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Samsara Room (Steam Deck): COMPLETED!

Posted on 28/10/2023 Written by deKay

NameSamsara Room
DeveloperRusty Lake
GenrePuzzle
PlatformPC, Mac, iOS, Android
Release DateFebruary 2017
ModesSingle-player
LanguagesEnglish
WebsiteRusty Lake

Another rummage in my itch.io library, and up came this game. “Rusty Lake?” I thought. “Where have I heard that name before?”. Turns out, they also did The White Door, which I remember liking. Why not, eh?

It’s more abstract than that game, with very little in the way of words to help you. It’s essentially an Escape Room game, only something something something psyche something? I don’t know – there’s some symbolism and you turn into odd creatures and you have to collect shells or candles to get to the next room. Which is the same as the current room, only it’s like a parallel universe.

There are several of these room variants – like an upside down one and one where objects float in the air. Sometimes you need to solve a puzzle in one version of the room to make something happen in another version, so in that respect it’s a little like a very simplified and less brain-melty version of Gorogoa. That’s not a negative comment, I should point out.

I got stuck a few times, but it only took about an hour and a half to complete. That might sound short but that’s not the point, and it’s free. Free! Bargain.

(Oh, and check out that info box up there – WordPress AI created that for me. Not sure I’ll keep this sort of thing on other posts, but I’ll try it out for a bit.)

Filed Under: Gaming Diary Tagged With: completed, Diary, itch.io, steam deck

StarBoy (Steam Deck): COMPLETED!

Posted on 28/10/2023 Written by deKay

While having a rummage through the various itch.io charidee bundles I’ve bought in the past for something to play, this caught my eye. I think it’s the way it’s superficially a bit like Minit and Gato Roboto, although it’s not really much like either of those games.

What it actually is, is a short platform, all in black and white, with a lot of wall jumping and some puzzles. These puzzles are mostly of the type where you have to take an object from one place to another, but often will be complicated with the main gimmick of the game – the way blocks appear or disappear when you light them up.

You see, there are various lights around which do this job, but sometimes you have to power them (or un-power them), and sometimes you have to charge yourself with a glow from a creature so you can leg it across some “invisible” platforms before the glow wears off.

It’s pretty clever, and a shame there’s not a few more levels because the full depth of this gameplay mechanic could be easily explored much further, I’m sure. But, y’know, it’s cheap and stuff so can’t complain!

Filed Under: Gaming Diary Tagged With: completed, Diary, itch.io, steam deck

Doraemon: Story of Seasons (Switch): COMPLETED!

Posted on 28/10/2023 Written by deKay

It’s been a while since I went cold turkey on Animal Crossing, so I thought I’d inject a bit of something similar when this came up on sale on the Switch eShop. Apparently it’s the first Doraemon game to be officially localised for the West, but it’s also a Story of Seasons (née Harvest Moon) crossover title.

How that robot cat/farming game amalgamation works is like this: The plot is about Noby, Doraemon and chums being magically sent back in time and Doraemon losing all his gadgets. In the manga and anime these gadgets are future tech from the time Doraemon comes from, and do all sorts of things like duplicate items, allow teleportation and invent other gadgets. The gameplay, however, is pure Story of Seasons – make friends, grow crops, keep farm animals, and things change with the passing of seasons. The crossover happens when you recover Doraemon’s gadgets and use them to progress both the story (which is mostly about getting home) and improve your farm. For two very disparate things, the game does a decent job of melding them.

The thing that caught my eye with this originally was the art style. It has this lovely watercolour-like look to the graphics. Some areas look better than others, but there’s a lot of pretty detail. The music is relaxing if a little forgettable, but the voices – especially Noby’s interjections and non-verbal vocalisations – grate somewhat. For example, when mining, Noby shouts “HAI!” with every swing of the pickaxe.

Of which there are many swings because another downer in the game is the grinding. In the early game, it’s mostly grinding for money which means a lot of fishing and foraging, but soon you need ore and gems, and you can only realistically get them from the mine. Problem is, each swing of the pickaxe drains one point of stamina and you only have 100 to begin with. If you’re like me, by the time you’ve watered your crops first thing in the morning, you’re already exhausted so need to go back to bed for a few hours at 8am in order to regain the energy to go off and mine for a bit, and then have another nap (or two, or three) in the afternoon to refill it again.

Eventually, that grind winds down a bit as you get items that increase your maximum stamina and improved tools that drain it less quickly, and then you (or rather, I, in case you play it differently) have to grind for likes. You see, in order to progress the story, you have to make events trigger. In order to do that, specific people need to like you a certain amount, although who and certainly how much isn’t always clear. You become more chummy with them by giving them stuff (items, crops, food, fish, etc.) they like, and in standard Farm/Life Sim fashion, everyone likes different stuff different amounts. Just getting them to like you isn’t always enough to trigger the events – you also need to be in the right place (there’s no way of finding out where this might be) and the right time (you’re rarely given any clues on this either). It’s a bit frustrating and after spending many in-game days wandering every location at all times of day and night in the hope I’d be lucky, I resorted to a guide. Which turned out to be wrong. Sigh.

But these are frustrations with trying to complete the damn game. If you just want that to happen naturally and you don’t care how long it takes, then you can relax into it and just tend your farm, animals and chat with people without time limits, death or negative consequences. For me, though, I wanted to get on and play something else (I’ve played little else for a month!) so I hit the grind. If you like Stardew Valley or previous Seasons games, you’ll like this, and if you’ve no idea who Doraemon and his friends are, then that doesn’t matter as it’s still enjoyable.

Filed Under: Gaming Diary Tagged With: completed, Diary, story of seasons, switch

Doraemon: Story of Seasons (Switch): COMPLETED!

Posted on 28/10/2023 Written by deKay

It’s been a while since I went cold turkey on Animal Crossing, so I thought I’d inject a bit of something similar when this came up on sale on the Switch eShop. Apparently it’s the first Doraemon game to be officially localised for the West, but it’s also a Story of Seasons (née Harvest Moon) crossover title.

How that robot cat/farming game amalgamation works is like this: The plot is about Noby, Doraemon and chums being magically sent back in time and Doraemon losing all his gadgets. In the manga and anime these gadgets are future tech from the time Doraemon comes from, and do all sorts of things like duplicate items, allow teleportation and invent other gadgets. The gameplay, however, is pure Story of Seasons – make friends, grow crops, keep farm animals, and things change with the passing of seasons. The crossover happens when you recover Doraemon’s gadgets and use them to progress both the story (which is mostly about getting home) and improve your farm. For two very disparate things, the game does a decent job of melding them.

The thing that caught my eye with this originally was the art style. It has this lovely watercolour-like look to the graphics. Some areas look better than others, but there’s a lot of pretty detail. The music is relaxing if a little forgettable, but the voices – especially Noby’s interjections and non-verbal vocalisations – grate somewhat. For example, when mining, Noby shouts “HAI!” with every swing of the pickaxe.

Of which there are many swings because another downer in the game is the grinding. In the early game, it’s mostly grinding for money which means a lot of fishing and foraging, but soon you need ore and gems, and you can only realistically get them from the mine. Problem is, each swing of the pickaxe drains one point of stamina and you only have 100 to begin with. If you’re like me, by the time you’ve watered your crops first thing in the morning, you’re already exhausted so need to go back to bed for a few hours at 8am in order to regain the energy to go off and mine for a bit, and then have another nap (or two, or three) in the afternoon to refill it again.

Eventually, that grind winds down a bit as you get items that increase your maximum stamina and improved tools that drain it less quickly, and then you (or rather, I, in case you play it differently) have to grind for likes. You see, in order to progress the story, you have to make events trigger. In order to do that, specific people need to like you a certain amount, although who and certainly how much isn’t always clear. You become more chummy with them by giving them stuff (items, crops, food, fish, etc.) they like, and in standard Farm/Life Sim fashion, everyone likes different stuff different amounts. Just getting them to like you isn’t always enough to trigger the events – you also need to be in the right place (there’s no way of finding out where this might be) and the right time (you’re rarely given any clues on this either). It’s a bit frustrating and after spending many in-game days wandering every location at all times of day and night in the hope I’d be lucky, I resorted to a guide. Which turned out to be wrong. Sigh.

But these are frustrations with trying to complete the damn game. If you just want that to happen naturally and you don’t care how long it takes, then you can relax into it and just tend your farm, animals and chat with people without time limits, death or negative consequences. For me, though, I wanted to get on and play something else (I’ve played little else for a month!) so I hit the grind. If you like Stardew Valley or previous Seasons games, you’ll like this, and if you’ve no idea who Doraemon and his friends are, then that doesn’t matter as it’s still enjoyable.

Filed Under: Gaming Diary Tagged With: completed, Diary, story of seasons, switch

Super Mario Bros. Wonder (Switch): COMPLETED!

Posted on 23/10/2023 Written by deKay

There was no doubt that I was going to instabuy a new Mario game. It might not be a sequel to Super Mario Odyssey, but New Super Mario Bros U was one of the best Mario games, if not, actually, the best and this is the first 2D outing for Nintendo’s pipeman since that came out, so I was hyped.

All the new “wonder” effects shown in the trailer and Nintendo Direct, with crawling pipes and turning into a Goomba and bouncing on massive bubbles opened a trillion new possibilities to Nintendo’s already seemingly inexhaustible supply of one-off creative moments. Everything was so bright and slick and, well, Nintendo. The only slightly worrying thing were the talking flowers, who comment on your actions, which didn’t seem to fit, but early players confirmed you could turn them off, so it’d be fine. Right? Right?

Well, duh, obviously.

But, it isn’t quite as great as I was hoping for. Before I go on about why, I should say that a surprise delight was these talking flowers. I was sure they’d grate and annoy but no – they’re bloody genius. Turning them off removes a big ol’ chunk of personality from the game. Another thing that had been pre-levelled as a negative from folk is that veteran Mario and Chums voice artist Charles Martinet wouldn’t be voicing this game, I think the first Mario title since Mario 64 to not feature him. Thankfully, the replacement 1) isn’t Chris Pratt, and 2) isn’t very different at all so it’s fine.

So why isn’t it the Best Mario Ever? Well, mainly because it just isn’t quite there in a number of ways. It’s short, for a start, and it’s very, very easy. I know the Thing with Mario games is that the hidden levels and getting all the special coins/seeds/bonuses/exits/etc. is where the real challenge lies, but no – it’s really easy even to do that. I collected all the seeds (most levels have one for using the “Wonder” correctly, and one for completing the level) and finished all the levels without incident. Except for one of the secret levels (those levels being the Wonder equivalent to Star Road) where you have to do loads of wall jumps really quickly in time to music which constantly speeds up and one slight mistake and you die. Even that was simplified by having more lives than you can realistically lose and no penalty for losing any. Seriously, I spent the majority of the game with 90+ lives and never intentionally tried – or needed – to get more. One tricky level in the whole game? It’s for kids, mate.

There’s also a couple of new power-ups this time around. Most obvious is Elephant Mario, who can hold water in his trunk and water things, but can also smash certain blocks when needed. The other one is Bubble Mario, who, er, blows bubbles. Apart from being able to defeat baddies on the other side of walls (the bubbles pass through), and you can jump off a bubble you’ve blown, Bubble Mario offers nothing to the game and is completely unneeded for any of the levels. Elephant Mario, for all his cuteness and fatness, is a little wasted too. For the most part, both of these powers were used simply to survive an extra hit.

However! It is still a fantastic game. I bloody loved it from start to finish (even if that time was only about 8 hours) and it’s just so bouncy and damn happy and the physics of jumping is perfect in that way no other company besides Nintendo manage to get right. Even a “bad” Mario game is still better than 99.9% of other games. I still have a handful of big purple coins to get before it’ll be considered 100%d, but everything else is done, and I’ll be sad for it to end.

Filed Under: Gaming Diary Tagged With: completed, Diary, mario, switch

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96: Magic Beans
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What is this word “late” which you are saying? I do not recognise it and I do not understand it and I do not wish to believe it exists! Episode 96 cannot be late, for it was never scheduled. Sir, you embarrass yourself.

Arguments about timetabling aside, we would like to invite you to enjoy this most recent (at time of typing) episode of your favourite podcast! deKay, Kendrick and Orrah huddled round a warm bucket of cocoa and discussed, to varying lengths, the important news of our time – including Nintendo’s Mario Direct, more unfortunate developers losing their jobs because Money, Microsoft increasing the price of Game Pass (again, because Money) and Starbreeze getting several years into developing an eagerly anticipated Dungeons & Dragons game before pulling the plug because, well, Money. Thankfully, there’s some Good Stuff too, like chat about these games.

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