogy, and marks the second time Koji Igarashi directed a game in the series.Like its GBA predecessors, Aria of Sorrow is a side-scrolling action-adventure with a sprawling interconnected world and RPG elements. Defeating enemies and collecting new weapons and equipment are essential for overcoming the increasingly tough challenges that lie ahead.
The story is set in 2035, during the first total solar eclipse of the 21st century, a highly anticipated event. High school exchange student Soma Cruz heads to Hakuba Shrine, the perfect spot to view the eclipse, accompanied by his childhood friend Mina Hakuba, who is also the shrine caretaker’s daughter.
After climbing the shrine’s seemingly endless stairs, Soma and Mina are suddenly transported to a mysterious medieval castle trapped within the eclipse. There, they meet a mysterious man named Genya, who tries to explain their predicament but is interrupted by an enemy attack.
Genya quickly dispatches most of the enemies with a spell, but one remains and knocks Mina unconscious. Soma defeats this foe and, in the process, absorbs its soul-gaining a unique ability and introducing the game’s signature Tactical Soul system. Unlike previous Castlevania games, Soma isn’t limited to just weapons and subweapons; he can now equip different souls to gain new powers.
Souls are divided into four categories, with only one of each type equipped at a time:
Bullet Souls function as offensive subweapons, similar to those in earlier Castlevania titles.
Guardian Souls provide ongoing effects, such as transforming into creatures or summoning familiars.
Enchant Souls boost stats or grant passive abilities while equipped.
Ability Souls are rare and grant special powers that can be toggled on or off.
In my first 30 minutes of gameplay, I never felt overwhelmed by enemies, Soma was always strong enough to handle any threat. The level design cleverly blocks off areas until you’ve acquired the necessary tools, ensuring your stats and equipment are always up to par for what’s ahead.
After just half an hour, I’d already completed nearly 15% of the game, according to the in-game map. That’s a lot of progress in a short time, and I’m curious if I’ll finish the game just as quickly, or if there’s a New Game Plus waiting for me after the credits roll.
Either way, the game’s smooth pacing keeps me eager to continue playing.
Doc Louis's Punch-Out!!
Back in 2008, when Club Nintendo first launched, I didn’t pay much attention to the service. The previous loyalty program had only offered lackluster digital rewards, and besides, I’d spent most of my childhood on dial-up Internet, making participation difficult. As a result, I missed out on that year’s exclusive Gold and Platinum rewards:
D
oc Louis’s Punch-Out!! and a surprisingly well-made, wearable Mario cap.Over the years, up until Club Nintendo closed in early 2015, I accumulated thousands of Gold Points by registering my many Nintendo games from the 7th and 8th console generations and dutifully filling out survey after survey. I always managed to reach the threshold for the annual Platinum rewards, including the 2010 Super Mario Characters Figurine and the Nintendo 3DS Pouch: Mario Edition, both of which I still own today.
As time went on, delivery logistics became more challenging and the Internet evolved rapidly. Nintendo of America started shifting toward downloadable games, even for the yearly rewards near the end of Club Nintendo’s run. Among these digital offerings was the second and final official appearance of Doc Louis’s Punch-Out!! I didn’t hesitate to spend my remaining Gold Points on it.
Unfortunately, I consider Club Nintendo’s successor, My Nintendo, to be a significant downgrade in terms of rewards. The new program focuses on smaller, more practical items for cost-effective shipping, and most of the unique or quirky items, and even some Switch accessories, now require real money through the My Nintendo store or other retailers. On top of that, shipping fees now apply unless your order exceeds a certain amount.
But enough lamenting the current state of Nintendo’s loyalty program. Let’s get to the heart of my Backlog Bingo: Doc Louis’s Punch-Out!!
This game serves as a prequel to the Wii’s Punch-Out!!, released a few months earlier, and was my introduction to the franchise. Like other entries in the series, it’s not a boxing simulator in the traditional sense. Instead, it’s a fast-paced game of reflexes and memorization, where trial and error are key to success.
Each opponent has a unique set of moves, with varying degrees of telegraphing. You have to study their patterns and figure out the right moments to punch, dodge, or block. Sometimes, you’ll spot a vulnerability that lets you earn a star punch, a powerful attack that deals massive damage if it lands cleanly.
You play as Little Mac, who has a heart counter that decreases when he blocks or takes damage. If it hits zero, he can’t throw punches until he successfully dodges a few attacks to recover.
In Doc Louis’s Punch-Out!!, your only opponent is your chocolate-loving trainer, Doc Louis himself. His role is to prepare Little Mac for the challenges of the boxing world. The game features three matches of increasing difficulty, with the final one unlocked after clearing the first two.
Each match assumes you already know the basics of controlling Little Mac. Doc Louis even calls out what you should do during his attacks, helping you learn the ropes of reading an opponent’s tells. However, relying on visual and audio cues becomes essential, as the windows for countering his moves are often quite narrow, especially with Doc Louis.
Compared to the early opponents in the retail Wii version, Doc Louis is a tough introduction for newcomers. The Warm-up and Training modes are manageable with some persistence, but the unlockable Sparring mode was so challenging that I couldn’t finish it before my patience wore thin.
Doc Louis’s moveset is surprisingly complex, featuring delayed punches and an almost impossible-to-dodge “Whoo-Whee!” jab, often followed by his devastating OHKO Star Punch. He can also heal himself with an endless supply of chocolate bars.
If you manage to knock the chocolate away from him, he’ll rip off his sweatsuit to reveal a leopard-print shirt and become even faster and more aggressive. The game even highlights this with a playful warning message, showcasing the series’ trademark humor.
Details like these are what make Punch-Out!! so charming, turning each fight into a fun challenge. Still, that brutal difficulty spike at the end put me off from playing more Punch-Out!! games, for now, at least.
Ecco the Dolphin
E
cco the Dolphin is a side-scrolling adventure where you control the titular bottlenose dolphin, gliding swiftly through underwater environments, thanks in part to the Genesis/Mega Drive’s famed “Blast Processing.” Ecco can even leap out of the water to clear obstacles, provided you angle him upward and build enough momentum.Ecco’s abilities go beyond just swimming. He can perform a charge attack that maintains his speed as long as you keep the swim button pressed. While this move dispatches most enemies, some require a different approach: Ecco’s singing ability. Singing is used to move certain objects, communicate with other sea creatures to read their thoughts like this one, and, when the button is held, display an echolocation map.
You’ll need to keep an eye on more than just Ecco’s health bar, there’s also an oxygen meter. Replenishing oxygen is as simple as surfacing for air, which is easy enough in the early levels. But run out, and Ecco will start losing health gradually.
Despite the game’s clever mechanics, I found most of my (many) deaths were due to their sometimes clumsy implementation. The game often fails to clearly telegraph how certain setpieces work or how to interact with them, especially frustrating when these are essential for progression. Most players won’t sit through the attract mode just to pick up hints before starting.
One glaring example is the spiky, stationary shellfish that block Ecco’s path. At first glance, you’d assume touching them would hurt, after all, the game has already taught you to avoid orange spiky corals that aren't fractured. But, as I learned only after consulting a walkthrough, you’re actually supposed to charge into these shells to break them, which doesn’t harm Ecco at all.
Level design tends toward cramped, maze-like layouts that can be disorienting and make Ecco’s close-quarters movement feel frustratingly awkward. Enemies often cluster near solid surfaces or each other, so getting snagged can lead to taking multiple hits in quick succession, thanks to Ecco’s very brief invincibility window.
If Ecco runs out of health, the level restarts from the beginning. While you have infinite lives, it doesn’t do much to ease the frustration, especially since any progress on switch crystals or rescued dolphins resets upon death.
Thankfully, I’m playing on my Mega Everdrive Pro, which lets me use savestates to soften the blow of some of the game’s rougher design choices. Yes, I’m on real Genesis hardware with a wired controller, and I’ve got my OSSC Pro daisy-chained to a Morph 4K, so I don’t have to suffer any more input lag than the 5ms on my PC monitor.
Having mostly played mainstream console games, I’m curious whether more recent titles have revisited and improved upon Ecco’s gameplay outside The Legendary Starfy series. Still, I’m tempted to keep playing just to see what other oddities the game has in store.
For example, the opening scene: all the sea creatures are suddenly sucked into an invisible waterspout that Ecco apparently triggers by jumping high out of the water. Given the peaceful vibe of the box art and the game’s first moments, this twist is hilariously unsettling.
And I have to mention the atmospheric soundtrack. The Genesis/Mega Drive version stands out with its unique six-channel FM synthesizer (Yamaha YM2612) and the imported SN76489A PSG chip, also found in the Master System and Game Gear. The Sega CD re-release features
a more subdued set of tracks, which are mesmerizing in their own right.
Fable Anniversary
F
able Anniversary combines the original 2004 action RPG Fable and its expanded 2005 version, Fable: The Lost Chapters, into a single remastered package for Xbox 360 and Steam, released nearly a decade later.The remaster features overhauled graphics and audio to take advantage of newer hardware, an improved save system, achievements, and a new Heroic difficulty mode that removes Resurrection Phials and introduces even more dangerous enemies.
After starting a new game and watching the opening cutscene, you’re given your first task: buy a present for your sister. To do this, you need to earn some gold coins, typically by performing good or bad deeds, which also affect your character’s alignment and ultimately shape your journey.
One early example of these deeds involves a woman searching for her husband somewhere in the village. When you find him, he’s having an affair and asks you to keep it a (not-so-well-kept) secret. Whether you choose to expose him or cover for him, you’ll earn a coin either way, but you can only complete one of these deeds.
Beyond alignment, Fable tracks many other aspects of your character based on your choices, even the seemingly less consequential ones. For instance, overeating will cause your character to gain weight, clothing choices affect how attractive or scary you appear, and raising your Strength stat will make your hero visibly more muscular.
There’s also a quirky side to the game: among many emotes, there's one that makes your character flatulate in public, which may provoke reactions from bystanders. I haven’t tested how this impacts my character’s reputation, so I decided to play it safe and avoid it for now.
Despite being ported from the original Xbox, Fable Anniversary regularly suffers from irregular stuttering, even when played on an Xbox Series X with FPS Boost enabled, due to quirks in the game’s original programming. While not a dealbreaker, it can be a bit immersion-breaking.
After about an hour of play, I’ve just finished the childhood segment, which doesn’t feature much of the combat. I haven’t yet seen the full impact of my choices, but the premise is intriguing enough that I’m interested in continuing and seeing how my decisions shape the adventure.
Love all these picks.
Castlevania is a series pretty high on my "to play" list. It's a bit tough because the games are fractured across platforms, and there's also so many games (of which it's not clear which are "mainline"), making it a lot hard to start. I think I'd love the gameplay though, and your description sells me on it even harder.
Ecco is also a funny one. Most of what I know about the game has been learned through osmosis, but so your description of the gameplay actually helped me better understand the game. I love that you're playing on real hardware.
Fable is one of my favourite games, and one I've replayed a number of times. I've still not actually tried the Anniversary edition though, which I ought to, because honestly The Lost Chapters had some bugs. I really enjoy all the RPG-like systems like you mentioned, even if they might be described as superfluous. I like games that try weird, overly ambitious, and kind of unnecessary ideas (thank you Molyneux).
The game is admittedly rough in places, but if you got through the introduction, you're probably more immune to those friction points than most. So best of luck to you, Chicken Chaser. Be a good boy, and go chase some chickens.
Fantastic writeups! And the screenshots are great too. That Ecco quote goes hard.
I’ve been wanting to play Aria of Sorrow ever since I played and loved Bloodstained: Ritual of the Night. Apparently Ritual’s shard system comes straight from Aria’s soul system, and that was arguably the best part about Ritual.
Your spread of different gaming systems continues to impress, J-Chiptunator. Four different games on four different platforms!
Also, not sure if this is intended or not, but Ecco the Dolphin is not on your bingo card. Oversight? Or is Ecco just busying himself hanging out beneath the surface for now?
Thanks for pointing out my oversight! It appears that Ecco has escaped my mind at the time of posting my latest bingo card. Now, it's rectified!
Abundance✅ Cranky Cove
Emergence✅ Shining Gadget
Belonging✅ Mars After Midnight
Time✅ CrankVenture Capitalist
Peace✅ Echo: The Oracle’s Scroll
Tense✅ Zero Zero: Perfect Stop
Verticality✅ Propeller Rat
Curiosity✅ Simple Pinball & Mage’s Tower
Friction✅ Trackminia
Color✅ Match-o-3000
Gentle✅ MAZE
Increment✅ Core Fault
Brief✅ The Botanist
46 games played this week!!! (Not all by me, of course).
Y'all are really making me work here -- I build that game list in the recap by hand, after all! It took forever this week! (and I couldn't be happier)
As for me, I'm going to keep plugging away at my Playdate. I have some games I'm currently juggling that I'm not ready to write up just yet (but should be soon). I also want to start to be slightly more strategic in my choices, more than my current strategy of all random all
midcrank where I just spin it and see where I land on my game list. I need to get some winning bingos here, after all!I will admit that my time away from Steam is giving me the itch to try out non-Playdate games (especially because I keep reading people's great writeups and learning about cool new looking games that, surprise surprise, I already own!). I'm going to try to stick to full Playdate games for the consistency right now, but we'll see if my resolve breaks before the end of the event.
Apologies for not updating my list recently. Life has been busy! Instead of doing individual posts for each game, here’s a big one to catch everybody up on everything I’ve been playing.
Unintentionally, this actually reflects my playtime with the Playdate more accurately. I haven’t been playing games serially. Instead I’m playing them in parallel. The Playdate has a lot of games that are better to jump in and out of repeatedly rather than play for extended sessions. Gaming tapas rather than entrees, if you will.
Also, this gives me something else to praise about the device: it is snappy! Waking it up and jumping in and out of games is quick. On the off chance you do have to wait for loading, it’s rarely more than a few seconds — usually less. This makes hopping between games feel quite natural.
MAZE - Gentle
This is a free game I sideloaded onto the device. It’s an accelerometer-driven marble maze game, where you have to tilt the device to get the marble to roll past walls and obstacles to get to the finish.
I can’t find a good picture of them online, but I used to love the little handheld plastic marble mazes you could get at, say, the school book fair (although most of the ones I got actually came from garage sales).
This game is like a fun, digital version of that. I’m impressed by how well the dev implemented the feel of rolling a marble on the device. It’s smooth, responsive, and feels like it has weight and momentum. You have to be
gentle
with the device if you want the ball to go where it needs to.Even though it’s very simple, I think it’s quite excellent for a free game. In full honesty, I had actually tried this game out before, but I was on a plane at the time and the accelerometer didn’t like that one bit, so I’m counting this as my first actual time playing the game. I’ve been playing it in sips, doing a level or two between other games. It’s good enough that I feel it could be in the official Playdate Catalog.
Echo: The Oracle’s Scroll - Peace
This game actually fits a lot of different categories.
Ascent
because it’s about climbing levels in a tower;Verticality
because it’s all about platforming;Progress
andExpansive
because it’s a metroidvania. If I were playing a golf card, this would be a high-return title!I went with
Peace
though because the game has no combat. It’s mostly just jumping and navigation, with a few puzzles here and there. Storywise, you’re attempting to reverse a blight that is threatening your community, and it falls into the narrative trap that nearly every metroidvania and JRPG fall into, giving you high stakes time pressure in the story, while the mechanics instead encourage you to take your time and explore every nook and cranny and backtrack a ton. (Maybe I should addLudonarrative Dissonance
to the Flow list?)I’ve been genuinely loving this game. My favorite I’ve played since Match-o-3000. The controls are good, and the level layouts are interesting and complex. I like when a metroidvania withholds fast-travel from you at the beginning, which this game does, because repeated navigation of the same areas helps me create my own mental map of the game (as well as appreciating how new abilities simplify previously complicated traversals).
I’ve put about two hours in, and I’m in (presumably) the last designated area of the game (though who knows if there’s more beyond that). There are still a lot of collectibles and areas I can’t access yet, so I’ve either still got some abilities to get, or I’m not exploring well enough (both are likely true).
A lot of Playdate games feel small and simple (which is not a complaint). This one, however, feels like a full-fat game built with Playdate-inspired minimalism — almost like an NES game with modern sensibilities. It would fit in well in the UFO 50 collection.
I don’t think it’s just a great Playdate game; I think it’s a great game in general. If it came out on Steam, for example, I’d buy it and play it again on my Deck.
One minor complaint
There’s apparently a bug in the game that can temporarily soft-lock your progress. This happened to me, so I thought I was permanently stuck, until I searched around and found that topic.
In case this is helpful to anyone in the future: it took me several restarts of the game for me to be able to access the archives. I also talked to different characters between the resets, so I’m not sure if it was the reset that cleared the bug or if one of my conversations did it.
CrankVenture Capitalist - Time
I like a good idle game, where you can passively gain resources over
time
. You can also actively gain resources in this one by turning the crank, which is a nice alternative to clicking/button pressing.I also like an idle game that doesn’t overstay its welcome, because hanging out at the top of a diminishing returns curve isn’t really fun. I was able to complete this in maybe two hours? It honestly could have been a little longer (though there is an endless mode for anyone that wants it).
This one was nice but, if anything, a bit uninspired. I played it, finished it, and didn’t really feel a whole lot of anything towards it. It has the standard “number go up” return that idle/incremental games promise, but doesn’t do much new or novel on top of that.
I also think the name is a bit uninspired. It’s a direct reference to AdVenture Capitalist which leans directly into the titular theme, whereas this one isn’t really about capitalism but instead all about saving your mom from aliens. The title feels unnecessarily derivative, and I think it would be better if it tried to have its own identity.
Propeller Rat - Verticality
You’re a propeller rat that has to hover your way through levels, avoiding walls and obstacles. It’s cute. You get to be a rat. With a propeller.
Movement happens automatically, with the only control you have being the crank, which acts as a steering wheel for your current direction. At first it was clunky, but it’s the kind of game where, once you get it under your fingers, you’ll be amazed at what you can pull off.
Each world in the game has 10 short levels, and each world introduces a new mechanic: keys, boxes, turrets, lasers, etc.
Each level requires you to carefully navigate a labyrinth of obstacles to make it to the exit, managing your movement and
verticality
constantly.Each level takes only seconds to finish, but it might take you minutes of attempts to get a good run. When you do have a good run though, it feels amazing! Alternate title for the game: Hovering Over It with Propeller Rat.
Just like with MAZE, I’ve been slowly sipping this one, playing a level or two at a time in between other games or life tasks. I’m liking it a lot.
Mars After Midnight - Belonging
I genuinely thought my
Belonging
square was going to go unfilled, but that was before I played this game about running community support groups for martians!The game basically has three different parts.
You admit martians to your support group based on their need. For example: the first support group I ran was “Cyclops Anger Management”, so you let in aliens that have one eye and frowns on their faces. The second one was a group for flatulence, so you have to listen for aliens that, you know, might be struggling with digestion issues.
You clean up the food. Some of the martians will eat and make a bit of a mess, so you have to reorganize and clean your snack table. For this, you have separate control of two different tentacles (you have tentacles btw) with which you can lift and stack and place things.
You choose your next support class and snack, and you hang fliers to attract the specific martians who would benefit from your class. This is done with a map overview of the city, showing which districts different martians are in.
The game is heartwarming, and in terms of presentation, it is top-notch. The visuals are great; the martian designs are creative and varied; the soundtrack is excellent; the idea is novel. If other Playdate games are guided by minimalism, this game is their maximalist counterpart.
Unfortunately, despite being very impressed by the game, I can’t say that I love it. After a few rounds, I asked myself my usual “Am I having fun?” or “Am I feeling fulfilled in playing this?” questions and can honestly say no to both. I felt like I was continuing to play simply to whittle down the number of aliens who needed help, and not because I felt genuinely compelled to keep going.
I feel bad, because the game truly is very cool, and it’s clear a ton of effort went into creating it. It just wasn’t for me though.
Zero Zero: Perfect Stop - Tense
This is another game whose scope and presentation impress me — another maximalist Playdate game.
It’s a train sim where you have to manage acceleration and braking on a train to hit target speeds along a route, as well as optimal stopping at your destination.
It is very cool and very impressive.
But unfortunately I get very
tense
playing it. For example: there are speed limits for certain sections of track, but your train is heavy and has momentum, so you have to slow down in advance of those limits to make sure you’re at the right speed when you reach them. On the other hand, you also want to go as close to the speed limit as you can to make sure that you’re hitting your target time.The game is all about walking a fine balance of push-and-pull aspects that is undoubtedly very satisfying to get right but that mostly just stressed me out when I played. I think this is entirely a fault of me though, and not the game. The game itself is clearly very well-made and impressively executed.
Whatever your next game is, you could put it in conflict, I suppose. At least, I would consider it, because I play fast and loose with the rules.
I’ve got one already slotted for
Belonging
that I’m still working on, which makesConflict
not too terrible, tactically speaking (though maybe less of the chaos you were hoping for?).I’m also a sucker for getting all four corners, as well as symmetry. Maybe I’ll go for a mirror-image card?
Sounds like I need… a plan.
Pinging all Backlog Burner participants/conversationalists: here's the new topic for the week.
Notification List
@1338
@aphoenix
@Aran
@CannibalisticApple
@d32
@deathinactthree
@Durinthal
@Eidolon
@J-Chiptunator
@nullbuilt
@SingedFrostLantern
@sparksbet
@Pistos
@Wes
@WiseassWolfOfYoitsu
If you would like to be removed from/added to the list, let me know either here or by PM.
Beauty✅ Squirrel with a Gun
Conflict✅ Squirrel with a Gun
Slow-burn✅ Animal Crossing
Comfortable✅ Animal Crossing
Knowledge✅ Tales of the Neon Sea
Symmetry✅ I and Me
Unlock✅ Theresia
Simplicity✅ Animal Crossing
Recursion✅ Tales of the Neon Sea
Organic✅ Animal Crossing
Repetition✅ The Letter
Happiness✅ Animal Crossing
Isolation✅ The Letter
Unexpected✅ Tales of the Neon Sea
Connection✅ Animal Crossing
Fragmentation✅ I and Me
Causality✅ I and Me
Sly✅ Tales of the Neon Sea
Courage✅ Theresia
Focus✅ Tales of the Neon Sea
Unorthodox✅ Squirrel with a Gun
Checked off Focus and Recursion for Tales of the Neon Sea, which I beat!
And since our WiFi is now out until tomorrow, I have moved onto the next game on my list: Squirrel with a Gun.
Beauty? Everything is beautiful, from the graphics to the squirrel to the concept itself.
Conflict? I killed three men within the first five minutes.
Unorthodox? That's why the squirrel is so damn effective. No one sees the squirrel with a gun coming!
I'm not far in yet, but I'm already having so much fun. This squirrel now has an eyepatch and an acorn beret, he is truly embracing the gunslinger image. So far my one complaint is the controls are just a little janky so I've died from missed jumps, but I'm playing as a squirrel with a gun, and that's all I wanted.
Back to playing!
Just played a bit of another game, I and Me, on my Switch. I bought it a long time ago, and it was a perfect fit for Symmetry because it's a platformer where you simultaneously control two cats. You need to move them so they're both standing in picture frames to end each level, using the level geography to help reorient your cat.
I checked off Fragmentation and Causality because you're basically moving in small fragments. You need to be very mindful of every movement, as jumping or walking at the wrong moment may doom one (or both) cat. Sometimes there are spikes, sometimes there are enemies, sometimes there are walls to stop one cat and sometimes you'll just send it to a watery doom by walking off a ledge. You're constantly readjusting your position in tiny increments with helpful walls to try to get the right spacing.
It has gentle, soothing music and very calming, introspective themes told through the level titles and notes you can find. Which is nice, because this game could easily be a rage game. It is good this game does not have lives because you will die over and over, either from mistakes with timing, failing to get the right spacing, or just needing to explore to see the routes you're supposed to use.
This is a game that calls for patience over anything else. And I... Am not the most patient person, apparently. I've reached Level 2-10, which is funnily enough the most symmetrical level yet, and I'm calling it for the moment because, again, it calls for patience.
Still, it's a clever game. I'm not big on platformers in general, but I can appreciate the design and intent. It has this meditative atmosphere that keeps it from being too frustrating, the difficulty really does come more from my own impatience rather than the game itself. Which fits given how introspective this game is.
EDIT: Here's a link to it on Steam! I'm playing it on Switch, but I wanted to link it because I have a feeling some people here will like it. Just keep in mind it's short (found a playthrough video that's about an hour, though the repetitive nature makes it longer), so maybe grab it on sale.
I like that you played as a cat, then one-upped that by playing as a squirrel with a gun, and then one-upped that by playing as two cats simultaneously.
Truly an amazing progression. I’m half expecting your next game to continue the pattern and have… I don’t know… a time-traveling family of pandas or something. 😁
No pandas sadly, though I do have one other option I think will be just as crazy. Also, this has made me realize I have a surprisingly large number of games where you play as a cat in some way.
but for real, is there a game about time-traveling pandas? Could be fun!
Squirrel with a Gun?
More like Apple with a Bingo!
Congrats! 🎉🎉🎉
I love that you got to be a cat AND a squirrel for this event.
Didn't even notice I got a couple bingos! I'm playing a golf card so I still need to get a blackout to win though.
Also yes, I am so glad. I'm having a blast playing as a squirrel. When I get my WiFi back I might need to upload some photos I took. I don't usually bother with photo mode in games, but this majesty deserves to be preserved and there's a dog filter.
Wonder if I have any other games with animal protagonists in my backlog... Off to check!
I admittedly did forget about the golf win condition. Sorry for calling it early — I just get so excited to see five checks in a row!
So aside from my adventure last weekend (thanks for the shoutout in the post) there is one game I want to play this month, so I'm making that my focus and I'm trying to see if I can get a blackout here with an entirely new bingo card. Fortunately it's the kind of game that lends itself to many distinct words easily referenced in discussion that will hopefully cover nearly every letter of the alphabet.
Durinthal's *Blue Prince* Card (Blackout/Free, 10/25)
R✅ Room 46
A✅ Antechamber
H✅ Hallway
S✅ Security
P✅ Parlor
O✅ Observatory
C✅ Courtyard
E✅ Entrance Hall
G✅ Grounds
D✅ Den
So, as I'm playing the game I'm going to record my thoughts about it here (separate from my several pages of hand-written notes which I'll probably eventually post at the end). I'm obviously trying for a specific theme going by my choices so far and I don't know if I'll have to break out of it for the full bingo, but I'll see how far I can go with it. The entire discussion section's going to be marked as spoilers since I don't want to do a separate block for each item, and some of them I'll come back to in later days. Maybe I'll swap out some squares for other options, who knows?
[Spoilers] Blue Prince Observation Log - Days 1–3
Room 46
The goal, a room that supposedly doesn't exist. How many days will it take to find?
Entrance Hall
The first room I encountered, providing basic instructions and a multitude of possibilities behind its three doors. What's with those sketches on the wall, two hands holding a queen of diamonds and ace of spades respectively?
Grounds
...but before I actually looked around the Entrance Hall on my first day there, I immediately turned around and walked outside and then noticed the step counter went down. Oops? There are a number of mysteries outside as well, including an orchard that has a locked gate requiring some combination code.
Security
Oooh, a cutscene. Lots of information here, including a terminal that I couldn't access on the first day. Some memos are misleading, interesting. Day 3: I have found the terminal password: ********. Lots more information on the computer and more things to investigate later. Turns out there are more terminals than those listed on the poster, but the others must be in private rooms not accessible to staff.
Den
So. Many. Clocks. This must mean something, right?
Hallway
Well, it's better than a dead end. So many sketches all over the manor, what do they mean?
Parlor
A logic game, how quaint. The gems are a nice reward. I also found some spare car keys here, perhaps they'll be of use? However upon returning on a later day, the car keys are no longer here and as per instructions I could not retain them upon leaving for the day.
Antechamber
I got up to it on my second day, except... there was only a blank white wall before me where a door should be leading into it. A memo mentioned levers to unlock it, another larger puzzle that must be solved.
Courtyard
An outdoor space in the middle of the manor, lovely! I also found a sledgehammer here, alas I couldn't find a use for it that day.
Observatory
I like the gradual accumulation of stars each time you draft the room. One gold is better than nothing to start. I hope to return here frequently.
Cool idea to try to complete a full card using just one game. Completing two cards in a single event would surely be some kind of record.
Blue Prince came seemingly out of nowhere, but is shaping up to the puzzle game of 2025. It has strongly piqued my interest. We've seen a bunch of surprise hits this last month, with Clair Obscur and Oblivion Remastered also doing very well.
It makes you wonder if the conventional wisdom about game marketing may be shifting. Personally, I'd be completely okay with not learning about a game until shortly before release. Too much hype can begin to feel taxing. I'm okay with being pleasantly surprised at a new release!
Durinthal walks into last week’s topic, publishes a winning card with a novel approach: eleven different entries played at a gaming expo.
They drop the mic, exit to thunderous applause.
Durinthal re-enters this week, with a new card and another novel approach: filling an entire card with just a single game.
In their hand, another microphone…
I played through one round of Blue Prince at my friend’s house and was instantly intrigued. As such I’ll be avoiding your writeups because I want to experience the game’s ins and outs for myself, but know that I’m excited that another mic might hit the ground. 😂
Time for week 3! I am woefully behind where I want to be, but unfortunately my free time has not been in great supply this May. I have a couple games in progress that I intend to report on, hopefully in an update later this week.
To those of you hammering out a new game every day, I commend you.
Time✅ Endless Alice
Uncertainty✅ Roundguard
Harmony✅ Celeste (Randomizer)
Ascent✅ Golfing Over It with Alva Majo
Celeste (Randomizer)
As part of the The Great Tildes Archipelago Randomizer event, I opted to play Celeste. I hope nobody minds that I'm doubling this up with the backlog burner!
Funny enough, Celeste was actually on my backlog for a very long time. It was a game I knew I was going to like, and so I wanted to set aside a period of time for it when I had nothing else going on. I finally played it last year, and as expected I greatly enjoyed it. It has extremely tight platforming, charming art, and a spectacular soundtrack that I picked up on Bandcamp immediately. The accolades were well-deserved.
This time I'm playing a randomizer via Archipelago, and it's a pretty unique spin on the game. Every chapter is automatically unlocked by default, but many of the interactables like moving platforms, jump arrows, and bounce pads remain inoperable. This means that your progress in each chapter might be blocked by something completely unexpected. What's normally a trivial jump might become extremely difficult, or outright impossible.
If you're unfamiliar with Archipelago, it's a multi-player, multi-world randomizer. This means that the "checks" that unlock things in your world might be in a completely different game being run by another player. In Celeste, the strawberries act as checks that you can send out to other worlds. Over a period of about a week, we had over a dozen players syncing hundreds of checks back and forth, so it got a little chaotic.
Now, I'm no slouch when it comes to platformers, though neither am I an expert, so it was interesting trying to approach some of these difficult sections while asking "Is that even possible?". I did thankfully learn how to wavedash by playing the Farewell chapter and C-sides last year, which prepared me for some of the more difficult jumps and tricky strawberries in the randomizer.
For the category, I'm putting this under Harmony. The randomizer inherently requires harmonizing with others, to work together to complete your games. There's a secondary meaning though, as this game's story is largely about coming to terms with and accepting yourself.
Celeste is a beautiful game, and works surprisingly well as a randomizer title.
e: Typo
Coupling this with the Randomizer event is very cool. I was thinking about doing so, but then it turns out I just... didn't do it.
Celeste is a game that I've had in my backlog for years, but just haven't gotten around to playing. I also think my daughter might enjoy it - she likes a lot of similar games. I've just installed it and I might see if it fits into my plan for the rest of this event.
SO cool! I love the idea of certain platforms just, you know, not being there.
Was there a follow-up topic I missed for after the Archipelago event was done? (Or is it still going?) I’d love to hear about people’s experiences with it.
Also you played Farewell and the C-Sides?! Those are no small feat. I’ve played through the main game of Celeste probably a half dozen times or so, but I can’t even beat Core!
It seemed like most of the conversation took place in the Discord server that was spun up, so I joined that for the week. Most people have finished now, with only 2/16 remaining (both playing DOOM 1993, oddly enough). The AP room is public if you want to see what everybody's playing.
edit: There is a wrap up thread now.
Going into Celeste, all I really knew was that the C-sides were meant to be tough. I didn't know about Farewell, so when I got there, I assumed it was just a cute little post-story chapter. And then it got hard. And then it kept going. I couldn't believe it every time a new checkpoint appeared. By the end, I'd more than doubled my total deaths in one chapter alone.
...and then I looked at the achievements and learned I'd have to beat that final stage again.
After that, the C-sides didn't seem so bad. They were tough, but waay shorter!
Endless Alice
Most of my bingo entries I've planned out in some way. I reviewed my categories, tried to match them to games of a reasonable length, and thought about what kind of commentary I might provide. This time though, I'm just winging it.
I ran across Endless Alice while organizing my Steam library (as you do). I haven't played many anime-style games, and the gameplay seemed similar to Risk of Rain 2, a favourite game of mine. I was in the mood to try something new, so I figured, "Why not?". I need to spend less time talking about games and more time actually playing them. Mild NSFW warning as this game is sexualized.
The comparisons to Risk of Rain 2 (henceforth RoR2) are definitely justified. The game is mechanically very similar. You land on a planet(?), enemies begin to spawn around you, and you shoot them to earn money. That money lets you purchase chests that are dotting the landscape, and those unlock random upgrades to make your character stronger. Meanwhile, the enemies continue to grow stronger as time progresses (thus the Time category), so you need to efficiently loot the stage. Find enough useful items to beat the boss and move to the next stage.
Most RoR2 gameplay concepts seem to carry over. Combat is cooldown-based, so you rotate skills based on the situation. Many of the item buffs are familiar for RoR2 players (eg. 1 extra jump, or boost movement speed out of combat). The game still features item rarities, multishops, item recyclers ("altar of dismantle"), and a "lunar coins" analog for progression between runs.
One change is that there's a talent tree system. It looks like you can upgrade each character between runs, making it easier to progress in the future. I spent my few points on movement speed, with the assumption that avoiding damage is better than taking less damage.
I tried 3 of the available 5 characters. My first character used an auto-lock on, similar to the Huntress in RoR2. While I think this is great for beginners, it does make target prioritization more difficult. My second character was a melee class with swords, similar to Mercenary. Great mobility, but close range meant I took a lot of damage and the run ended quickly.
My best run was with the third character, who is most similar to Captain, using drones and strong attacks with long cooldowns. I reached the fifth stage with her before things got too hectic for me. Around stage 3 I found the "Rocket Running Shoes", which fired off rockets while running around. I tried pivoting into a movement-focused build to take advantage of this, which worked for a while, but I couldn't overpower the boss of the fifth stage. That's where my final run ended.
For each of my attempts, the stages seemed to remain the same. I may have just gotten unlucky and there might be stage variants like in Risk of Rain, but they looked identical to me. The stages in general also seem a little too large, with a lot of open space between points of interest.
I don't really know what to say about the graphics or overall style. The first character is a large-breasted woman with a shiba inu that fires laser beams out of its eyes. It doesn't feel very cohesive or artistically beautiful to me. And while I've nothing against the anime aesthetic in particular, I also don't really understand why everything needs to be sexy. I don't generally want to be titillated while playing a game like this, so I don't really get the appeal.
The localization is pretty funny. Starting the game, the tutorial reads: "Proceed to Teaching Stage". One of the pause menu entries was "Break through the checkpoint". Any guesses as to what that does? I'm still not sure. A lot of the text had display issues in English, with it running outside of containers and overlaying other elements. I'd say that RoR2 is better about this, but to be honest a lot of their tooltips are also wrong or misleading.
For what I presume is an indie game, Endless Alice surprisingly has all the latest engine tech like Nvidia Low Latency and DLSS. I guess that's included out-of-the-box in game engines nowadays, but it's still unusual to see.
This is the kind of game that's hard to evaluate without putting in a lot of hours to learn the maps, characters, build strategies, item synergies, etc. After three runs though, I did feel like I was already seeing repeats of a lot of the items. I suspect the builds may not be very complex right now.
I don't expect I will go back and play this any more, barring a major update where they add content or polish it to the nines. Moreover, games like Risk of Rain (1 and 2) have always been multiplayer-centric games for me, and I don't see my group adding this game to our rotation. We'd probably just play some more Risk of Rain.
I can’t count the number of times I’ve gone “oh that game sounds neat!” only to then about-face when presented with scantily clad buxom anime babes in the Steam preview.
This is a perfect example: a Risk of Rain 2-like? AWESOME!
NSFW warning? SIGNIFICANTLY LESS AWESOME.
Not knocking anyone who likes that sort of thing (queer me encourages everyone to like what you like and don’t be ashamed of it!), but playing games like that makes me feel more than a little slimey.
Oh gosh, it's already week 3????
I played a single hour of Erenshor and two hours of DREDGE. Which is a meager amount of time, but such is life. I did get a Steam Deck in (pleasantly surprised as I thought it would never suit my small baby hands; I only bought it because my partner bought a Switch 2) which is what let me put some time into Dredge.
Erenshor was definitely... way too ambitious to put on a backlog burner list. Everquest is before my time, but of course I've heard legends of the days of og MMOs and adventure games in general - interacting with NPCs with keywords and whatnot. I invited a sim to my party, ventured into the nearby cave filled with bandits, got them killed, and they sent a salty message about getting them killed and running away, before leaving the party. Nice! Anyways, I really want to put time into this because I adore ambitious small/solo dev team projects and I can totally relate to the... chill vibes of progressing through clunky MMO systems without dealing with People. Maybe I'll see how bad the text scaling is on the Deck. It just is the kind of game where I know I need to spend some time with to really get hooked, but it's fighting for my attention span alongside a bunch of other games I'd like to play...
I really adore the aesthetics of games like Dredge and Untitled Goose Game. What do you even call that? (Gemini says stylized low-poly art style. Neat) Fishing minigames has ever been my weakness in games that offer it. I haven't actually taken my chances on fishing at night (though discovering that these rocks are magically conjured up when I'm PRETTY SURE they didn't exist before, was neat) but I do like the way the game sort of leads you on here - settle for the pennies of fishing close to home in daylight with chill music, or venture out at night to put a few more bucks in your pocket? I heard the game is also not really that scary - just perhaps a bit atmospheric/unsettling - so we'll see. I'll be sure to play in my partner's room with the lights turned up just in case anyways :P The game also comes with the upside of being pretty perfect for Steam Deck play, and I'm finding that portable games are the easiest for me to get through...
I shouldn't even count Project Zomboid. I did the 5 minute tutorial, then went to my friends and said "hey yalls I did the tutorial, when are we playing together???" And that will probably be a June/July activity assuming the game goes on sale soon :)
I also picked Dredge, it was one of the first games I played for this event. I really enjoyed the moment I realized that the rocks I was crashing into weren't there in the day time or when my fear meter wasn't high. There are a few game design choices like that which I thought brought a lot of polish to the game. I also enjoy the progression of fishing, which is strange because I'm not really one for fishing mini-games - part of the reason this was still on my backlog for so long. Overall this was my favourite discovery of the event so far, so I'm glad that you're liking it too!
Week 3 - I have a plan.
Recursion✅ The Farmer was Replaced
Unexpected✅ A Case of Distrust
Emergence✅ Pacific Drive
Collaboration✅ Astral Ascent
Deception✅ Tales of the Neon Sea
Synthesis✅ Naheulbeuk's Dungeon Master
Balance✅ Suzerain
Endurance✅ Amnesia: The Dark Descent
Silence✅ Timelie
Harmony✅ Nomad Survivor
Friction✅ Diplomacy is Not an Option
Fleeting✅ Dredge
Love✅ Monster Prom
Treasure✅ The 7th Guest
Gentle✅ Dordogne
Perspective✅ Epigraph
Light✅ Pool Panic
A brief overview of last week:
I have a couple of write-ups already to do, so I'm going to get onto one of them.
A Case of Distrust - Unexpected. I like this game. You play as Phyllis Cadence Malone, a hard-boiled detective in San Francisco in the 20s, and you have a mystery to solve. I don't want to spoil the story itself - and I can't spoil the whole thing because I haven't finished it - but I do want to talk about the feel and the mechanics. The art design and direction is fantastic; everything is presented in a monochrome and has a real film noire feel to it. It's not all black and white, some scenes are red, some green, yellow, or other, but they're all single shades. I was not expecting the art style at all when I started the game; the entire game is in the style of the hero banner that you see in Steam, and gameplay images don't always make for good posters.
Each scene feels well written and polished, and could have sprung from a Dashiell Hammett novel. I won't say that the characters are real or multi-dimensional, because that's not the point of any of them; they're cool and noire and sometimes they blend noire tropes. If playing a Hammett novel where the first case you take is one where your first case involves convincing a cat of something, then this is probably the singular option you have to do that.
The way the game plays is as a detective, you gather clues in your notebook. You can review the clues and draw conclusions, and you can consult your notebook to progress dialogue options. It does a pretty good job of making you feel like an actual detective.
I plan on returning to this and completing the full story in June.
Oh hey, I played this one on my Switch! Can't recall much of the story because it's been a long while, but the art style still stands out to me. It's so minimalist, and really fits the atmosphere well.
I remember it's pretty short, and How Long to Beat confirms you can easily finish it in a single evening. So if you have a few free hours, you might want to just finish it now rather than wait until June.
Oh, that's neat - I'm probably pretty close to being done.
That's... cool but kind of disappointing. I was hoping there would be more cases!
Astral Ascent - Collaboration. "Wait, one sec," you might say. "Collaboration? But what's that just one word down on your card? Is that the word Ascent?"
Listen, I have a plan here, it's okay!
This is a roguelite with an anime style and some really slick and enjoyable gameplay. There are (I think) 4 playable characters, and they all seem to have pretty rich build options. There is a bit of randomness to how you build your character, as you can only make builds with options that are presented to you. Each character has four ability slots, and they are replaceable, but you can only replace them with abilities that you come across.
Each run you progress through to the boss, one of the Zodiacs, and the Boss designs are all pretty cool. Sometimes you may end up with a build that makes a boss easy; more often I ended up with sub-par builds where the zodiac ate my face, and I ended up getting carried by my co-player and collaborator!
I have mostly played this game with daughter, Kid2, who is so much better than me at the game. She has consistently helped me figure out better builds, has explained story beats that I have missed, and is the only reason I have beaten the 13th boss.
This is a really enjoyable game, another winner from this round. I definitely see myself coming back to it with some frequency, because I'll probably do a run whenever Kid2 asks me to do so.
Tales of the Neon Sea - Knowledge. I've started another game! Tales of the Neon Sea, which I was gifted by @culturedleftfoot during a giveaway last year.
This is a cyberpunk noir mystery game about a detective named Rex. And also a cat named William, who is why I checked off Unexpected and Sly. Guys, you play as a cat sometimes. This city has its own ongoing cat-based political drama that humans and robots are totally unaware of, and it is amazing.
I just started the second chapter of the game, and I'm definitely hooked. The game opens up with Rex being chased and falling, and having to repair himself, before flashing back a few days. There's a definite political conspiracy going on revolving around robot discrimination and a robot revolution from 10 years ago, and an upcoming election. There's tons of lore you can collect to flesh out your knowledge of the world, which is half the reason I checked off Knowledge.
There are also puzzles. Many puzzles. So far they're not the usual logic puzzles I encounter in games, but more "rotate these two dials until you can move the dot from Point A to Point B". So far I've only had to look up one puzzle, which is apparently known as "the clock puzzle" and seems to be notorious. It's kinda refreshing honestly.
It's a fun game with a pretty cool setting and cast! I'm enjoying it a lot and I totally wrote this!
Oh wow, your thoughts are exactly the same I had!! What are the odds??
Joking aside, I hope you enjoy it as much as I did! Thankfully I think the clock puzzle was the most difficult one. It's kind of the odd one out, it's the least intuitive in the game with no instructions. Even with a text guide that gave actual hints before revealing the answers, it took me copying the first one to really understand how the clock worked.
I think it was originally mandatory based on an offhand comment about them changing the cellar to be a side quest, so I wonder how many playthroughs that puzzle ended...
Please forgive me the minor deception, all part of the plan!
My guess is that if people didn't google it, that would have ended a lot of playthroughs.
Hmmm, this seems AWFULLY familiar, but I’m going to trust that it’s all part of your plan! 😂
Also it looks like @culturedleftfoot has become the Distinguished Honoree of the May 2025 Backlog Burner as a result of their game gifting. Congrats, foot!
(Also I’m loving that the Giveaway Topics and Backlog Burners are colliding. That wasn’t intended, but I can see now that it's a pretty obvious synergy.)
I should say that I didn't actually get the game from them, that was a minor deception, so @culturedleftfoot I apologize for the ping!
Scandal!
I’m still keeping them as the Honoree.😁
I did intend their inclusion as an honour, so I think it's important to keep them!
Oooooh, thank you thank you! Do I get a shiny?
Funnily enough, I don't think I ever wandered into one of these threads before being mentioned in this edition. I'm not at all surprised to see how cool a thing you guys have going on!
Your shiny:
✨⭐️ Distinguished 🧐 Honoree 🏆 of the Ⓜ️🅰️✌️2️⃣0️⃣2️⃣✋ Backlog 📋 Burner ❤️🔥⭐️✨
Display it proudly (or not at all!)
ps I too had to look up the clock puzzle solution
Dordogne - Gentle . This game is like playing a modern version of a french impressionist painting. It is beautiful and poignant. You explore your grandmother's house in an attempt to restore your memories, which you do by solving puzzles. You play in the present and in the memories themselves, as a tween version of yourself. The puzzles are not long or difficult - according to How Long To Beat, I'm more than halfway - but they're all sweet and beautiful.
I really cannot overstate how this game is like playing a Manet. It is a beautiful game.
Pool Panic - Light. I took this more as "not heavy" than "giving off photons". This is a silly game, and I mean that to be very positive, as it is attempting to be silly. You play as a sentient cue ball, travelling across the world to snook and billiard your way through a bunch of challenges and puzzles. Almost all of them so far can be brute forced, and you can reset and try to get a better score / fewer shots on each individual "table". The controls are okay - a bit jittery - but intuitive enough, and there are loads of different balls. Look out for the bear balls, they'll attack you, and the skelly balls are hard to deal with. If you want to spend 5 minutes on something that puts a smile on your face, this is a good option.
I am getting close, and it's a long weekend here in Canada, so I feel good about my chances. I"m trying to keep my board updated as I put these out so I know how close I am.
Timelie - Silence. This is a stealth puzzle game where you control the flow of time to silently sneak through a maze with robots that are trying to capture you. It is a 2d Isometric game that has cute if somewhat uninspired graphics (I think I was spoiled by Dordogne). The conceit of the game is that you can adjust time like you're watching a video - scrub back and forth on your timeli
ne to see where the robots are going to path and what they're doing so that you can avoid them. It's another short game that I haven't made it all the way through yet, but in this game, you also get to control a cat to work your way around the robots.This one is cute, I'm going to return to it and play it all the way through at some point in the near future.
Nomad Survival - Harmony. This is a bullet hell/heaven game that is similar to so many others in the same vein, but it's got a certain something to it that make it pretty engaging. I've played 6 runs so far, succeeding at 4 of them. The two that I failed were because of complacency; once I thought that I had sufficient damage to kill a bigger enemy and make it through a gap that I actually couldn't and once I was listening to Tom Scott's Lateral and got pulled in to one of the stories and just didn't pay enough attention.
The bullet H game that I've played the most before this has been Vampire Survivors, which I do like quite a bit, so it is in the comparison of these two games that I decided that the main differentiation between them is how you build the characters. I'm not an expert on Nomad Survival, but it feels like there are just more options and more fluidity to how you build your character. You have to strike a balance - a harmony - between active and passive abilities. You also have to choose if you're going to keep taking different abilities, or focus in on just a few. I felt like I was able to play each game differently by picking characters with different core abilities, and then also picking different active and passive abilities within the same character. Most of my runs have been with the Cultist, and it is easy to build him with an area of effect centred around himself, or with aimed attacks, and both felt effective and fun.
This one is enjoyable, and was also one that I picked on the suggestion of kfwyre for the recent April Humble Choice where I got not one, but two of the other games that I've played this BLB.
Amnesia: the Dark Descent - Endurance. This is, I believe, the sixth time I have made a go at playing this game, and this time I decided to just stick it out and endure what was happening. The graphics aren't great, the soundtrack is, and the atmosphere trumps every other game that I have played. I don't know what it is about this game that works, but it works. To me, this is the seminal horror game, and the one I usually recommend despite my own inability to complete it.
I am filled with existential dread; facing the monster is hopeless, I must hide.
What's the name of the meta game? BANGO? BONGO? BINGPOT? What's happening here? I'm close I think.
I'm not a big horror fan, but I really love Amnesia. You're absolutely right about it nailing the atmosphere. The world around you feels so hostile and oppressive in a way that is hard to describe. Light is your only ally, and yet that just makes you more visible to the... things, that lurk around.
I found that even the "gamey" elements like managing lamp oil and sanity don't feel like game mechanics. I don't know how they do it, but I feel very immersed in that terrible world when I play it. I am John Amnesia.
Admittedly some of the puzzle elements are a bit clunky, and I can understand about the graphics not quite holding up today, but I agree with calling it a seminal horror game. And it sounds like Endurance is a perfect fit for your category.
Congrats on your near-BINGPOT!
Day 14...
Something like 3/4 of my backlog is things I bought before 2014. I've been feeling like I'm just criticizing old games for being old so for today I made sure to play something more recent. Last summer (at the same time I bought the Rat games) I bought the complete SteamWorld collection. The thing I love about SteamWorld games is that they are a reliably solid rendition of well established mechanics. They're never a revolutionary new idea but when it's a type of game you like, you'll probably like (but not love) SteamWorld's version. I've played all the rest of them already, the only one I hadn't yet gotten around to before today is SteamWorld Quest: Hand of Gilgamech.
Gilgamech is one of those a deck builder/rpg-ish card fighter games similar to (among many others) Slay The Spire but linear instead of roguelike. I got through the first couple chapters. Like always, good graphics, non-distracting audio, usable UI, forgettable story, unoffensive but not-especially-funny humor, and well-polished gameplay.
You play three characters and can have 8 cards per character for a total deck of 24 cards. Part of me feels like it's a bit small but it feels like the game is pushing for "synergies" between characters rather than complicated strategies within one character. I selected "normal" difficulty and so far it feels well-balanced there to give difficulty but still be winnable for a typical player. The first boss I barely beat with only a couple of rounds left that I could survive. By the second boss I had gotten enough healing/buffering cards that I could have nearly kept the fight going indefinitely so that one was easier. I like the little hidden areas, they're noticeable if you look but not to the point where they stand out. I am curious how well the balancing works out longer term and whether it gets a bit monotonous over time.
Will definitely revisit.
Day 15...
I decided to go with another deck-builder today: Griftlands. I bought this about a year before Gilgamech (from yesterday) in summer 2023. The two games are an interesting contrast with each other, Griftland is, in about every way, bigger. Griftland has not just one type of combat but two (traditional fighting and "negotiation"), it has relationships with NPCs, it has a somewhat more interesting story, it has more complicated combat rules, it has much more complicated cards, it has temporarily recruitable allies, it has more game modes, it even has a more complicated options menu.
But at the same time it lacks the charm of Gilgamech and that complexity means less accessibility to newcomers. The combat game mode is straightforward enough but the negotiation mode is just weird. The way they just had to pick random words that fit the theme of negotiation to replace e.g. defense makes it harder to keep track of and the scheme of "arguments" being active and being attacked is strange. You just have to ignore the metaphor and remember what the things actually do. But I'm sure after several hours you'd get used to that.
Didn't hit any problems with the game, it ran smoothly.
I'll probably revisit but I think it'll wait until after I revisit and tire of Gilgamech and then until I feel enough hankering for a deck builder to actually commit to it for a while. I think it'll take some commitment to fully get my head around the mechanics.
Day 16...
I stuck with my recent theme and played yet another deck builder; this is probably the last.
A couple months ago in I wanted to buy Dredge (which I loved). Since it wasn't much more and I'd heard good things, I bought the "Dredge x Inscryption x Animal Well" combo. Inscryption was the one I'd heard of the least and so I put off playing it until now.
Inscryption feels like the inverse of Gilgamech. It's creative and tries hard, it has a lot of focus on visual design and very distinct gameplay. But it's a bit rougher and (by design) harder to learn. I played/died twice, once to the first boss and then to the second boss. I got the safe and subsequent cupboard open and unlocked the wolf. I spent way too much time trying and failing to brute-force the clock.
I'm not huge for the roguelike game cycle of fail and try try try try try try try try try try try try try try try try try try try try again (I have 60ish hours in slay the spire so not like I hate it but I'm definitely not playing enough to be good at it). But I will admit the "custom card" mechanic and the way it introduces new things each time is pretty engaging. The second time I lucked out with a really strong no-cost card and found myself wanting to play another fight just to try out that card. The meta-puzzle game is well done with the talking cards and gives you enough to interact with to know where things are going but it's clear you need to keep try try try trying again to know the direction to go (or you could probably cheat I guess).
The style/theme of the cards is interesting and the overall gameplay makes it feel more puzzle than a typical combat game. But it's still so heavily RNG based that your luck only gets you so far, definitely more Slay The Spire-ish in that regard than either of the previous two.
Not sure whether I'll revisit. I could see this being a good mobile-style game where you play a bit while on the bus or whatever. But to sit down and play it, I'm not sure.
Day 17...
Today was... a bit rough.
I've recently been reading a horror book so when I stumbled on Neverending Nightmares I figured I'd give it a shot. Incidentally, I bought this game in the same purchase when I bought the Steam Controller in June 2015. I might actually plug that thing in soon as I have a few controller-only games in my unplayed list.
Neverending Nightmares is a 2D side scrolling game in mostly black and white line-drawing with color for just the things you interact with and blood. The game is full of shadowy black of course. The art style I think is the high point of the game. As you start walking around you complete a "level" by slowly meandering through a house and eventually stumbling on a psuedo-puzzle like finding a candle so you can go in a dark place. As you go you eventually get some stealth elements where you have to avoid hilarious looking monsters.
The horror elements weren't really working for me, it was put on so thick it rolled over to comedic and the jump scares were just annoying (I'm not a fan of those on the best of days). Without that it kinda just feels a bit dull given how slow you walk, how long the house can be, and how little stamina you have to run.
I got to the insane asylum level, which I think is roughly halfway through the game, before I just gave up. I think the highlight of that part of the game was the hilarious baby golemn monster with suspiciously asymmetrical arms.
Won't revisit.
With that being a bust I decided to try something else too. I went with Legend of Mysteria, or if you believe the game window, Murder of Mysteria.
This is an RPG Maker game that I bought as part of the Labyronia Bundle a little before Christmas 2016. Labyronia and Labyronia 2 are incidentally also on my unplayed list and I think will stay there for some more years at least.
The writing was bad. As in painfully bad. That's on top of the story being excessively cliche. The level and puzzle design was bad. Like the start of the game is full of locks you need to unlock, but you can't use the unlock lock spell on any of the locked locks despite the very first puzzle being to learn how to unlock the unlock lock spells. I think at some point in the game you're supposed to have combat but I didn't get there. The start of the game is just puzzles, level design, and story... and it didn't do any of it well. So I ran out of patience.
Also, uck RPG maker. The option menus are inscrutable and useless. I was unable to remap from arrow keys to WASD for movement, which made gameplay obnoxious as I don't have arrow keys on my keyboard. I also at one point hit F12 to screenshot some bad dialogue and instead of a screenshot the entire game reloaded. Again, probably an RPG Maker fault.
I think it's telling something like 8% of players got the "leave the first room" achievement. I don't see myself being part of the 4% who beat the game though.
After two disappointing games I still had a bit of time so figured I'd try one last thing. That ended up being Beep, an older game originally made in 2011. It's a physics-ey 2D platformer where you're a robot called a beep with a physics gun, a regular gun, and a jetpack. You jump around the mildly Seussian landscape, shoot robots, collect colorful dots, and go right until you hit the end. The art style, silly robots, the rocket ship level select screen, and the simplistic gameplay says to me this is clearly a game meant for children. Despite that, the steam page describes the game as "hardcore". I really didn't play enough to get to that point I guess. The game has literally no story, it's just a barebones platformer with a rather uninteresting gimmick. I'd play it if I was bored and had nothing else but there's so many more interesting games in my library.
I was done after the first couple levels.
Day 18...
Some sad news. I've suffered a tragic loss of my Steam controller's USB dongle. It is survived by its big brother, the XBox One USB dongle.
I've been eyeing one game on my unplayed list these past some weeks but always passed on it do to it requiring a controller. Now that I remembered to actually get a controller running, I gave it a try. I bought Brothers - A Tale of Two Sons during July 2016 for $1.49, incidentally in the same purchase as Stardew Valley, my 4th most played steam game.
Brothers is absolutely charming. You simultaneously play an older brother with your left hand and a younger brother with your right. You're living on the edge of a village in a fantasy world that makes excellent use of vertical space and your father suffers an accident. You need to go on a trip to get... medicine? a doctor? a magic potion? I don't really know what but you need to get something for him. One of the strange, but yet more charming, design decisions was to have voice acting but have the characters speak an Arabic flavor of Simlish (Simrabric?). It's a super linear puzzle adventure so dialogue really isn't needed but I did have to do a search in Steam discussions just to make sure there wasn't a language setting I missed.
The game has a few rough edges. Like I hit one strange bug where my character spontaneously teleported and fell to his death after I defeated a boss. And the controls can be a bit surprising with how the game avoids the brothers colliding with each other. There's some times when the game's age shows through but overall it has aged quite well. The visual design is good enough that the fact that the graphics are a decade+ old isn't something you even notice beyond the prologue.
The biggest challenge is getting the "split brain" coordination established and internalizing the "big brother = left, little brother = right." I spent quite a while having the brothers run away rather than running towards each other because I had my left/right swapped. But I've always enjoyed trying to do different things with left and right, like if I'm petting two animals at once I'll try to switch to patting with my left hand without it disturbing the stroking I'm doing with my right. So the challenge here has been enjoyable so far.
I had finished the section with the trolls (maybe orcs?) when I stopped. Have a feeling this game isn't super long and I definitely have an urge to put my "unplayed screening" on hold and spend a couple more days playing through the rest of it. Suffice it to say that, assuming I do resist, it's on the top of my revisit list. Maybe I'll try the remaster with better graphics.
Day 19...
I bought this next game only 6 months ago for ~$25. Since then I made several attempts at playing it, but I would always get a pop-up saying it requires a controller. As I usually had a cat on my lap by then, I kept moving onto other things and then forgetting by the next time. But I finally have my XBox One controller hooked up, so I gave Sea of Stars a shot.
The first thing I noticed is that the game doesn't seem to actually require a controller despite the pop-up at launch. It seems to only be needed if you're playing with local co-op, which I'm not. So oh well.
The game is a classic-JRPG style game for the most part. The plot and writing is pretty typical fantasy with plenty of cheese (e.g. "fleshmancer") but not bad. You play as these two star-childs with magic powers that mean only you can save the world and defeat the big bad. The prologue has you going to Hogwarts and then actual gameplay starts with your final exam. I got midway through that, just a little past the part where you get the third character unlocked.
The game looks really nice, moving around the map and doing the puzzley bits feels pretty good as the characters dash around quickly. It's all quite usable and the tutorial bits do a good job of showcasing the things about the game that are different. One thing I wasn't expecting is the "survival" pillar of the game where you can fish and forage for food and then cook healing items. I like it. The one thing I'm not a huge fan of is how they shove quicktime mechanics into the battle so you have to press the button at just the right animation frame for certain attacks/blocks. That's not my strong suit in general but I certainly understand it in an action-y game. In a strictly turn-based RPG it feels utterly bizarre and the animations really don't seem conducive for it. But despite that, it's a definite "revisit"
Wow, this game is gorgeous. Loving the colour palette and level of detail. It makes me want to play just to check out all the different environments they've rendered.
I totally get you about QTEs. In a lot of games, they feel out-of-place. I think I can enjoy them when they're an active part of a battle system (like in Paper Mario 64), but less-so when they're used in place of more meaningful gameplay (like the button press "boss fights" in Far Cry 3).
A little searching does suggest there's at least some relics to mitigate the timing requirements, if you progress far enough.
e: Typo
Day 20...
I took a Detour but it was very brief. I stopped because, like a real detour, it's just not very fun.
The main game I played tonight is one I think was somewhat popular back in the day: From Dust. It's a physics game where you play a black sphere that can pick up sand and fluids. You have to help your (mildly grossly stereotypical) primitive humans get to N statues before you unlock the final statue which leads to the next level. There's some odd bits around plants and animals showing up but the main puzzle is simply how to establish and secure a good land path between the statues for each level. And of course you have natural perils like volcanos, tsunamis, and floods adding some challenge as you go.
There's some annoyances. The Steam reviews mostly hate on the Ubisoft Connect, which I had no technical issues installing (and then immediately uninstalling after I finished playing). The game is old (and I think originally built for consoles) so some of the graphics and physics are really silly looking now as a result. The controls are a tad odd but the only annoying thing is how it forces your cameras into cut scenes just to show the location of the next statue to work towards. So many less obtrusive ways to do that.
Overall I find it enjoyable. Don't really get too much "fun" from it but it's fairly relaxing and that nice mix of spurts of thinking to plan and then fairly brainless execution. I got about halfway through the levels in an hour and a half, I imagine the second half takes longer but it's still quite a short game. Given I paid 3.74 for it I don't really have any complaints there. If I revisit it probably depends on how annoyed I end up feeling at needing to reinstall Ubisoft Connect.
Nice progress! Shame you got a few duds, but at least you can cross them off the backlog and move on. Removing the chaff just means there's more delicious wheat to be found, right?
I picked up that same Labyronia Bundle - I think it was very cheap - though haven't felt to compelled to start them. JRPGs kind of intimidate me with their length. Good to know about the RPG Maker jank, though, and at least the mainline Labyronia games look to be a little better reviewed than Mysteria.
Still, I expect those will be on my deep backlog for some time.
Very cheap indeed. It was/is normally $3 and after the sale discount I paid only 15 cents. Nothing to complain about there!
I tried out Griftlands a while ago and had almost the exact same experience / difficulty with the negotiations. I just didn't stick to it and spend the hours that it would take to internalize what the seemingly random words meant. I feel like the game was pretty well designed, but I just wasn't getting into it.
SingedFrostLantern's Bingo Card (Standard/Flow, 8/25)
Humor✅ Frog Fractions
Tense✅ Resident Evil 2 REmake
Annihilation✅ ZeroRanger
Identity✅ Shadows of Doubt
Traditional✅ Gravity Circuit
Distribution✅ The Hungry Lamb
Absence✅ Chicory: A Colorful Tale
Curiosity✅ Tunic
Humor - Frog Fractions: Game of the Decade Edition
I don't get it. And I don't get why the internet hyped this up so much as an amazing play blind game. Frog Fractions is obviously supposed to be a humorous experience going from one point to the next, but it hides the entire game behind one unintuitive action which I searched up a guide for because nothing was happening. And it just wasn't worth it. Wasn't fun, felt like it was wasting my time, and throughout I kept asking myself why I was playing it. Because the internet says it's good. Would 2.5k steam reviews lie? The internet has terrible taste. After the second text interface popped up, I really couldn't be bothered with the little adventure. There wasn't a payoff to any of it and I just didn't care. Wasn't sure whether to even make a post for the bingo with this, but I suppose it's technically a (free) game off the list and technically an experience to write about.
Well to make this post slightly more positive, I think a nice, silly game with a frog is the Frog Detective Trilogy.
Identity - Shadows of Doubt
Shadows of Doubt is an immersive-sim styled detective game where you investigate cases in a procedurally generated city sandbox and sus out the Identity of the culprits. This does not fall under Justice on my bingo card because most of my gameplay time was breaking and entering into places for info, knocking out any witnesses/the culprit, and looting the place. This is unfortunately another mismatch for me with the gameplay loop feeling shallow. Get very small leads from the body/job listing, find related persons/places and sneak in or take care of security before looting them, and narrow down the info from there or go back to another small lead. The money from the cases just goes into restocking equipment and making the apartments more convenient while the actual character upgrades are given as specific quest rewards or randomly found in the world. I suppose it feels more routine and monotonous like IRL fact-checking and footwork rather than the glamorous mystery genre where all the important clues are dramatically presented and resolved.
A big part to me is the procedurally generated aspect, or at least the game's obvious implementation of it. All the people feel fake and I don't bother talking to them because they're just regurgitating [the relevant information] or telling you to get out of their face, so what meaning is there for solving a case or turning in the culprit when none of them have any meaning to the world? The cases can either start you off with actual leads or being told to find a guy of average height with an interest in music with blue eyes in the game's voxel style with little failsafe for it. Once again, there's little meaning to solving a randomly generated case by checking the info and filling out the checkboxes to make sure everything correct before knocking out the culprit and turning in the case form, as opposed to handcrafted mysteries that have character to them; the motive, the method, connecting all the dots together and *proving* it. I suppose that's it: this game packs a bunch of people in a city and provides difficulty by giving minimal information and then flooding you with noise so it doesn't care what you do as long as you have the right name in the end with little resolution. Most other mystery games double-checks your work throughout it and unveils what happened with its conclusion.
For me, a game is composed of Story, Gameplay, and Style; so a visual novel could have the Story & Style while a roguelike could be Gameplay & Style while even a failed experiment could still have style points to it. Shadows of Doubt lacks story from being clearly procedurally generated, and the gameplay I suppose is up to whether you want to experience boring real life detective work along with the constant breaking and entering stealth, but for me, it all just lacks style and meaning to it.
Very interesting writeup. Shadows of Doubt has been on my wishlist for a while.
I think it’s probably very difficult for devs to do procedural generation in a way that doesn’t feel soulless. Like, the beauty of it is that it allows for an incredible number of possibilities which lends itself well to replayability and whatnot, but just as easily, those possibilities can be meaningless because what distinguishes one random number from another? How does it stand out or differentiate itself?
I also think about it in terms of “peaks and valleys.” We respond emotionally to dynamic situations with moments of tension and release. A lot of games are able to achieve this by using scripted or hand-crafted levels, but when something is procedurally generated it can end up flattening the experience into something without a lot of range.
It sounds like this game suffers from both of these aspects of procedural generation.
On the plus side: one thing I think gaming is very good at is iterating, so maybe these devs or a different team entirely will learn from this game and put out something with a similar structure that’s more meaningful and dynamic in the future. Maybe this game is walking right now so some other game can run.
I think for procedural generation, it's a matter of:
Related to the above:
To throw some examples:
Dwarf Fortress (by reputation) generates the entire world, millenniums of history, civilizations, events, and notoriously has a lot of depth to it (one example I've read is cats getting alcohol poisoning from walking around in a tavern and licking their paws). It's dynamic enough that people write stories about their worlds and all the crazy stuff that happens to their colony.
Middle-earth: Shadow of Mordor and its sequel Shadow of War generates orcs and their hierarchy. They have different classes, combat traits with strengths & weaknesses, appearances, etc. and they matter because they're the elites and bosses for Talion to fight and/or brainwash to his side. The orcs backstab each other naturally or at Talion's behalf, and any orc lucky enough to kill Talion gets a promotion.
The modern X-Coms generate missions and the maps within, but I think people focus more on the soldiers to personify them. They're just pawns for you to control, but their combat results personify them. My Sniper is a walking god of death. My Assault dodges everything, but can't shoot the broad side of a barn whenever it matters. The rookie I brought along to train up became the sole survivor of the squad, but still managed to clutch the mission.
Spelunky generates the map and ensures that the player has a natural path to the exit. There are also expandable ropes if you need to climb up and bombs if you need to blow up the environment to open up a path if you don't agree with the map.
For resource sandboxes like Minecraft or Terraria, the map does matter for what you have access to in the beginning, but it's also all getting strip-mined in the end for the player's power.
While ARPGS have the endgame grind of getting the perfectly generated legendary loot, there's still the stuff inbetween while you're leveling up. In Borderlands 1 for example, I got a lot of mileage out of the Double Anarchy SMG type simply because it shoots 2 bullets at once and shredded everything.
Monaco 2 came out recently, but has mixed reviews on Steam with the procedurally generated levels getting mentioned a lot. It's a stealth/chaos co-op game with 4 classes to play as, so it seems like the possibilities are limited and frustrating compared to the first game's set stages.
Metal Gear Solid V: The Phantom Pain isn't an example besides the generated soldiers for you to forcibly recruit, but it has all the different possibilities and player experiences from the loadout you choose to bring along into the open world and the adaptive measures the AI takes to counter you such as helmets, manned spotlights, mines set in sneaking paths, etc as they re-man their bases.
All of this is why I don't think I can personally give Shadows of Doubt much credit besides attempting to create a generated city in first-person and giving the slow detective experience. The cases are on the level of a Skyrim radiant quest except it's pulling from existing NPCs instead. The player can't truly interact with the world or have lasting consequences to it besides faceless NPCs disappearing after getting killed/arrested, nor is there depth to any of them.
If a tree falls in the forest and nobody is there to hear it, does it make a sound? Or rather, if something is procedurally generated and the player can't interact with it, does it mean anything?
I'm still working on Fire Emblem: Three Houses. Picking a game that takes 150 hours or so to full clear all the routes is not helping me finish quickly, although it's been enjoyable hours! I have about half of one route left.
Oh, and getting distracted by starting Tactical Breach Wizards because I didn't have my Switch nearby and wanted to play some tactics isn't helping get it done either... Fantastic little indie game though!