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Whitewater Wipeout: triple 360

Posted on 02/07/2026 Written by Xexyz

Whitewater Wipeout was one of the first games available on the Playdate, being released in the first week of Season 1, and I think it’s still my favourite on the system. It has the vibes of California Games, but with a clear end point, refined scoring system, and responsive and intuitive controls.

The front of the board goes where the crank is pointing. It is such an immediate piece of feedback that it gives you an innate sense of connection to the character, but the fact that you can turn the crank quicker than the board can turn makes it crucial to plan in advance when to stop your stunts. Being able to shift weight on the board as you launch, using up on the d-pad, gives even more depth to it.

It’s ideal for a handheld game too. Three lives; you lose one each time you land the wrong way or stray to the bottom of the screen. As you travel to the left, the wave slowly catches up with you unless you constantly move, and the further to the left you go the smaller the wave is – making it more difficult to launch and land tricks, and eventually forcing a wipeout. I’ve reached that last point once in all my games.

The top global scores are over 2 million, and I have no idea how they can be achieved – you would need to have a perfect run on each of your three lives, getting a triple and then quadruple 360 on every trick, building up the combo for the whole run, and hitting a few birds along the way. My top score is less than a quarter of that, and even that felt like I was lucky so many times throughout.

Filed Under: Gaming Diary Tagged With: playdate

Teddison Inc (Playdate): COMPLETED!

Posted on 15/03/2026 Written by deKay

Teddison Inc is a cookie-clicker type numbers-go-up game. You’re a bear (for no explained reason, except – presumably – to enable the pun in the title) and you’d discovered you can use a bike to generate electricity. So you crank the Playdate and the number of watts goes up.

Then you can spend these watts to buy automations so you no longer have to crank. And more cyclists. And then better electricity generators like solar farms and wind turbines, as well as upgrades like better bike cranks to make existing generators more efficient. Soon you’re generating kilowatts, megawatts, and so on as the number go ever higher.

Unlike some of these clicker games where you have to leave them running overnight to get enough currency to progress, the whole game here is doable in a single sitting of about an hour. Which feels a bit short, but it’s fine. Some irony in a game about generating power using less power to play than other games in the same genre, I suppose.

Filed Under: Gaming Diary Tagged With: completed, Diary, playdate

Chance’s Lucky Escape (Playdate): COMPLETED!

Posted on 16/10/2025 Written by deKay

A silly little point and click adventure game on the games console probably least suited to the genre. Although I suppose I did play Batty Zabella so perhaps not.

According to the official Playdate podcast, Chance’s Lucky Escape picks up where a different game in the same universe – Inspector Waffles (which I’ve not played) is set. The Waffleverse? Maybe. Anyway, Chance is a dog who was supposed to be the getaway driver for the foiled crime in the Waffles game and this game is about his escape. Hence the name.

It’s pretty short, with only a few single screen locations, but it is enjoyable enough without any obscure puzzles. It’s quite funny too, and certainly impressive for a Playdate title.

Filed Under: Gaming Diary Tagged With: completed, Diary, playdate

Otto’s Galactic Groove!! (Playdate): COMPLETED!

Posted on 16/08/2025 Written by deKay

This is one of the Playdate games that is in the Playdate Season 2 pack. It’s a rhythm game where notes scroll across the screen and you press a button when they hit the Pong-like bat on the right, and you have to move the bat up and down with the Playdate’s crank. It works well, although does remind me of how Trombone Champ’s mechanics work.

The music is good, and each “planet” you visit in the game – the aim is to collect musical essences from each – each planet has it’s own musical style like jazz or dubstep or chip tune. It’s all either original for the game, or borrowed from other Playdate games.

It’s OK. A bit short but that’s fine.

Filed Under: Gaming Diary Tagged With: completed, Diary, playdate

Dig Dig Dino! (Playdate): COMPLETED!

Posted on 31/05/2025 Written by deKay

Season Two of the Playdate games have started arriving, and the first one I worked through is this lovely little archaeology title, where you dig down and find bones and… well, you do that a lot.

It reminds me a lot of SteamWorld Dig, although it isn’t a platformer and has (almost) no combat, but progression is similar. The deeper you dig, the more energy it takes to dig, so you buy upgrades (with money earned from things you’ve dug up) that give you more energy or let you dig more easily or deeper. Unlike SteamWorld Dig, it’s viewed from above rather than the side, so you have wider areas of things to uncover, and there’s a bit of a puzzle element as some rocks and things need to be fully uncovered before you can destroy them and dig underneath.

Another thing that is similar to SteamWorld Dig is the twist that I won’t be revealing. If you’ve played that game, then when you get to a certain point in this game you’ll realise the same thing!

It’s a pretty simple game, but there’s a moreish gameplay loop as you finish each run with usually just enough money to buy upgrades to get you just a little further next time. It’s clearly been tuned to keep you coming back, as every run seems to get you something new.

Filed Under: Gaming Diary Tagged With: completed, Diary, playdate

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98: There Were No Ramekins
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In Episode 98, deKay and Kendrick chat about some The Game Awards stuff, Half Life 3 (or not), and games!

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