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Pokémon TCG Pocket (iPd) by jp (Sep 17th, 2026 at 20:24:16) |
Hmm, still "playing" though I would very often forget to "check in" when I first arrived in Rochester. So, for a hot minute, I though I might have been done with it.
The other night I played the card game - demo at a store - and was surprised to learn that the card game is basically a super set of this game. I guess I didn't have a real conception of the difference between them - I thought that the cards were all the same, but they're not! This actually made me a bit less interested in this game, since it really is a watered down version of the regular card game.
I do think it's an interesting approach that I don't know of other examples? Because it really does seem like a subset rather than a "new" or "different" or "variant" version. I wonder if someone's looked closely at them?
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Lorelei and the Laser Eyes (PC) by jp (Sep 17th, 2026 at 20:19:59) |
I feel bad that I didn't keep on playing this one. At this point all of my handwritten notes and reminders and things I'd figured out are long gone...and this doesn't seem like the kind of game you can just pop back into. I think there's too many things going on. So, I'm just going to call it my loss and close out the game log...
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Record of Lodoss War: Deedlit in Wonder Labyrinth (NSW) by jp (Sep 17th, 2026 at 20:18:03) |
Still playing! I'm surprised myself, to be honest. I usually hit some sort of wall with these games - usually a boss fight - I try for a certain amount of time, eventually give up and move on.
I'm currently on the 5th stage, right before another boss battle with one in the can already. The story is - I think pretty obviously - one of a character (Deedlit) in some sort of nightmare/dream hell...so I'm curious how this will end. Sadly, I don't remember how/when the anime ends, and I have no idea if this game is supposed to take place somewhere in the regular continuity?
The fire an arrow at a gear puzzles are still a bit annoying - mostly because timing is a bit tricky for some of them, but I've been able to get past without too much trouble even if there's a bit of frustration at times.
I also feel like I'm getting better - in general - at the boss fights. I've realized how maintaining distance is important, I'm also getting better at swapping between the yellow/blue modes because when you're at level 3 with one, you automatically heal, so if you take a hit, switching over is a way the heal up and it's saved me more than once.
The map is really dense and convoluted in a way that's quite impressive. I guess I'd describe the overall map like a giant rectangle and it seems like it's all pretty much filled in! I wonder how much more there is to the game. The 4th stage felt rather short, and looking at the map it doesn't seem like there's many more places it could go (I guess an entirely new map would be the obvious?)
Fingers crossed that I'm able to continue...
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Bridge Constructor Portal (PS4) by jp (Sep 12th, 2026 at 16:02:23) |
Oh, the main reason I got bored is because, once the levels start to get a lot more complicated, I found myself in the situation of having to painstakingly "rebuild" bridges from scratch because my first attempt just just off by a little bit...and you can't really do things like select a whole construction and, say, move it to the left a little bit...you just have to built it again from scratch, which got a bit tiresome - felt more busywork.
That being said, because the physics simulation isn't quite 100% predictable - there are moments of genuine surprise and laughter. Each level has essentially two goals - get one cart across and get a convoy (multiple, that come out at a regular rate) of carts across. The convoy part was definitely more fun because your bridge might work for one cart, but oscillate a bit such that the next cart barely missed, and then there's a whole pileup with carts flipping and getting stuck or the entire bridge swinging out of control.
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Bridge Constructor Portal (PS4) by jp (Sep 12th, 2026 at 15:58:36) |
I played 40 plus levels, it was fun, didn't take too long but began to get a bit tiresome (which is why I've bailed and moved on).
This game is a portal-themed bridge-constructing game in which carts move automatically and you have to build structures that will sustain/hold them on their way to a pre-determined exit. It's physics based, and having taken static mechanics as an undergraduate I appreciated the load-balancing/bearing principles behind a lot of the gameplay.
However, the game's gameplay is portal-themed and not portal-based. In the main Portal games (1 and 2), the cognitive challenge comes from figuring out where to place portals and how to navigate yourself (your character, in first-person view if I recall) around an area such that you can reach the exit. In this game, the portals (and later gels for speedy and bouncy effects) are already placed - you just need to build bridges. This is fair to the game's title - just an observation not a complaint.
In fact, the existence of portals arguably makes the puzzles themselves more interesting because it affords larger areas withing a single screen/area. If a level in this context is a large rectangular "diorama" - there are only certain ways to navigate from, say, the top left corner down to the bottom right. Portals allows the game's designers to create different navigational paths that violate the regular rules you'd have to follow in a normal space - Portaling around is basically teleporting (going from A to B without traversing anything in between) - so you can have more "interesting" routes you need to build bridges in.
I haven't played the other games in the series, which I assume have their own interesting mechanics and level-things to avoid/make use of, and I wonder if "teleporters" were used in their earlier games? If so, then this game is a lot less interesting - after all it limits itself to portal themed things (switches, sentry guns, the gels, etc.) while the other games could presumably have all that and much more.
Still, as a theming exercise, it's really well done - GladOs and more...and fun little interstitials every 10 levels (or was it 20?).
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GameLog hopes to be a site where gamers such as yourself keep track of the games that
they are currently playing. A GameLog is basically a record of a game you started playing. If it's open,
you still consider yourself to be playing the game. If it's closed, you finished playing the game. (it doesn't matter
if you got bored, frustrated,etc.) You can also attach short comments to each of your games or even maintain a diary (with more detailed entries)
for that game. Call it a weblog of game playing activity if you will.
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2323 registered gamers and 3383 games. 7922 GameLogs with 13431 journal entries. 5118 games are currently being played.
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Mario Party (N64) by eazya |
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most recent entry: Wednesday 20 February, 2008
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GAMEPLAY:
The more I played this game the more I began to notice how unique it is. The gameplay that is set up like a gameboard allows each player to "roll the dice" by hitting a block that randomly cycles through numbers. It has a very limited range of where you can walk. sometimes you have to choose between a fork in a road to follow the path to the star. Sometimes you can buy an item, or a win an item by landing on a green item space. These are another aspect of the game, which only one player plays. It is like the 1v3 except that there are no other players involved. The one I liked the most was the barrel switch, where it shows all the items, covers them in barrels and switches them around to try and confuse you. These don't really take time or a unnecessary skill like most video games.
The controls are usually uniform throughout all the mini games. The player usually only has to use A B and or Z along with the joystick. Usually these games consist of jumping up platforms, pressing A and B repeatedly, and or timing the buttons at the same time. At the rare occasion that there are more buttons needed, there are instructions before the game. There is also a very nifty option that allows you to play a "practice game". You can theoretically play the game as much as you want with no penally to any of the players, just beneficiary practice time for everyone to become more acquainted with the game.
DESIGN:
This game was very well designed and I can see why it is on the classics list. There are many different levels, and each level has its own special secrets. But the one consistency throughout the levels is the mini games. The same mini games, 2v2 games, and 1v3 games are present in every level. Yet each has their own ending when the level finishes. There is a sequence of events that lead to a "mystery hero" which is then unveiled as the winner of the game.
A big challenge of the game, which is somewhat out of the user's control is the random dice block. When a 2 characters are really close to a star, it is eminent that you get the larger number that makes it all the way to the star or it can mean the difference between being a winner or loser. Another frustrating part is when you don't have enough coins, so you want to get a number low enough to stand right in front of the star so you can try and acquire more coins in time.
There is so much social interaction in this game it is ridiculous. After every round of board play, you face off with every other player with usually only one winner. A lot of the time you are chasing after another player trying to hurt them in order to pull ahead, but this can lead to other players intervening and messing you up. In the case that there are teams, then it creates social ties with the teammates, and an enemy team which allows for a lot of trash talking. This is intense because you have to rely on your teammate to pull through in order to be able to win the mini game. Both of your coin counts are at stake. In the event of a 1v3 this causes so much tension between the players that it almost starts a riot. Usually the 1 player has some type of advantage, but still a very hard obstacle to overcome. So if the 1 player makes, he has full bragging rights over all the other players, and if he loses; all the other 3 players gang up on him and he is the only person out of the 4 not to get coins.
The game does exhibit emergence complexity due to its simple controls and simple goals in each of the mini games. There is also a lot of technique involved in these games. Sometimes you have to wait and learn the most efficient way for accomplishing the task at hand. Sometimes the task is to press Z and R. But this doesn't necessarily mean who can press it the fastest. Other instances are to jump in the air with A and press Z to pound something into the ground. With experience you see that the game puts in subtle differences in how high you jump when you press Z and how far the object you are pounding goes down.
All in all this game is very fun and one of the most unique ideas for a video game I've seen in a while.
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