Activities
Mar 21 2025

I’d planned on writing my next post about the Next Fest demos, but then I suddenly won another game on SG, so…
Puzzle game. All you can do directly is move up/down/left/right and push blocks, but the game’s central premise is that some blocks can be moved inside of, shrinking everything that goes in and regrowing what gets pushed out. The premise is expanded further by having some blocks be duplicates of the play area, allowing for various recursion effects.
The game starts off great. The difficulty curve is very gradual, with many levels only being minor variations of earlier levels so you can get used to the minutiae and edge-cases of how the mechanics work…or at least that’s what I thought the game was doing at first. But then, you start to notice that the game is taking a really long time to start introducing harder puzzles, instead opting to introduce more and more mechanics and gimmicks. For the first 2-3 hours of the game, the most difficult puzzles only took around 5 minutes to solve, 10 tops. I was already starting to get annoyed at the “Clone” world, but the game kept introducing (and even abandoning) more and more gimmicks, and when I got to the “Flip” world and the game introduced yet another new mechanic, I started to wonder if I was the one being played. Some gimmicks are even only used for a few levels in an optional side path, so it’s not even like you have the implicit promise that the game will keep building on them like the other mechanics. There are even levels that replace the graphics with ASCII, and the entire challenge is deciphering which characters represent which game objects. Some levels also lock your ability to zoom in/out, which only serves to make levels more annoying rather than challenging.
Worse still, a lot of the challenge in later levels comes from the fact that there are so many mechanics, you either start to forget or were never taught about the minutiae or edge-cases required for their solutions, completely undoing the ONE potential positive its light difficulty curve could have had! It’s not like B.i.t. Lock or Klonoa: Moonlight Museum where you can solve puzzles you’re stuck on just by thinking about the level design and game mechanics after you’ve turned the game off; you NEED to do trial and error. This even extends to levels that are supposed to be easy tutorials, like the first level of the “Transfer” world, because the new mechanic is just different enough from how the rest of the game worked that you won’t be able to intuit its existence, only blindly stumble into it. If you’ve ever wondered how some people think the game is too easy while others get stuck on early levels, this is why. This game doesn’t have “aha!” moments; it has “oh yeah, I guess I can do that” moments.
However, I think the worst example of this mandatory trial-and-error are the first few “Infinite Entrance” levels because they hide crucial information until after you make it to a point-of-no-return zone that you can’t see from the main play area (not even if you zoom in or out). This is in stark contrast to every other level in the game (except Challenge 32, which has the same problem). The third level in that world even has an obstacle course in that zone, effectively guaranteeing you’ll have to reset the puzzle because you wont know what moves would screw you over until after you get there, at which point you’ve likely already screwed yourself over from not doing the specific setup needed to win before entering the point-of-no-return zone in the first place.
After you beat the game, you unlock an additional “Challenge” world and three “Appendix” worlds. The Appendix worlds each have their own exclusive gimmick that reverses a previously-established rule (e.g. entering a block has priority over pushing said block instead of vice versa), so you’d think the Challenge world would focus on testing what you’ve been taught in the main game instead of introducing even more gimmicks and never-before-seen edge-cases, right? Ha ha, nope. Some of the Challenge levels are decently tricky and some you’ll solve in just a few minutes like before, but those remaining ones go right back to testing your patience rather than your puzzle-solving skills. When that became undeniable after I solved Challenge levels 15, 24, and 37 (and tbh 32 as well), I finally looked up a walkthrough for one of the four remaining levels I had no idea where to begin solving: Challenge 4. Sure enough, it was more unintuitive, bespoke edge-case nonsense, so I gave up and left Challenges 5, 6, and 12 unsolved.
Overall, this is a good example of why I stopped buying puzzle games, no matter how well-made they seem or how well-received they are. It’s too easy for too long, and when it does get hard, it’s for the wrong reasons half the time. It does have plenty of fair, tricky puzzles the other half of the times it gets hard, but I cannot in good conscience recommend a game that I myself did not complete. At least wait until it gets a much bigger discount than what it’s been getting.
Mar 20 2025

March Assassination #4
It seems that, coincidentally, I decided to play a game about mental illness literally just after beating a game about mental illness.
What this game and Hellblade have in common is that both are supposed to be quite good reflections of different mental conditions - psychosis for Hellblade, dissociative depression here. The way they present it, tho, are super different. Where Hellblade maintains high fidelity in sound and visuals throughout its narrative, milk inside a bag of milk inside a bag of milk goes for low fidelity visuals and sounds. But if you think that makes the experience more comfortable and less eerie, think again - this is short, but is no walk in the park. It stops short of jumpscares, but it will have some sudden tense imagery and sounds that left me extremely uncomfortable.
I don't know how I think about this game. It was a short and intense experience, and while it probably won't last as long as Hellblade on my mind, it's definitely something special. I'll try to play the sequel tomorrow because, seriously, it's a bit too much for me to take both games on the same evening.

#353
#20 of 2025
March 20, 2025

Update 3
Gaming has been a little weird since the last update, as I started a YouTube channel and it’s surprisingly hard to try and find a good balance between working on a new video and gaming. I had to go play games like Dark Souls 3 and Bloodborne again, and it feels very unusual to play games for a video instead of purely for my enjoyment. Anyway, here’s what I did manage to do since then, even if it’s not much!
Games beaten:
It was cute and charming, controls felt a little janky at times but that wasn't really an issue.
Finally, I've beaten this. It took a lot of suffering. There were parts that I really didn't like, especially towards the end. BUT it's not a bad game by any means. The start of the game is very strong and in my opinion the ending and the lore are very good as well. The amount of choice you get as a player to approach the game in any way you want is impressive, but definitely a bit overwhelming. There are a lot of mechanics to remember. It has some highs and peaks like the fight when the music is playing while you're getting the voice samples and some pretty low lows.
Am I glad I finished it? Sure. My friend is happy that I played through his favourite game and that alone already made it worth it. Will I ever touch it again? No.
Games abandoned:
Ok ok chill out, I know this is a game that everyone loves.
I don't get it tho.
I've tried to give this game a fair chance. However, there hasn't been a single moment where I thought to myself that this is fun. I understand that the whole game is like a puzzle, where you search for clues in the text you read and somehow piece it all together. The problem is, I find it hard to care for any of it. There was nothing to really make me feel invested in the world and want to discover the secrets of some ancient civilisation, so I just constantly find myself skipping through all the text I find and any dialogue I start. I really want to like this game, and feeling like this just makes me feel like there's something wrong with me, but I don't think there's anything I can do to change that.
Currently actively playing:
New backlog additions:
Citizen Sleeper
Also bought Elden Ring for Steam, though I’ve played through it multiple times on my PS5 already.

March Assassination #3
My Steam Review - Consider leaving a thumbs up, it means a lot to me :)
Hellblade was … physical. It was brutal. It was truly a horror experience, done beautifully in a captivating way that I can't recall experiencing before.
As a videogame, I can see the flaws that other people have pointed before. The combat can be repetitive, although it never ceases to be graceful and tense, as it should be. I thought the game had 3 or 4 combos, and was shocked to learn later at a Youtube video that there are almost 30 combos that can be performed in fight. The puzzles are usually slow, requiring a lot of walking around and observation. I wouldn't say that on average they are pretty straightforward, but combined with the unsettling setting, they work wonders to create the atmosphere the game is going for.
And if we step away a little bit from the videogame-y parts and lean more into the atmosphere and the intentions of the game, that's where it truly shines. Voice acting is superb, visual and sound effects combine (with the absence of a HUD) to create a truly immersive experience. Art direction is unparalled, and benefits immensely from the high fidelity of the game's models, textures and environments. The devs have a knack for scripting powerful scenes, and it got me every time.
I hardly play horror games, much less psychological games, so going through Hellblade was difficult. I was frequently out of breath and physically uncomfortable as I played, and I could hardly sustain a play session longer than one or two hours. But by the time you beat it and connect with the trials and tribulations Senua has encountered throughout her life, it's simply cathartic.
All in all, this is more than a game. It's the closest to what the Germans call a gesamtkunstwerk - a total work of art. Every discipline works to amplify and enhance the others, and the experience is so unique that you're left speechless, simply feeling the reverberation of the work on your body, long after you've finished it. Play it, play it now in a dark place with headphones on, and be prepared.

I am extremely late with this post, sadly I have not gamed much as everything is rather cra* right now, I will not bother you with all the details, but let me just say that I am going through a rather hard time….
Games added in February 2025:
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LEGO® MARVEL's Avengers
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Wingspan
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Mika and The Witch's Mountain
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Pet Shop Simulator
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SUMMERHOUSE
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Technobabylon
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Magical Bakery
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Dahlia View
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Figment
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Vampire Therapist
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My Little Pony: A Zephyr Heights Mystery
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Shadows of Doubt
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Moving Houses
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Raptor Boyfriend
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Until Then
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Fabledom
0 hours playtime
no achievements
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Hidden Cats - Snow
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Blackwell Epiphany
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Hairdresser Simulator
Games added: 19 (9 more than last month)
Games won: 1 (3 less than last month)
I also added the hair dresser dlc and a lot of Jigsaw Puzzle Packs.
Yeah so thats its for now, some good bundle games and a couple of trades :D
Mar 19 2025

#352
#19 of 2025
March 19, 2025
Mar 18 2025

#351
#18 of 2025
March 18, 2025
Mar 17 2025

Ninglors Log 387
March Progress:
6
PPU monthly:
done
March Additions:
6
Games finished this week:
Won/Gifted Games:
Bought Games:
WonderLang Italy – more KS
Dinosaur Fossil Hunter – I. gave. in.
Fort Solis
Megaquarium
TASOMACHI: Behind the Twilight
Currently playing:
So much from me :3
Have a lovely week!
Queen Ninglor

#14 FEBRUARY 2025
I found its pixel art quite appealing. Even though I must say I felt like there was a bit of discrepancy between the overall graphic style and the sprites of the characters. The modern “anime-style” portraits felt a bit out of place compared to old-style pixel art.
I think “old-style” was what the developers were aiming for not only visually but also game-play wise. Stiff controls, questionable hit-boxes, monster respawning when you leave a map, scarce fast-travel options… it’s all there. There’s also an option which makes you shoot only in the eight directions, if you want.
Well, they tried to give you that nostalgic feeling. Did they succeed? Maybe. Personally I can’t understand if I didn’t particularly like the game for the fact that they kind of half-assed the job or if they actually nailed it and I’m the one who doesn’t like that kind of old-style gameplay interaction anymore.
Gameplay-wise, I found normal fights annoying and the boss fights quite bland—with the big exception of the final boss fight: I liked how they managed to force you to use all your armors during the fight.
Exploring and backtracking was the real tedious part, though, since the few fast travel options don’t feel fast at all. Also, running through the maps and fighting the same monsters over and over didn’t feel compelling at all.
Even the story was a bit far-fetched and rushed, and a lot of side characters didn’t add anything to it. It has a weak, scarcely explained premise, and an equally weak, quite predictable, ending.
All in all, I can’t recommend it.
I liked the game, but I didn’t love it.
It’s weird, though, because on paper it has all the elements that would make it perfect for me, especially when it comes to the puzzle part. I felt a sort of resonance with some of them, in the sense that the kind of puzzles present in the game are very similar, or at least in line, with the kind of puzzle I would make if I had to create one myself. Why didn't I love the game then? Well, honestly, I can’t find a proper answer.
Even story-wise and graphically there’s nothing I can’t complain about. I liked how it was narrated, the parallel between reality and fiction that you discover going on with the story. The visual style is quite unique: the black and white+red choice is original and sets the right atmosphere.
The only evident flaw that I can think of is that it may feel quite repetitive, and, if you’re stuck, you may feel lost, because it can be quite hard to understand what you’re missing. For instance, I missed the back entrance of the gate-house for a long time since it wasn’t indicated on the map, and I ran in circles for quite some time before finding it. Even the solution to some of the puzzles themselves felt quite repetitive at times. I get the importance of some dates to the story, but always having the same 4 numbers as solutions may have spoiled some of the fun for me.
Anyway, it’s a very decent puzzle game. If you’re into them, I can still recommend it to you.
I found it quite basic. Honestly, I had the same impression with the first game when I played it, but it still posed a good challenge, and I appreciated the originality of the religious theme and the extremely high quality of the pixel art.
In Blasphemous 2, there’ve been improvements here and there, but nothing game-changing.
While the quality of the art style has been further improved, I liked it less than the original. I’m not sure, but I feel like the rougher quality of the textures/models in the first game gave it a distinct character that in this sequel is lacking.
Furthermore, I disliked how the pixel art was abandoned for some low-quality 2d animations during the cutscenes. I still remember the iconic scene where the Penitent One would wear its blood filled helmet in the first game. There’s no scene here that’s that memorable. And in my opinion the change in style is part of the reason.
A field in which the improvement was absolute was that of combat. The developers got rid of the stiffness of the controls present in the first title, making the fights feel fluid and the boss fights way more fun. The only exception is the last boss, which is a real joke compared to some of the others: it stays perfectly still and all its attacks are quite telegraphed and easy to dodge. Furthermore, I would have expected an additional phase when you go for the “true” ending of the game, instead it remains the same. I think it’s a bit of a waste.
I liked the addition of the switch weapons mechanic, which provided, for every single weapon, a means to explore the map and a different fighting style.
Another thing that let me down a bit was the change to the guilt system. I don’t get how they could think it would be fun to not recover all your guilt when you die, but instead gradually increase the damage you take. It makes the learning process of a boss quite a chore. Most of all when you select a specific alterpieces set-up.
I didn’t even bother to follow the story properly this time.
Lastly, I need to talk about a weird design choice that pissed me off. There’s a side character that offers to fight alongside you against some of the bosses. I always accepted said offer. One time, I saw her outside of a room and before talking to her, I decided to explore the rest of the map, since I didn’t want to fight the boss right away. Well, when I came back later on, she wasn’t outside the room anymore, but inside the boss room instead, already dead. Looking for a guide online, I discovered that, despite the fact that I had all the items needed for her quest line, the very fact that I didn’t talk to her the first time I saw her doomed her for good. Well, I was f***ing pissed when it happened. Especially since I didn’t even have a recent save to reload. I know it’s not the game’s fault, but it’s me lacking the right perspective. Still, the bad feeling was there. Actually, it’s still here.
Oh, one last thing, for real this time. Some of the DLC achievements are bugged. You get them even if you don’t own the DLC. It may have to do with the fact that they put some of the DLC content in the base game despite you not owning it.
I loved it.
It probably made it to the top of the list of my favourite stories of all time.
I liked how the story was narrated and enjoyed all the phases you go through during the game. The initial confusion. The understanding. The dreadful feeling of questioning your own existence. Having to come to terms with reality. The fake hopes, and the real hopes, which are actually still fake, right?
I think the voice actors did a masterful job in conveying all those feelings.
Gameplay-wise, it’s basically a very straight-forward walking simulator. There’s nothing impressive there, especially when you realize that even if an enemy gets to you, you don’t die right away, not always, at least. You inevitably lose a bit of immersion when you come to that realization, but fortunately it’s not enough to ruin the goodness of the story.
A side note: I encountered an annoying bug around the beginning of the game that made me waste about 30-40 minutes. There’s a point where you free a bot from under some rocks. The bot then starts following you and it’s supposed to unlock some shut doors when you get close to them. Well, the animation that would open the door wouldn’t trigger for me, and I only found out about the bug after looking for help online. Luckily, reloading the last save file was enough to fix it. It’s still been annoying and a waste of time, though.