Activities
Today
November 2025
Played: 6
Started: 5
Beaten: 4
Added: 6
Completion avg: 81.024% (-0.182)
Points avg: 4967 (-12)
Progress bar:
Beaten:
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Ori and the Will of the Wisps
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The Forgotten City
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Oddworld: Stranger's Wrath HD
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One Finger Death Punch
Progressed:
Added:
An alright month, decent amount of games beaten - not a great amount, but not trash either
Finally jumped into Peak properly, with my sister of course, although she has "studies" or whatever, so we haven't been able to make more progress. Other than that, i just put more train time into Binding of Isaac (plus some home time)
New additions are just wishlist buys (caught the price glitch for SteamWorld Heist 2, woo), plus one SG win
For next month, i've got one last PoP pick, and i should really sit down and beat the Restless Spirit in ESA. Other than that, i'm at a bit of a loss for new games to start.. if anyone feels like trawling through my untouched games and giving me some suggestions, i'd appreciate it
Hope everyone's holiday time is good, in games or otherwise
2025 November update
Most Enjoyable
Most Looking Forward To
Edgar's Poetical Nightmare
1.1 hours of playtime, no achievements
Personal rating: 1/10, Date of finish: November/07
Click for review
It really only takes a single bad game to ruin a genre, and platformer is sort of that genre for me. There's so many shitty platformers that frustrates me so much that I used to avoid them at all cost. Thanks to a few good platformers tho, I'm not avoiding them like a plague now. This one, is the exact kinda platformer that gave me the bad impression on them.
It starts out fine enough, simple jumps, easy enemies and the "ghost" ability seems like a cool thing. I didn't like how it's used to justify drops that you can't see beforehand tho, but the art is charming, the music is pretty ok and I love the vibe. I don't really know anything about Edgar, and the starting paragraph of a level goes by way too quickly for me to read them so I'd have to exist the game and relaunch multiple times to read it fully. But, it was alright, up until level 8. Level 8 introduces an obstacle. A black cat that can't be killed, moved or get past with the ghost ability. You can only jump over it, and if you land on top of it you die. You can kinda see where it's going. The location is a checkpoint leading up to two moving logs, you have to jump onto one, walk with it because for some reason it doesn't move the character with it, and jump dash to the next moving log before jumping off onto a platform. Simple enough. Then comes the part that got my attitude from "slight positive" to "overwhelmingly negative". There's a black cat on a slope of a log. It should be simple, I just run on the log and jump it, but no. The cat's kill zone is ever too high for me to jump that casually. It almost felt impossible at first, but then I tried to use my ghost ability to test if it is, and I actually made it through! Except there's a second cat on the slope right after it. >.> Ok no big deal I can just practice with my ghost ability and...except the freaking log comes to push you off every second try so I have to keep jumping on the log and off when that happens. I got soooo frustrated, but for some reason I'm stubborn on this and want to beat it. What did I get in return? There isn't even a proper end screen. It's just a short "animation" of a rat, that's it!? I hate it, thanks for ruining my Friday night I'ma go play an actual good game now, fuck you.
A Short Hike
5.7 hours of playtime, 12 of 12 achievements
Personal rating: 9.5/10, Date of finish: November/20
Click for review
This game is amazing. Can't believe I didn't played it earlier cuz it's just the coziest little game I've ever played. The vibe is just so soothing, the visuals are charming, the characters are really cute especially since you get little snippets of their personality with side quests, and the music oh the music. I've actually listened to the soundtrack way before playing this game, I believe cuz it was used in an essay video or something, and I had the habit of going through the entire album of something when I find a song that I like, so I've listened to almost the entire ost multiple times since it's just *that good*. But that was a while ago, and now hearing it I'm like "omg, it's the songs, and it's fantastic and so fitting".
The gameplay is not bad at all. You start as just a lil guy on the ground only able to walk and hop, but then with finding golden feathers you can start climbing and hop onto new places. Soon enough you're soaring and gliding through the sky at ease. It feels great to do that especially since the song picks up when you go for long flights. Tho I will say that there's no real middle part when I played it, it's either at the start when I had to feathers and felt grounded, or once I get feathers it's like I'm basically unstoppable. That's not a negative tho given the game is short, just something I felt when playing. The only little gripe I have with the gameplay is the fact that camera changes perspective when you get to certain places on the island, and when you're flying fast it can get disorienting and a little nauseous, especially one time when I wanted to drop down on a place that's right at the perspective change threshold and as I glide front and back it keeps rotating the camera, not a great feeling. xD
Overall, I had a great time with the game, and would highly recommend it. :3 Play it if you own it!! You won't regret it.
A Little to the Left
16.6 hours of playtime, 62 of 65 achievements
Personal rating: 6.5/10, Date of finish: November/30
Click for review
I actually had high hopes for this game, since it seems like a cozy little puzzle game that I bought it during Steam sales. It's not bad per say. The art style is very charming, the "ding" sound effect is satisfying(kinda like in Powerwash Simulator), and the kitty that seemingly messes up our OCD having protagonist is so cute that we can't really scold them for it. Cuz kitty's gotta do what kitty does. The main problem with this game is the fact that everyone's sorting logic is different. For ones where solution is straight forward and simple, it is very satisfying to tidy thing up. But others where it's either single solution that's not easy to think of, or one of the multi-solution where when I saw the solution I was like "Ok why", especially because there's sometimes red herrings with design of items. It is most obvious on the compass level in Seeing Stars DLC. It's a compass that has different size/amount of rings on it, different squiggly engraving when you open it, the compass hand moves when you change the position, different colored compass faces and the compass face has different amount of directions. Out of all of that, there's 3 solutions. Sometimes in other levels sorting just based on 1 criteria is not enough, you need to match multiple at the same time. So you can imagine with a level like this, it is very confusing what actually matters and what doesn't. That is all fine if there's an actual good hint system. The hint system in this game sucksssss big times. It's basically not a hint system, but straight up tells you solution to the level. That is horrible as most of the time I just need a nudge into the direction that the dev actually wants this level to be solved in, not getting the entire solution spoiled to me.
In terms of level quality I would say I like Cupboards & Drawers DLC the most, since for most of these it's single solution and about putting things to its place, which is very satisfying. Then it's base game which can be hit or miss but generally are fine. Seeing Stars DLC I had the most problem with. I also want to briefly talk about the Daily Tidy which is daily randomized levels. I quite like them! It's a nice replay-ability thing, and actual require some thought since the hints only tell you the logic instead of actual solution. The only levels I don't like are the snowflakes ones, since it is just tedious and not fun. Despite all that, I'd still say this is a neat little game that if you can accept some flaw, it's worth a play.
Graveyard Shift
3.1 hours of playtime, 16 of 16 achievements
Personal rating: 4.5/10, Date of finish: November/30
Click for review
This is a pretty neat FPS horde shooter where you chug mushrooms with different elements to hit ghosts. Ghosts have different colors which correspond to the elements, and there's elements one is strong/weak against. You can also combine elements, tho from playing I can't really tell how the combination works, as what ghosts are resistant/weak to to them seem quite random? Or maybe there's a set rule to it, I just couldn't figure it out amidst the chaos since you kinda have to keep moving. It's a nice game as it is, but there's one achievement about getting 10k points in endless mode that is just an absolute slog. The ghosts are slow, slower than your walking speed and you can shift to sprint, so there's practically no threat to get hit if you keep moving. And at the end of my run I still got down to half health purely because I'm bored out of my mind I stood still to hit ghosts and one of them snuck up behind me. It's beyond me why the devs would make such an achievement.
| Time played | 272 hours 35 minutes ↑ |
| Achievements gotten | 3381 |
| Games 100% completed | 7 |
| Games discontinued | 3 |
Lots of finished games tho a couple are either idled or very short. Actually finished 2 wins for December pagywosg already, so can chill a lil bit and play some backlog games next month. :3 Haven’t been having the best sleep tho mostly cuz I just go to bed too late, but I don’t really know how to make myself go to sleep earlier… Tbh feels like what I need the most is therapy above everything. lol Easier said than trying to find one. Anyhow, I hope everyone’s had a chill November~Almost the end of the year now, time flies. :3
Kind of feeling like playing Red Dead again…
Not sure why i suddenly decided to add Stranger's Wrath to the month's rotation, but it was different to the usual, at least. Probably due to the off-beat Oddworld style, as well as the design sensibilities of 2 (3?) video-game generations ago. Technically this (originally) came out in the 360/PS3 era, but it reminded me much more of the free-wheelin' PS2 days to be honest, in both the good (fun) and bad (jank) ways
The general loop is based around hunting down criminal bounties, and the unique selling point is the live ammo you use to nab them, either dead or alive. These live ammo - as in, living creatures, found in the wild - are a little interesting, but basically boil down to either stun damage or health damage (or a mix of the two). I feel like they could've gotten way wilder with these, although they'd probably need more varying enemies, and more interactable environments to support them
Another unique aspect is the camera, which switches between first-person (for shooting) and third-person (for platforming) at the tap of a button - another idea that's interesting at first, but starts to feel like it's pulling the game in two different directions. The platforming side in particular felt like it was a holdover from a previous design phase/idea, as i spent more and more of my time in first-person mode. Special pain is attributed to the "bounty capture" feature, which is a main source of extra income, and pulls you out of first-person mode every time, forcing you to switch back
Story and world are nicely presented, feeling like a place with a heaping of weirdness, while still having coherent themes and social fabric, done in a style that's probably a bit out of fashion for now. Some of this is undoubtedly due to the Oddworld setting and its world-building, which seems like a rich well to draw from, so i hope someone finds a way to explore that more
Nice nostalgia trip before finishing up the month, but not sure i'd easily recommend it to others, with the annoying flaws it has… and definitely pick easy mode when starting, as some areas were unnecessarily difficult - but maybe that's a "me" problem
September, October & November 2025
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Drop Duchy
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Little Inferno
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Hollow Knight: Silksong
81.1 hours playtime
40 of 52 achievements
GAME
PASS -
Brotato
22.3 hours playtime
40 of 114 achievements
GAME
PASS -
Keeper
6.7 hours playtime
11 of 13 achievements
GAME
PASS -
Ball x Pit
27.75 hours playtime
29 of 63 achievements
GAME
PASS -
Hogwarts Legacy
37.35 hours playtime
18 of 45 achievements
GAME
PASS -
Firewatch
4 hours playtime
6 of 10 achievements
GAME
PASS -
Outer Worlds
23.5 hours playtime
21 of 68 achievements
GAME
PASS -
Clover Pit
11.4 hours playtime
15 of 30 achievements
GAME
PASS
In the last couple of months I’ve been cramming on Gamepass rather than Steam due to the recent steep rise in subscription price. It’s gone from a no-brainer with no concerns if I don’t play anything on it for weeks on end, to something where I’ll be focussing on it sporadically for value.
- Drop Duchy: Tetris meets tactics-lite. Pretty good, but lacking something that makes it great/addictive. 7.5/10
- Little Inferno: A toy game where you burn things, and combinations of things. From the makers of World of Goo, so fun graphics, quirkiness, and good music. It was so unmemorable that I hit the end and realised that I’d previously played it all the way through before there were achievements. 6/10
- Hollow Knight: Silksong: A huge – huge – and overall excellently designed Metroidvania, with a significant step up in enemy quality and difficulty, and some hostile decisions (certain runbacks and grinding). Interestingly you can see occasional influences from Ori … which was influenced by Hollow Knight. I did not enjoy the default bounce movement (Hunter Crest) and switched it out as soon as I could. Some of the final bosses (GtG, SSK and LL) were frustrating to the point of almost walking away – and given HK’s long post-launch development cycle, I’d expect them to similarly continue to rebalance things further. 9.5/10
- Brotato: A fun post-Vampire-Survivors roguelike with lots of variety in characters that influence the selection of upgrades. A good second-screen game, 8/10
- Keeper: This is fundamentally the same plot as Herdling: A game with some awkward controls where the main character wakes up and decides to go on a long journey to the top of a mountain, solving puzzles to progress. But it’s so much better in every respect. 8.5/10
- Ball x Pit: Breakout meets roguelite (meets a minor city builder), which elegantly solves the frustration by only penalty loss of balls off the bottom of the screen with a slight delay and/or loss of multiplier. Another good second screen game 8/10
- Hogwarts Legacy: On the one hand it’s a standard open world game, featuring someone who is definitely The Main Character Of The World, and way too much to collect and do. I have half an idea that they might have been thinking of making it a live service game and pivoted partway through development because the levelled equipment is so very annoying (it would have been so much better if what you collected were purely cosmetic clothing items rather than having to juggle/junk items). On the other hand, a lot of people who made this really love Harry Potter, the game shines with a greater level of effort than is common, and the relatively early broom access is kind. 8/10
- Firewatch: A walking simulator. Atmosphere/environment excellent, particularly towards the end. I really didn’t like the characters, and didn’t love the gameplay. 6.5/10
- Outer Worlds: I never got around to playing this when first released because it was an Epic exclusive, and by the time it hit Steam. I also got significantly through Outer Worlds 2 but that’ll be a DNF due to constant crashing. I enjoyed Outer Worlds more despite lots of little irritations. The rather larger Outer Worlds 2 nicely sands off all – and I mean all – the little irritations I had… and then keeps on sanding off things that matter like complexity and uniqueness and quirkiness. OW1: 8.5/10, OW2: 7.5/10
- Clover Pit: Balatro meets Inscryption meets a slot machine; I liked it better than either 7.5/10
Yesterday
Progress Report #31: November 2025
Monthly tally - Backlog: 32, Yekhus: 2
Total play time: 17.5 hours
Completed or Beaten (2)
Also Played (1)
Added to collection (Steam) (10)
- Alan Wake 2
- Death Fungeon (freebie)
- Cook, Serve, Delicious (SG Giveaway)
- Lightmatter (SG Giveaway)
- OneShift (freebie)
- Bulb Boy (freebie)
- Will Glow the Wisp (freebie)
- Wednesdays (freebie)
- Lunark
- Aaero (freebie)
Added to collection (GOG) (5)
- Dungeons & Dragons: Dark Sun Series (pass)
- Fort Solis (pass)
- Dungeons & Dragons: Krynn Series (pass)
- Dream Tactics (pass)
- Gunslugs (pass)
Added to collection (Epic) (9)
- Felix The Reaper (freebie)
- New Tales from the Borderlands (pass)
- Gas Station Simulator (pass)
- Songs of Silence (freebie)
- Zero Hour (freebie)
- Zoeti (freebie)
- Godzilla Voxel Wars (freebie)
- PlateUp! (pass)
- Universe for Sale (freebie)
Added to collection (Other) (8)
- My Darkest Witch (freebie)
- Cemetery Warrior 4 (freebie)
- Halt (freebie)
- Street Karate 3 (freebie)
- Dark City: Kyiv (pass)
- Immortals Fenyx Rising (freebie)
- Espada de Sheris (free)
- Wordle 2 (freebie)
- Unfortunately not much this month, life is a bit chaotic from renovation works in my building
Mostly completed or played - November 2025
- Lumines Arise is a masterpiece
plus : interesting gameplay, the soundtrack is dope, runs in VR and steam deck, extremely good optimization, possible to turn off spider/snake in the options
minus : not always a perfect visibility / just a versus mode in multiplayer, quite empty except some really strong players
October/November theme - こんにちは! Ça va?
- Demonic Mahjong boss beaten for 1st time. It’s a great game, and there are other characters and more difficulties, so i’ll play again occasionally.
- Murders on the Yangtze river is really good, i far prefer its ambiance over Ace Attorney.
In progress - plan for next month
- Occasionally : CoH3 (still intend to slowly finish this one), Swat Commander (early-access), Isonzo (multiplayer), Top Spin 2K25
- Batman is a SG win, really would like to play this one
- Ale Abbey : progressed well on this one
Have fun for next month !
Nov 26 2025
Maybe i’m doing it wrong, but i’m usually using two fingers
Basically a Flash game from that era, One Finger Death Punch has a very simple mechanical hook, that it stretches out basically to infinity. It's interesting to see how they add new twists to the base mechanic, and i can see why some would get hooked into mastering it, but it started feeling a little tired for me by the end
Nice little tea-cake snack game, as a break from the main dishes i've been scoffing though - and when you get in the zone, it really does feel like being a kung-fu master (also, i doubt i'll play it, so i'll say here that they really missed an opportunity to call the sequel "2 Finger Death Punch")
Nov 25 2025

sigh…They just HAD to increase the price shortly before I’d been planning on getting another month. Between this and the increasing lack of interesting titles, I think I wouldn’t have gotten one this year if I wasn’t getting these free through Microsoft Rewards. Oh well; the service might not be worth paying for anymore, but I did manage to play a few decent titles:
Roguelite turn-based tactics. You have your standard normal attacks and resource-consuming attacks (though ranged abilities can only be used in the four cardinal directions, which can be annoying at times), but what sets this apart is that the further you move in one turn, the more dodge-points you accumulate, which reduces damage taken the same way staying on a shield/cover tile would. This means that you'll sometimes be able to take no damage from attacks if you can get your combined dodge and cover high enough. It's a unique mechanic that's executed well. Plus, there's no miss-chances or fog-of-war, so you can focus on the main tactical gameplay.
In fact, a lot of the individual components of the game are well made; my main issue is that it's a roguelite. Besides new team members (whose unlock requirements pretty much demand you to beat the game first anyway), the only permanent unlocks you get are the chance for new upgrades to show up during future runs; other than that negligible detail, a single failed mission makes you lose all your progress, forcing you to start the entire 5-8 hour campaign over from scratch. Plus, like you'd expect from a game without fixed progression, the difficulty curve isn't too great, either: on my first run, I got wrecked by a tower miniboss on the third level, and on my second run, I never encountered a single miniboss at all--and that was the run where I beat the game. There were "survival" missions in the late game where I managed to defeat all the enemies and just had to wait for the turn counter to run out, in contrast to the early game where I actually had to survive for the set amount of turns.
However, the worst part was when I finally beat the final boss, only for him escape and the game to cut back to the base without any kind of epilogue or staff roll. Turns out (according to this reddit post at least), the only way to reach the actual ending is to do FOUR MORE RUNS, with each unlocking exactly one new boss fight that wasn't available before. Yeah, I'm not doing all that. If that's what it takes to truly beat this game, then I give up.
Overall, this has the makings of a solid tactics title, and it deserved better than being a roguelite. I wouldn't recommend trying to get 100%, but if you're okay with just finishing one run, I'd say wait for a good sale.
Crash Bandicoot™ 4: It’s About Time
Except when it's about dimension-hopping, which is more often, so their pun doesn't really work
Platformer. Left stick moves, A double-jumps (though the second jump isn't nearly as high and it also kills your forward momentum), X does a spinning attack that not only hits enemies and objects around you, but it doesn't lock or interrupt your movement like so many other games. Bosses even have checkpoints between each time they allow you to deal damage to them, which I greatly appreciate after having to play wait-to-attack bosses in one-hit-death games that don't do this. That said, the game can be a bit gimmicky with how spread out the introductions of each mask power and new character are, as well as how underutilized they tend to be. Heck, the side characters often don't even get full levels to themselves for their limited appearances, with the levels' second halves switching back to Crash/Coco for a harder version of one of the main levels (and exactly how much harder they are varies greatly, from "way harder" to "almost no changes"). Still, level design as a whole is pretty good for the most part.
There were a few moments where it felt like enemy hitboxes were too big and I died from hitting the space beside them, but the bigger issue for me is that checkpoints are sometimes spaced about twice as far apart as they should be. Keep in mind that this is a one-hit-death game, so there's no pretending that this would increase the difficulty; all it does is make the game more tedious by forcing you redo a bunch of stuff you've already cleared before you can retry the part where you died. If there's one trend I really hate about modern games, it's this. I remember seeing the video of the Celeste dev talking at GDC where he tried acting like this was a valid way to design games and would actually make the game harder, and even back then, I remember thinking to myself "No, you're wrong; stop using your platform to make games worse." But lo, Celeste made a lot of money, so the industry blindly follows without thinking about whether its success was because of certain details or despite them.
Plus, you can tell the devs/publisher truly believed that fewer checkpoints was real difficulty because if you trigger the built-in dynamic difficulty by dying enough times, one of the things that changes is an extra checkpoint is placed where there should have been one from the beginning. The other thing that changes is you start with an extra hit before you die, which sometimes makes the game easier, but other times has no effect due to the section's hazards all being instakill stuff like pits. Still, I would have preferred a way to toggle off dynamic difficulty and just make the extra checkpoints permanent from the start.
However, the game is at its worst with how it handles optional stuff. For example, I'd always try to break all the crates in each level, but out of all the main levels, I only managed to do it in one of them (the second level); for all the others, the game would keep telling me that I missed a few somewhere, even when I was confident I'd checked everywhere. On top of this, there are bonus platforms in many levels that'll take you to a short, optional challenge segment (which of course has its own set of crates that count to the level's total). The early ones are decent challenges, but for a few of the late-game ones, I couldn't even figure out what actions the game expected me to do to get through the segment at all, let alone get through while breaking all the crates. Turns out, the tutorials really don't tell you all the controls or mechanics: it isn't until world 6 where the level design shows you that sliding off a platform keeps you hovering in midair until the slide is over, and the game never tells you about the Triple Spin until AFTER YOU BEAT THE GAME. Who knows what other mechanics those bonus segments require that I missed entirely?
And that's just for breaking all the crates. The game also has a set of short, optional levels called Flashback Tapes that you can only unlock by reaching a certain point in each level without dying (so again, more tedium). I only unlocked four of them legitimately, with the rest being accessed by using the Everything Unlocked mod, and ironically, many of these levels are better designed than the main levels. No enemies means no hitbox issues (challenge is still there due to pitfalls, timed blocks, and exploding TNT/Nitro crates), their shorter length means dying doesn't usually make you redo too much, and their linear 2D nature makes it harder to miss crates, so I even managed to get 100% in most of those levels. Unfortunately, when these levels falter, they falter hard. The timed blocks are fine when you're running against the clock, but then the game also sometimes makes you wait for them to disappear, so if you're having trouble on a segment after the waiting but before the checkpoint, you have to redo that waiting each time. This is so much worse than redoing segments in the main game because not only is it boring to have to do all that waiting each time, but Flashback Tapes don't have any grace checkpoints to alleviate the tedium if you die too much. Oh, but the waiting isn't limited to timed blocks; this also includes waiting on fruit-crates to break (they take five jumps) and Flashback-Tape-exclusive bounce-crates to transform into destructible Nitro crates (three jumps for each one). Almost every Flashback Tape where I didn't break 100% of the boxes, it was because I got tired of waiting on the same stuff over and over in order to regain my progress. The only exception was the final tape, which I gave up on entirely because it demanded way too much precision compared to what the controls reliably allow you to do: you have to land on the edge of a bounce-crate while moving away from the spring so you don't die to the Nitro Crate above you, then pull back and do the same thing again for the bounce-crate/Nitro-crate combo above it. I'd sometimes manage the first, but I could never do it twice in a row.
And then there are the four colored gems. The Everything Unlocked mod doesn't actually unlock the gem platforms, so you have to get the gems yourself if you want to unlock those segments, but when I looked up how to get them, it was bad-Adventure-game levels of "how was I supposed to figure that out?" and since I'd already given up on the final Flashback Tape, I just didn't bother with the gems at all.
Overall, I definitely wouldn't recommend trying to get 100% on this game, but if you're okay with simply beating games and skipping the optional stuff, wait for a good sale.
I didn't really notice this until my brother made an off-hand comment about a year ago, but there's been a new subgenre of 2D plaformer for some time now: Celeste-clones. These are distinguished from ordinary 2D platformers by having no real enemies or combat of any kind, with challenge based pretty much entirely on avoiding pits/spikes and with chase sequences instead of boss fights. Also, while they start with a decent amount of challenge, they also don't have much of a difficulty curve, just like their patron game. Sure, Celeste does a lot right, so these games usually won't be too bad, but because they also blindly copy its formula without really thinking about what worked and what didn't, they also inevitably copy some of the problems Celeste had, so they can never be better than just okay.
Between all these games copying both the general formula for Celeste as well as its lack of a difficulty curve, they all start to feel the same--not just within themselves, but also as each other, and this game is no exception. The main gimmick this game does to try to stand out is that pushing RT pokes the ground with your stick, which causes you to jump higher than a regular A-button-jump on solid ground but will stick you to red-cushion ground so you can launch yourself left/right, but this isn't enough to give the game its own identity; ultimately, it just got me confused sometimes where I'd accidentally push one button when I meant to do the other button's action and I'd get killed because of it.
Another way this game tries and fails to set itself apart from Celeste is by giving you new abilities that you can take back to previous areas to get collectibles you missed. The problem here is that this game isn't a metroidvania; it's a very linear Celeste clone, and it misses the point of why Celeste doesn't let the player take the double-dash into other levels: to help showcase that all optional collectibles can be obtained the first time you see them. No matter how hard it is to get that strawberry, you can get it with the knowledge the game has given you beforehand. In contrast, if you're having trouble getting a golden music note, it can sometimes seem like there's no way you can get it at all…because there isn't; you HAVE to bypass and backtrack for it after getting another ability. Sometimes, the game has an optional room in a split path, and in those cases, it'll even display a message explicitly telling you that you have to come back later:

As for the backtracking itself, the game does give you a fast-travel ability you can do by pushing X, but each section only has three fast-travel locations at best, so you'd still have to replay a bunch of rooms you already got everything in before you can try to get the golden notes you missed. Sure, it's better than Celeste having zero fast travel points, but it's a downgrade from Super Meat Boy letting you go directly back to the level with the warp zone you passed up. Oh, how quickly people forget the past…
By the way, even though I took the time to get around 2/3rds of the golden notes, I still beat the game in only around 2 hours and 30 minutes (not much longer than the Steam refund window), so on top of the game not really having much of a difficulty curve, it's also quite light on content.
Overall, it's not a bad game, but it's very much not worth $20 USD. Play the original, free version, play the free demo for this version, but the full game? Even if it were half price, I'd say wait for a sale.
Crypt Custodian
Despite the title, the whole "custodian" aspect is more of a background detail
Fast-paced Hack 'n' Slash with slow, Shmup-influenced enemy projectiles. I've never been a big fan of the hack 'n' slash genre, but having movement-based challenges instead of reaction-based ones combined with enemies only taking a few hits to die really helped this to be an enjoyable experience for me. Granted, it's not always enough to encourage fighting enemies when the game doesn't go into lockdown and force you to, but even running away still results in some challenge since you have to avoid all the bullets being shot at you (it may even be harder to run away in some cases).
The game is somewhat nonlinear. Not only does the map have many winding, interconnected paths, but quite a few of the areas and bosses can be tackled in any order (though there are a few progression upgrades you'll need to access certain places). The downside of this is that it can be hard to figure out which path is forward and which path leads to an optional upgrade, so you'll sometimes find yourself teleporting back to the previous respawn/fast-travel-point to see what's in the other direction.
If I had to say one problem with the game, it's that not all attacks have sufficient warning. For example, the Shmup elements sometimes don't account for the fact that this is a hack 'n' slash: you're often gonna be right next to the enemy/boss to attack them, yet bullets appear and move immediately. And sure, some attacks have red !s pop up to warn you, but others seem deliberately designed to trick you, like how some enemies shoot immediately after landing from a jump despite most enemies just having normal, non-shooting jumps. The worst example is probably the boss Grief: it tries to incorporate your recently-acquired digging ability into a boss fight, but there's no spot to dig in the boss arena at first. What the game does is subtly spawn a dig spot during one of the boss's attacks that spawns thick crowds of spikes across the arena, then its next attack hits the whole stage, so you only have a couple seconds to 1) realize it's even there in the first place since it's graphic isn't all that stand-out, and 2) perform the jump+ground-pound move wherever it spawned to get to safety. Even after you know what to do, it can be a bit challenging, but going in blind, it's quite a cheap hit.
…and if I had to say two problems with the game, it's that postgame super isn't worth it. I tried it since there weren't many other Game Pass games I was interested in, but it just reinforced my decision not to do other games' postgames. Not only does the game suddenly take a turn into arbitrary riddle territory just to gain access, but even after you figure out how to light the cat statues, you still have to find the upgrades needed to light each statue in the first place, and without a walkthrough, that's it's own aimless chore. Plus, the postgame itself is pretty bland and disappointing: the entirety of it consists of 1) a quiz about different story/gameplay details, some of which are rather obscure and easily missed/forgotten (you have to fight six enemies for each question you get wrong), 2) a series of lockdown battles ending with one that's way too long--easily 8+ waves (it's not even in the top 5 hardest lockdown battles in the game; it's just pointlessly long for no reason), and 3) yet more basic platforming across crumbling blocks that isn't meaningfully different than the jumps the game has already been making you do (the enemies here don't even shoot at you, so it's honestly easier). Plus, the cutscene you get after finishing those segments is rather disappointing. The dialogue fits the characters, but it's short and nothing really meaningful or even funny happens.
Wait for a sale.
Nov 24 2025
Ninglors Log 416
November Progress:
7
PPU monthly:
done
November Additions:
4
Games finished this week:
Won/Gifted Games:
Bought Games:
Firefly Village
Currently playing:

So much from me :3
Have a lovely week!
Queen Ninglor
Nov 23 2025
November Update!
Kind Words 2 is a highly anticipated sequel for me. It's an online multiplayer "game" where people write out their problems or troubles on letters. Others on the game can reply to the anonymous letters and try to cheer up or give advice to the troubled person. It is not a conversation. You cannot speak to anyone in real time and you can't reply back and forth. You see the letters, you reply, and thats the last you can speak to them.
Everything is completely anonymous.
Just like the previous game, there is a cute stickerbook that you can fill out. You can receive or gift stickers when interacting with the letters. You can use it to decorate your room. You can also unlock cozy lo-fi songs to listen to. This sequel keeps everything from the first game but adds some new additions. You can now go outside and interact with people in other ways.
They added a few new areas. Each area has a small feature that lets you interact with the people around you in a small way. The only issue is that you have to travel to each area. It doesn't take long, but the interactions feel so small, it doesn't feel worth it to load into each area. They are cute concepts, but very small interactions. The biggest and most worthwhile interactions are the coffee shop and the book store. In the bookstore, you can request or recommend certain hobbies and interests, such as movies or music. In the coffee shop, you listen or write slam poetry. Those two are the biggest additions and worth clicking on.
They also added "Conversations" in the streets. You can write something to them and then next time they get on, they can respond. Once again, it's not in real time. Overall, the game does add enough to justify a sequel, but it doesn't feel like enough interaction to feel worthwhile. It has a smaller playerbase than the first game, and the letters are still the main drive of both games.
There is still a limit on how many words you can write, and its a very short limit. It makes it hard to write letters or answer them without using lots of shorthand.
Do I recommend this game? Sure. This or the first one. They are very similar so I'd choose one, but either way its very cute and its great at cheering you up after a bad day. There isn't much of a game here, but if you like to write out your problems or help cheer others up, I recommend it.
Fireside Feelings is very similiar to Kind Words without it being associated with it at all. You customize an animal character and then you are presented with conversation topics. Things such as "dreams," "Friendship," "Goals," "Relationships," etc. Once you choose, the game asks you questions regarding the topic. You can answer them however you want with no word limit. You then get to read how someone else answered the same question. The person sitting across from you received the same questions whenever they chose the topic. You aren't actually talking to eachother, but you are both answering the same questions at different times and the game is showing you there answers alongside yours.
The game is very cute and a great way to vent out anything that you've kept inside for too long. Personally, the game didn't really grab me. I didn't relate to any of the other players responses, and the topics were too generic. I just didn't love it. I still think its a very fair price.
Title_Pending is a walking simulator. You are a game tester who is hired by game developer named Mathew Stanton to try out his new game. Title still pending :)
Title_Pending has multiple endings. You find them by trial and error and exploring around. mess with as much as you can in the game to see what fun commentary or weird ending you might get. There are even the developers pet pictures everywhere. That makes it worth it in itself!
The game features a chatty british narrator that comments on everything you do. So yes… think of it as Stanley Parable… lite. It's very linear. Finding the true ending is easy, and its not as big as the aforementioned game, but its still a lot of fun. The concept is not new, nor is the execution, but its an enjoyable quirky narrative experience and will scratch that Stanely Parable Itch. I recommend it!
In Stray, you play as an orange tabby cat who has been separated from its family. It takes place in a cyberpunk setting and you must explore, survive, and interact with robots to find your way home.
Stray is a wonderful game, especially if you are a cat fan. It's very atmospheric and creates a believable world that is filled with detail. They did a great job at making a playable cat character. You can meow, scratch posts, knock items off high shelves, ruin people's day or make it better. You meet likable characters along the way and it's easy to take in the atmosphere the whole time you're playing.
Overall, I recommend the game! I won this one steamgifts and it was well worth the play. It's on the shorter side so it's easy to beat, and there are some extra side stuff you can do too.
TSIOQUE (pronounced chiock) is a hand drawn point and click adventure game. You play as a young girl who must escape the castle and fight an evil wizard!
The fantasy setting is a lot of fun. The game has a lot of humor and fun references. The puzzles were mostly clever and fairly easy to solve. I did get stuck on a few, but I'm terrible at point-and-click puzzles.
I'm still not sure how I feel about the ending, but I think I liked it! It ties the narrative together. The game is short and can be beaten in a few hours.
Overall, I recommend it! I'm not a big fan of point-and-click games, otherwise I would have rated it even higher. The art style and fantasy setting make it feel nostalgic. I enjoyed the backgrounds/settings within the castle. The main character is likable and it has good humor and fun things to find if you explore.
Resident Evil Village is the sequel to Resident Evil 7. You once again play as Ethan Winters, who finds himself in a mysterious village while trying to search for his family.
I don't want to give out much due to spoilers, but this game is very different than RE7, or any game before it. It has a fantasy setting and it features many different locations and enemies in this village. The first part of the game is by far the most popular. I think the game developers knew that too. It's given much more attention and detail than the rest of the game. The game can feel unbalanced and a little too off the rails at times.
That being said, Village is incredibly creative and honestly.. very bold. It does suffer from bad pacing and an imbalance of attention to each section of the game, but It's captivating the whole way through. Ethan gets some much needed character development and the story is expanded from the previous game.
I enjoyed the game, but I didn't absolutely love it. It felt like it was having an identity crisis, but it was dumb fun all the way through. I still miss the old fashioned Resident Evil survival horror style, but I wouldn't be mad if we also got more games like this. I'm (im)patiently waiting for the new one to come out!





















































