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#completed — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #completed, aggregated by home.social.

  1. Artemis II splashdown: what mission milestone was hit? #science
    atlas.whatip.xyz/post.php?slug
    <p>Artemis II splashdown completed a key return to Earth milestone NASA’s Orion capsule carrying the
    #splashdown #milestone #completed #artemis

  2. Artemis II splashdown: what mission milestone was hit? #science
    atlas.whatip.xyz/post.php?slug
    <p>Artemis II splashdown completed a key return to Earth milestone NASA’s Orion capsule carrying the
    #splashdown #milestone #completed #artemis

  3. Artemis II splashdown: what mission milestone was hit? #science
    atlas.whatip.xyz/post.php?slug
    <p>Artemis II splashdown completed a key return to Earth milestone NASA’s Orion capsule carrying the
    #splashdown #milestone #completed #artemis

  4. Artemis II splashdown: what mission milestone was hit? #science
    atlas.whatip.xyz/post.php?slug
    <p>Artemis II splashdown completed a key return to Earth milestone NASA’s Orion capsule carrying the
    #splashdown #milestone #completed #artemis

  5. Artemis II splashdown: what mission milestone was hit? #science
    atlas.whatip.xyz/post.php?slug
    <p>Artemis II splashdown completed a key return to Earth milestone NASA’s Orion capsule carrying the
    #splashdown #milestone #completed #artemis

  6. Mika and the Witch’s Mountain (Switch): COMPLETED!

    I have a soft spot for games by Chibig. I like how they’re all set in the same universe, often with recurring characters (like Mûn). Probably the biggest game of theirs was Summer in Mara, a sort of Wind Waker-ish, Harvest Moon-lite adventure. Most of their games are of slightly different genres too.

    Mika and the Witch’s Mountain is a sort of arcade adventure. It’s set on an island, at the top of which is a witch, whom you want to train you up but she immediately throws you off her mountain and you have to make your way back up by completing tasks for the locals to earn enough to repair your broomstick to the point where it can fly high enough.

    Basically, you run (and fly, a bit) round the island collecting and delivering things. Most items you deliver need to stay dry and undamaged, so you can’t slam into rocks or take a swim, but (a few items aside) it’s not too tricky. The draw is in the characters and interactions, which Chibig do very well.

    There are a handful of puzzles, and the odd bit of difficult traversal, but it’s mostly laid back and stressless. The island has a number of secrets to discover and exploring every inch of it is fun. There are a few character-related side stories too, like the relationship between the two fishermen or the unruly children of an artist who has lost his mojo, which (naturally) you get involved in and try to resolve.

    Another joyous blue-skies game in the series.

    #completed #mara #switch
  7. Mika and the Witch’s Mountain (Switch): COMPLETED!

    I have a soft spot for games by Chibig. I like how they’re all set in the same universe, often with recurring characters (like Mûn). Probably the biggest game of theirs was Summer in Mara, a sort of Wind Waker-ish, Harvest Moon-lite adventure. Most of their games are of slightly different genres too.

    Mika and the Witch’s Mountain is a sort of arcade adventure. It’s set on an island, at the top of which is a witch, whom you want to train you up but she immediately throws you off her mountain and you have to make your way back up by completing tasks for the locals to earn enough to repair your broomstick to the point where it can fly high enough.

    Basically, you run (and fly, a bit) round the island collecting and delivering things. Most items you deliver need to stay dry and undamaged, so you can’t slam into rocks or take a swim, but (a few items aside) it’s not too tricky. The draw is in the characters and interactions, which Chibig do very well.

    There are a handful of puzzles, and the odd bit of difficult traversal, but it’s mostly laid back and stressless. The island has a number of secrets to discover and exploring every inch of it is fun. There are a few character-related side stories too, like the relationship between the two fishermen or the unruly children of an artist who has lost his mojo, which (naturally) you get involved in and try to resolve.

    Another joyous blue-skies game in the series.

    #completed #mara #switch
  8. Mika and the Witch’s Mountain (Switch): COMPLETED!

    I have a soft spot for games by Chibig. I like how they’re all set in the same universe, often with recurring characters (like Mûn). Probably the biggest game of theirs was Summer in Mara, a sort of Wind Waker-ish, Harvest Moon-lite adventure. Most of their games are of slightly different genres too.

    Mika and the Witch’s Mountain is a sort of arcade adventure. It’s set on an island, at the top of which is a witch, whom you want to train you up but she immediately throws you off her mountain and you have to make your way back up by completing tasks for the locals to earn enough to repair your broomstick to the point where it can fly high enough.

    Basically, you run (and fly, a bit) round the island collecting and delivering things. Most items you deliver need to stay dry and undamaged, so you can’t slam into rocks or take a swim, but (a few items aside) it’s not too tricky. The draw is in the characters and interactions, which Chibig do very well.

    There are a handful of puzzles, and the odd bit of difficult traversal, but it’s mostly laid back and stressless. The island has a number of secrets to discover and exploring every inch of it is fun. There are a few character-related side stories too, like the relationship between the two fishermen or the unruly children of an artist who has lost his mojo, which (naturally) you get involved in and try to resolve.

    Another joyous blue-skies game in the series.

    #completed #mara #switch
  9. Mika and the Witch’s Mountain (Switch): COMPLETED!

    I have a soft spot for games by Chibig. I like how they’re all set in the same universe, often with recurring characters (like Mûn). Probably the biggest game of theirs was Summer in Mara, a sort of Wind Waker-ish, Harvest Moon-lite adventure. Most of their games are of slightly different genres too.

    Mika and the Witch’s Mountain is a sort of arcade adventure. It’s set on an island, at the top of which is a witch, whom you want to train you up but she immediately throws you off her mountain and you have to make your way back up by completing tasks for the locals to earn enough to repair your broomstick to the point where it can fly high enough.

    Basically, you run (and fly, a bit) round the island collecting and delivering things. Most items you deliver need to stay dry and undamaged, so you can’t slam into rocks or take a swim, but (a few items aside) it’s not too tricky. The draw is in the characters and interactions, which Chibig do very well.

    There are a handful of puzzles, and the odd bit of difficult traversal, but it’s mostly laid back and stressless. The island has a number of secrets to discover and exploring every inch of it is fun. There are a few character-related side stories too, like the relationship between the two fishermen or the unruly children of an artist who has lost his mojo, which (naturally) you get involved in and try to resolve.

    Another joyous blue-skies game in the series.

    #completed #mara #switch
  10. Mika and the Witch’s Mountain (Switch): COMPLETED!

    I have a soft spot for games by Chibig. I like how they’re all set in the same universe, often with recurring characters (like Mûn). Probably the biggest game of theirs was Summer in Mara, a sort of Wind Waker-ish, Harvest Moon-lite adventure. Most of their games are of slightly different genres too.

    Mika and the Witch’s Mountain is a sort of arcade adventure. It’s set on an island, at the top of which is a witch, whom you want to train you up but she immediately throws you off her mountain and you have to make your way back up by completing tasks for the locals to earn enough to repair your broomstick to the point where it can fly high enough.

    Basically, you run (and fly, a bit) round the island collecting and delivering things. Most items you deliver need to stay dry and undamaged, so you can’t slam into rocks or take a swim, but (a few items aside) it’s not too tricky. The draw is in the characters and interactions, which Chibig do very well.

    There are a handful of puzzles, and the odd bit of difficult traversal, but it’s mostly laid back and stressless. The island has a number of secrets to discover and exploring every inch of it is fun. There are a few character-related side stories too, like the relationship between the two fishermen or the unruly children of an artist who has lost his mojo, which (naturally) you get involved in and try to resolve.

    Another joyous blue-skies game in the series.

    #completed #mara #switch
  11. Castaway (Switch): COMPLETED!

    Yes, it does look a lot like a Game Boy Colour Zelda game. It feels a bit like one too, not least because you have a sword and a hookshot and there are block pushing puzzles just like in Link’s Awakening. Only it’s only an hour or two long and there are only really three short dungeons.

    Which is fine. It was enjoyable and tight and all that.

    Once completed, however, you get access to a roguelike dungeon mode, where you have 50 small rooms with increasingly difficult baddies and traps to get past, with random upgrades every time you’ve collected enough XP. A run here will be maybe 45 minutes or so, and it’s great. I completed this too, but it did take about 10 or 12 runs to do so. Tip: the seemingly useless pickaxe upgrades should not be ignored (like I kept doing) as they make the final boss much easier.

    #completed #switch
  12. Castaway (Switch): COMPLETED!

    Yes, it does look a lot like a Game Boy Colour Zelda game. It feels a bit like one too, not least because you have a sword and a hookshot and there are block pushing puzzles just like in Link’s Awakening. Only it’s only an hour or two long and there are only really three short dungeons.

    Which is fine. It was enjoyable and tight and all that.

    Once completed, however, you get access to a roguelike dungeon mode, where you have 50 small rooms with increasingly difficult baddies and traps to get past, with random upgrades every time you’ve collected enough XP. A run here will be maybe 45 minutes or so, and it’s great. I completed this too, but it did take about 10 or 12 runs to do so. Tip: the seemingly useless pickaxe upgrades should not be ignored (like I kept doing) as they make the final boss much easier.

    #completed #switch
  13. Castaway (Switch): COMPLETED!

    Yes, it does look a lot like a Game Boy Colour Zelda game. It feels a bit like one too, not least because you have a sword and a hookshot and there are block pushing puzzles just like in Link’s Awakening. Only it’s only an hour or two long and there are only really three short dungeons.

    Which is fine. It was enjoyable and tight and all that.

    Once completed, however, you get access to a roguelike dungeon mode, where you have 50 small rooms with increasingly difficult baddies and traps to get past, with random upgrades every time you’ve collected enough XP. A run here will be maybe 45 minutes or so, and it’s great. I completed this too, but it did take about 10 or 12 runs to do so. Tip: the seemingly useless pickaxe upgrades should not be ignored (like I kept doing) as they make the final boss much easier.

    #completed #switch
  14. Castaway (Switch): COMPLETED!

    Yes, it does look a lot like a Game Boy Colour Zelda game. It feels a bit like one too, not least because you have a sword and a hookshot and there are block pushing puzzles just like in Link’s Awakening. Only it’s only an hour or two long and there are only really three short dungeons.

    Which is fine. It was enjoyable and tight and all that.

    Once completed, however, you get access to a roguelike dungeon mode, where you have 50 small rooms with increasingly difficult baddies and traps to get past, with random upgrades every time you’ve collected enough XP. A run here will be maybe 45 minutes or so, and it’s great. I completed this too, but it did take about 10 or 12 runs to do so. Tip: the seemingly useless pickaxe upgrades should not be ignored (like I kept doing) as they make the final boss much easier.

    #completed #switch
  15. The Fairyland Story (Evercade): COMPLETED!

    This is one of the games on the recent Taito cartridge for the Evercade. I’m not 100% on the timings, but it feels very much like a precursor to Bubble Bobble – loads of single screen platforming, baddies to destroy, a particularly nasty baddie that appears if you take too long, and so on. It isn’t anywhere near as much fun as Bubble Bobble though.

    The main issue I had is that often, especially on later levels, some of the baddies are really difficult to reach, especially without accidentally colliding with them and dying. There’s a level right near the end – level 95, I think – where the screen is sort of split in two and if you’re playing single player (like I was) then you can’t physically get from the left side of the screen to the right side. I can demonstrate with this screenshot from StrategyWiki:

    You’re the witchy looking woman in red. The issue is that there’s no way to do a “small” jump to get over the four blocks at the bottom without jumping too high and ending up on the platform above. Except… there is. Thanks to a web search and a very old post on GameFAQs, I found that if you tap jump and then immediately tap right, then providing you’re standing in the right place, you can do a tiny jump. Get the timings or length of tap wrong and you don’t, so even if you know how it’s still nearly impossible. Literally nowhere in the game does it say this either directly or indirectly. Nowhere else in the game is it necessary. How arcade gamers in the 1980s without GameFAQs managed this I have no idea.

    You can also see in that screenshot that neither of the baddies are actually reachable even if you do this. You have to coax them out by climbing higher up the screen than them. Which is a pain.

    So, it’s not a great game. I completed it mainly because I’d started so I had to finish, but there are far better single screen arcade games like this out there. Still, if it wasn’t for the mistakes of The Fairyland Story maybe we wouldn’t have Bubble Bobble.

    #arcade #completed #evercade #retro
  16. The Fairyland Story (Evercade): COMPLETED!

    This is one of the games on the recent Taito cartridge for the Evercade. I’m not 100% on the timings, but it feels very much like a precursor to Bubble Bobble – loads of single screen platforming, baddies to destroy, a particularly nasty baddie that appears if you take too long, and so on. It isn’t anywhere near as much fun as Bubble Bobble though.

    The main issue I had is that often, especially on later levels, some of the baddies are really difficult to reach, especially without accidentally colliding with them and dying. There’s a level right near the end – level 95, I think – where the screen is sort of split in two and if you’re playing single player (like I was) then you can’t physically get from the left side of the screen to the right side. I can demonstrate with this screenshot from StrategyWiki:

    You’re the witchy looking woman in red. The issue is that there’s no way to do a “small” jump to get over the four blocks at the bottom without jumping too high and ending up on the platform above. Except… there is. Thanks to a web search and a very old post on GameFAQs, I found that if you tap jump and then immediately tap right, then providing you’re standing in the right place, you can do a tiny jump. Get the timings or length of tap wrong and you don’t, so even if you know how it’s still nearly impossible. Literally nowhere in the game does it say this either directly or indirectly. Nowhere else in the game is it necessary. How arcade gamers in the 1980s without GameFAQs managed this I have no idea.

    You can also see in that screenshot that neither of the baddies are actually reachable even if you do this. You have to coax them out by climbing higher up the screen than them. Which is a pain.

    So, it’s not a great game. I completed it mainly because I’d started so I had to finish, but there are far better single screen arcade games like this out there. Still, if it wasn’t for the mistakes of The Fairyland Story maybe we wouldn’t have Bubble Bobble.

    #arcade #completed #evercade #retro
  17. The Fairyland Story (Evercade): COMPLETED!

    This is one of the games on the recent Taito cartridge for the Evercade. I’m not 100% on the timings, but it feels very much like a precursor to Bubble Bobble – loads of single screen platforming, baddies to destroy, a particularly nasty baddie that appears if you take too long, and so on. It isn’t anywhere near as much fun as Bubble Bobble though.

    The main issue I had is that often, especially on later levels, some of the baddies are really difficult to reach, especially without accidentally colliding with them and dying. There’s a level right near the end – level 95, I think – where the screen is sort of split in two and if you’re playing single player (like I was) then you can’t physically get from the left side of the screen to the right side. I can demonstrate with this screenshot from StrategyWiki:

    You’re the witchy looking woman in red. The issue is that there’s no way to do a “small” jump to get over the four blocks at the bottom without jumping too high and ending up on the platform above. Except… there is. Thanks to a web search and a very old post on GameFAQs, I found that if you tap jump and then immediately tap right, then providing you’re standing in the right place, you can do a tiny jump. Get the timings or length of tap wrong and you don’t, so even if you know how it’s still nearly impossible. Literally nowhere in the game does it say this either directly or indirectly. Nowhere else in the game is it necessary. How arcade gamers in the 1980s without GameFAQs managed this I have no idea.

    You can also see in that screenshot that neither of the baddies are actually reachable even if you do this. You have to coax them out by climbing higher up the screen than them. Which is a pain.

    So, it’s not a great game. I completed it mainly because I’d started so I had to finish, but there are far better single screen arcade games like this out there. Still, if it wasn’t for the mistakes of The Fairyland Story maybe we wouldn’t have Bubble Bobble.

    #arcade #completed #evercade #retro
  18. The Fairyland Story (Evercade): COMPLETED!

    This is one of the games on the recent Taito cartridge for the Evercade. I’m not 100% on the timings, but it feels very much like a precursor to Bubble Bobble – loads of single screen platforming, baddies to destroy, a particularly nasty baddie that appears if you take too long, and so on. It isn’t anywhere near as much fun as Bubble Bobble though.

    The main issue I had is that often, especially on later levels, some of the baddies are really difficult to reach, especially without accidentally colliding with them and dying. There’s a level right near the end – level 95, I think – where the screen is sort of split in two and if you’re playing single player (like I was) then you can’t physically get from the left side of the screen to the right side. I can demonstrate with this screenshot from StrategyWiki:

    You’re the witchy looking woman in red. The issue is that there’s no way to do a “small” jump to get over the four blocks at the bottom without jumping too high and ending up on the platform above. Except… there is. Thanks to a web search and a very old post on GameFAQs, I found that if you tap jump and then immediately tap right, then providing you’re standing in the right place, you can do a tiny jump. Get the timings or length of tap wrong and you don’t, so even if you know how it’s still nearly impossible. Literally nowhere in the game does it say this either directly or indirectly. Nowhere else in the game is it necessary. How arcade gamers in the 1980s without GameFAQs managed this I have no idea.

    You can also see in that screenshot that neither of the baddies are actually reachable even if you do this. You have to coax them out by climbing higher up the screen than them. Which is a pain.

    So, it’s not a great game. I completed it mainly because I’d started so I had to finish, but there are far better single screen arcade games like this out there. Still, if it wasn’t for the mistakes of The Fairyland Story maybe we wouldn’t have Bubble Bobble.

    #arcade #completed #evercade #retro
  19. Picross S Namco Legendary Edition (Switch): COMPLETED!

    It’s been a while since I last completed a Picross game, but I’ve actually been playing this one off and on for six months or more. It is, as they always are, more of the same – a polished, Jupiter developed, game of Picross with loads of puzzles.

    The difference this time, however, is that it’s Namco themed. Specifically, 8-bit Namco games from the 1980s. Pixel representations of the likes of Dig Dug, The Tower of Druaga, Pac-Man, Rally-X, Mappy, Xevious and several Japanese titles I’ve never heard of, all in Picross puzzle form. Excellent.

    Aside from the music. I mean, I love the Mappy theme tune as much as anyone, but the same 8 seconds over it repeating overandoverandoverandover for a 45 minute puzzle? Nah mate, that got turned down fast.

    #completed #mappy #pacMan #picross #retro
  20. Picross S Namco Legendary Edition (Switch): COMPLETED!

    It’s been a while since I last completed a Picross game, but I’ve actually been playing this one off and on for six months or more. It is, as they always are, more of the same – a polished, Jupiter developed, game of Picross with loads of puzzles.

    The difference this time, however, is that it’s Namco themed. Specifically, 8-bit Namco games from the 1980s. Pixel representations of the likes of Dig Dug, The Tower of Druaga, Pac-Man, Rally-X, Mappy, Xevious and several Japanese titles I’ve never heard of, all in Picross puzzle form. Excellent.

    Aside from the music. I mean, I love the Mappy theme tune as much as anyone, but the same 8 seconds over it repeating overandoverandoverandover for a 45 minute puzzle? Nah mate, that got turned down fast.

    #completed #mappy #pacMan #picross #retro
  21. Picross S Namco Legendary Edition (Switch): COMPLETED!

    It’s been a while since I last completed a Picross game, but I’ve actually been playing this one off and on for six months or more. It is, as they always are, more of the same – a polished, Jupiter developed, game of Picross with loads of puzzles.

    The difference this time, however, is that it’s Namco themed. Specifically, 8-bit Namco games from the 1980s. Pixel representations of the likes of Dig Dug, The Tower of Druaga, Pac-Man, Rally-X, Mappy, Xevious and several Japanese titles I’ve never heard of, all in Picross puzzle form. Excellent.

    Aside from the music. I mean, I love the Mappy theme tune as much as anyone, but the same 8 seconds over it repeating overandoverandoverandover for a 45 minute puzzle? Nah mate, that got turned down fast.

    #completed #mappy #pacMan #picross #retro
  22. Picross S Namco Legendary Edition (Switch): COMPLETED!

    It’s been a while since I last completed a Picross game, but I’ve actually been playing this one off and on for six months or more. It is, as they always are, more of the same – a polished, Jupiter developed, game of Picross with loads of puzzles.

    The difference this time, however, is that it’s Namco themed. Specifically, 8-bit Namco games from the 1980s. Pixel representations of the likes of Dig Dug, The Tower of Druaga, Pac-Man, Rally-X, Mappy, Xevious and several Japanese titles I’ve never heard of, all in Picross puzzle form. Excellent.

    Aside from the music. I mean, I love the Mappy theme tune as much as anyone, but the same 8 seconds over it repeating overandoverandoverandover for a 45 minute puzzle? Nah mate, that got turned down fast.

    #completed #mappy #pacMan #picross #retro
  23. Teddison Inc (Playdate): COMPLETED!

    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.

    #completed #playdate
  24. Teddison Inc (Playdate): COMPLETED!

    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.

    #completed #playdate
  25. Teddison Inc (Playdate): COMPLETED!

    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.

    #completed #playdate
  26. Teddison Inc (Playdate): COMPLETED!

    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.

    #completed #playdate
  27. Holy Potatoes! We’re In Space?! (Switch): COMPLETED!

    Maybe I should have looked up the game before playing, but I naïvely assumed that this follow-up to Holy Potatoes! A Weapon Shop?! would be more of the same only instead of the sort of fantasy setting of that game, I’d be creating weapons in a more sci-fi environment. Which, I suppose, you do. But actually, it’s a turn based RPG.

    Whereas in Weapon Shop you just made weapons for other spuds, here you’re actually pilot of a spaceship and you travel to planets and fight baddies in other space ships. You have a crew (who you can recruit, train and “upgrade”), you have up to four weapons slots on your ship, and you fight in a very JRPG way Only in space with spaceships.

    Yes, you create weapons, but that’s nowhere near as in-depth as it was before. So was I disappointed? I was. Very. But only for a while because once I got over the fact it was a totally different game (albeit with at least one connection to Weapon Shop), I really got in to the way it all worked and thoroughly enjoyed myself.

    Except for one thing.

    As part of the plot, you’re being constantly hounded by an evil organisation. You warp to a solar system, then have to travel round the planets, complete some tasks, and then warp out before so many “sols”, the unit of time here, run out and you’re caught. This mechanic totally ruins the game for me. You’re always short of time and every time you fly to a planet, or explore one, or return to the “hub” in the system to refuel, repair your ship or buy resources, you use up sols and there just doesn’t seem to be enough. You go into battles feeling unprepared because you’ve gambled that you might waste too many sols recuperating after the previous one, and you never get a chance to properly explore each region of space as there simply isn’t time to do it. Luckily, you can turn “limited sols” off, so I did. Much better.

    That aside, it’s a nice little game with some silly characters and homages to, well, everything, and a really good battle system with action points and stuff.

    #completed #holyPotatoes #switch
  28. Holy Potatoes! We’re In Space?! (Switch): COMPLETED!

    Maybe I should have looked up the game before playing, but I naïvely assumed that this follow-up to Holy Potatoes! A Weapon Shop?! would be more of the same only instead of the sort of fantasy setting of that game, I’d be creating weapons in a more sci-fi environment. Which, I suppose, you do. But actually, it’s a turn based RPG.

    Whereas in Weapon Shop you just made weapons for other spuds, here you’re actually pilot of a spaceship and you travel to planets and fight baddies in other space ships. You have a crew (who you can recruit, train and “upgrade”), you have up to four weapons slots on your ship, and you fight in a very JRPG way Only in space with spaceships.

    Yes, you create weapons, but that’s nowhere near as in-depth as it was before. So was I disappointed? I was. Very. But only for a while because once I got over the fact it was a totally different game (albeit with at least one connection to Weapon Shop), I really got in to the way it all worked and thoroughly enjoyed myself.

    Except for one thing.

    As part of the plot, you’re being constantly hounded by an evil organisation. You warp to a solar system, then have to travel round the planets, complete some tasks, and then warp out before so many “sols”, the unit of time here, run out and you’re caught. This mechanic totally ruins the game for me. You’re always short of time and every time you fly to a planet, or explore one, or return to the “hub” in the system to refuel, repair your ship or buy resources, you use up sols and there just doesn’t seem to be enough. You go into battles feeling unprepared because you’ve gambled that you might waste too many sols recuperating after the previous one, and you never get a chance to properly explore each region of space as there simply isn’t time to do it. Luckily, you can turn “limited sols” off, so I did. Much better.

    That aside, it’s a nice little game with some silly characters and homages to, well, everything, and a really good battle system with action points and stuff.

    #completed #holyPotatoes #switch
  29. Holy Potatoes! We’re In Space?! (Switch): COMPLETED!

    Maybe I should have looked up the game before playing, but I naïvely assumed that this follow-up to Holy Potatoes! A Weapon Shop?! would be more of the same only instead of the sort of fantasy setting of that game, I’d be creating weapons in a more sci-fi environment. Which, I suppose, you do. But actually, it’s a turn based RPG.

    Whereas in Weapon Shop you just made weapons for other spuds, here you’re actually pilot of a spaceship and you travel to planets and fight baddies in other space ships. You have a crew (who you can recruit, train and “upgrade”), you have up to four weapons slots on your ship, and you fight in a very JRPG way Only in space with spaceships.

    Yes, you create weapons, but that’s nowhere near as in-depth as it was before. So was I disappointed? I was. Very. But only for a while because once I got over the fact it was a totally different game (albeit with at least one connection to Weapon Shop), I really got in to the way it all worked and thoroughly enjoyed myself.

    Except for one thing.

    As part of the plot, you’re being constantly hounded by an evil organisation. You warp to a solar system, then have to travel round the planets, complete some tasks, and then warp out before so many “sols”, the unit of time here, run out and you’re caught. This mechanic totally ruins the game for me. You’re always short of time and every time you fly to a planet, or explore one, or return to the “hub” in the system to refuel, repair your ship or buy resources, you use up sols and there just doesn’t seem to be enough. You go into battles feeling unprepared because you’ve gambled that you might waste too many sols recuperating after the previous one, and you never get a chance to properly explore each region of space as there simply isn’t time to do it. Luckily, you can turn “limited sols” off, so I did. Much better.

    That aside, it’s a nice little game with some silly characters and homages to, well, everything, and a really good battle system with action points and stuff.

    #completed #holyPotatoes #switch
  30. Holy Potatoes! We’re In Space?! (Switch): COMPLETED!

    Maybe I should have looked up the game before playing, but I naïvely assumed that this follow-up to Holy Potatoes! A Weapon Shop?! would be more of the same only instead of the sort of fantasy setting of that game, I’d be creating weapons in a more sci-fi environment. Which, I suppose, you do. But actually, it’s a turn based RPG.

    Whereas in Weapon Shop you just made weapons for other spuds, here you’re actually pilot of a spaceship and you travel to planets and fight baddies in other space ships. You have a crew (who you can recruit, train and “upgrade”), you have up to four weapons slots on your ship, and you fight in a very JRPG way Only in space with spaceships.

    Yes, you create weapons, but that’s nowhere near as in-depth as it was before. So was I disappointed? I was. Very. But only for a while because once I got over the fact it was a totally different game (albeit with at least one connection to Weapon Shop), I really got in to the way it all worked and thoroughly enjoyed myself.

    Except for one thing.

    As part of the plot, you’re being constantly hounded by an evil organisation. You warp to a solar system, then have to travel round the planets, complete some tasks, and then warp out before so many “sols”, the unit of time here, run out and you’re caught. This mechanic totally ruins the game for me. You’re always short of time and every time you fly to a planet, or explore one, or return to the “hub” in the system to refuel, repair your ship or buy resources, you use up sols and there just doesn’t seem to be enough. You go into battles feeling unprepared because you’ve gambled that you might waste too many sols recuperating after the previous one, and you never get a chance to properly explore each region of space as there simply isn’t time to do it. Luckily, you can turn “limited sols” off, so I did. Much better.

    That aside, it’s a nice little game with some silly characters and homages to, well, everything, and a really good battle system with action points and stuff.

    #completed #holyPotatoes #switch
  31. Holy Potatoes! A Weapon Shop?! (Switch): COMPLETED!

    89p? Well why not. The two other Holy Potatoes games were also 89p each, so I got them as well. Yes, I know I have them on Steam already. Shut up. You’re not my mum.

    I’d played a little bit of this before and seem to remember it’s one of those management type games, like the Kairosoft ones, only you’re potatoes and you run a weapon shop. I mean, you could have discerned much of that from the title of the game, but I was right. That’s exactly what it is.

    You make weapons, sell them to heroes, they pay you depending on how well you made it and how close to their preferred weapon type or attributes it is, and you use that money to hire and train staff, buy materials, and purchase shop upgrades and holidays for your overworked tubers. As you advance, you open new areas and have more people to please, weapons to make and so on.

    it’s pretty addictive, if a little clunky (it’s clearly designed for a mouse driven system and joypad controls aren’t great), but definitely worth 89p.

    #completed #holyPotatoes #switch
  32. Holy Potatoes! A Weapon Shop?! (Switch): COMPLETED!

    89p? Well why not. The two other Holy Potatoes games were also 89p each, so I got them as well. Yes, I know I have them on Steam already. Shut up. You’re not my mum.

    I’d played a little bit of this before and seem to remember it’s one of those management type games, like the Kairosoft ones, only you’re potatoes and you run a weapon shop. I mean, you could have discerned much of that from the title of the game, but I was right. That’s exactly what it is.

    You make weapons, sell them to heroes, they pay you depending on how well you made it and how close to their preferred weapon type or attributes it is, and you use that money to hire and train staff, buy materials, and purchase shop upgrades and holidays for your overworked tubers. As you advance, you open new areas and have more people to please, weapons to make and so on.

    it’s pretty addictive, if a little clunky (it’s clearly designed for a mouse driven system and joypad controls aren’t great), but definitely worth 89p.

    #completed #holyPotatoes #switch
  33. Holy Potatoes! A Weapon Shop?! (Switch): COMPLETED!

    89p? Well why not. The two other Holy Potatoes games were also 89p each, so I got them as well. Yes, I know I have them on Steam already. Shut up. You’re not my mum.

    I’d played a little bit of this before and seem to remember it’s one of those management type games, like the Kairosoft ones, only you’re potatoes and you run a weapon shop. I mean, you could have discerned much of that from the title of the game, but I was right. That’s exactly what it is.

    You make weapons, sell them to heroes, they pay you depending on how well you made it and how close to their preferred weapon type or attributes it is, and you use that money to hire and train staff, buy materials, and purchase shop upgrades and holidays for your overworked tubers. As you advance, you open new areas and have more people to please, weapons to make and so on.

    it’s pretty addictive, if a little clunky (it’s clearly designed for a mouse driven system and joypad controls aren’t great), but definitely worth 89p.

    #completed #holyPotatoes #switch
  34. Holy Potatoes! A Weapon Shop?! (Switch): COMPLETED!

    89p? Well why not. The two other Holy Potatoes games were also 89p each, so I got them as well. Yes, I know I have them on Steam already. Shut up. You’re not my mum.

    I’d played a little bit of this before and seem to remember it’s one of those management type games, like the Kairosoft ones, only you’re potatoes and you run a weapon shop. I mean, you could have discerned much of that from the title of the game, but I was right. That’s exactly what it is.

    You make weapons, sell them to heroes, they pay you depending on how well you made it and how close to their preferred weapon type or attributes it is, and you use that money to hire and train staff, buy materials, and purchase shop upgrades and holidays for your overworked tubers. As you advance, you open new areas and have more people to please, weapons to make and so on.

    it’s pretty addictive, if a little clunky (it’s clearly designed for a mouse driven system and joypad controls aren’t great), but definitely worth 89p.

    #completed #holyPotatoes #switch
  35. Holy Potatoes! A Weapon Shop?! (Switch): COMPLETED!

    89p? Well why not. The two other Holy Potatoes games were also 89p each, so I got them as well. Yes, I know I have them on Steam already. Shut up. You’re not my mum.

    I’d played a little bit of this before and seem to remember it’s one of those management type games, like the Kairosoft ones, only you’re potatoes and you run a weapon shop. I mean, you could have discerned much of that from the title of the game, but I was right. That’s exactly what it is.

    You make weapons, sell them to heroes, they pay you depending on how well you made it and how close to their preferred weapon type or attributes it is, and you use that money to hire and train staff, buy materials, and purchase shop upgrades and holidays for your overworked tubers. As you advance, you open new areas and have more people to please, weapons to make and so on.

    it’s pretty addictive, if a little clunky (it’s clearly designed for a mouse driven system and joypad controls aren’t great), but definitely worth 89p.

    #completed #holyPotatoes #switch
  36. #Research #strongly #confirms that my estimate that 2/3 of the #world's #brain #mass is not educated to a level of an American high school education #satisfactorily #completed is correct. And it's gotten worse lately. It's trending down again. Taking down #Trump is just the beginning. #RESIST

  37. #Research #strongly #confirms that my estimate that 2/3 of the #world's #brain #mass is not educated to a level of an American high school education #satisfactorily #completed is correct. And it's gotten worse lately. It's trending down again. Taking down #Trump is just the beginning. #RESIST

  38. Virtual Boy Wario Land (Switch 2): COMPLETED!

    Yes! I was one of those idiots that paid SIXTY SIX POUNDS for a piece of plastic that you put your Switch (or Switch 2) in, so you can sit awkwardly while playing games made for one of the worst consoles ever made! It’s like having two red-tinted Game Boys stuck in front of your eyes that you can only really play at a table (or, as I did, on the sofa with a teetering pile of lap cushions), all so you can get a not especially impressive 3D effect in some poorly realised games. Idiot.

    Just lookit though. LOOKIT.

    Although I’ve never owned a Virtual Boy, I have played on a few and can say that this Switch peripheral manages to recreate the ridiculous of the original flop console admirably. With my Nintendo Online subscription I also get access to 7 games (about a third of those ever released – most of the rest are on the way), and having tried them all only Virtual Boy Wario Land really works.

    And, against all the odds, it’s great.

    It’s a pretty straightforward platformer, with about 20 levels and some power ups that let you smash blocks or shoot fireballs, but the 3D comes in as there are “front” and “back” layers to the playfield. Much like Mutant Mudds, I suppose, which I know came much later. There are special blocks that “throw” you in and out of the screen, as well as pipes and doorways that sometimes do the same. Some of the levels are almost 3D mazes as you try to find a key to open the lift to the next level. Every few levels you get a boss, which also tends to swap plane in some way or another.

    The 3D effect is subtle, but it’s nice. I don’t think the game would have suffered by being a straight Game Boy or SNES title, though. It’s hard to see from the screenshots how well it works because it seems so damn dark and the dual-screen thing (one for each eye) means you lose the 3D completely. But anyway, nice game shame about the delivery mechanism, I suppose.

    #completed #retro #switch2 #virtualBoy #wario
  39. Virtual Boy Wario Land (Switch 2): COMPLETED!

    Yes! I was one of those idiots that paid SIXTY SIX POUNDS for a piece of plastic that you put your Switch (or Switch 2) in, so you can sit awkwardly while playing games made for one of the worst consoles ever made! It’s like having two red-tinted Game Boys stuck in front of your eyes that you can only really play at a table (or, as I did, on the sofa with a teetering pile of lap cushions), all so you can get a not especially impressive 3D effect in some poorly realised games. Idiot.

    Just lookit though. LOOKIT.

    Although I’ve never owned a Virtual Boy, I have played on a few and can say that this Switch peripheral manages to recreate the ridiculous of the original flop console admirably. With my Nintendo Online subscription I also get access to 7 games (about a third of those ever released – most of the rest are on the way), and having tried them all only Virtual Boy Wario Land really works.

    And, against all the odds, it’s great.

    It’s a pretty straightforward platformer, with about 20 levels and some power ups that let you smash blocks or shoot fireballs, but the 3D comes in as there are “front” and “back” layers to the playfield. Much like Mutant Mudds, I suppose, which I know came much later. There are special blocks that “throw” you in and out of the screen, as well as pipes and doorways that sometimes do the same. Some of the levels are almost 3D mazes as you try to find a key to open the lift to the next level. Every few levels you get a boss, which also tends to swap plane in some way or another.

    The 3D effect is subtle, but it’s nice. I don’t think the game would have suffered by being a straight Game Boy or SNES title, though. It’s hard to see from the screenshots how well it works because it seems so damn dark and the dual-screen thing (one for each eye) means you lose the 3D completely. But anyway, nice game shame about the delivery mechanism, I suppose.

    #completed #retro #switch2 #virtualBoy #wario
  40. Virtual Boy Wario Land (Switch 2): COMPLETED!

    Yes! I was one of those idiots that paid SIXTY SIX POUNDS for a piece of plastic that you put your Switch (or Switch 2) in, so you can sit awkwardly while playing games made for one of the worst consoles ever made! It’s like having two red-tinted Game Boys stuck in front of your eyes that you can only really play at a table (or, as I did, on the sofa with a teetering pile of lap cushions), all so you can get a not especially impressive 3D effect in some poorly realised games. Idiot.

    Just lookit though. LOOKIT.

    Although I’ve never owned a Virtual Boy, I have played on a few and can say that this Switch peripheral manages to recreate the ridiculous of the original flop console admirably. With my Nintendo Online subscription I also get access to 7 games (about a third of those ever released – most of the rest are on the way), and having tried them all only Virtual Boy Wario Land really works.

    And, against all the odds, it’s great.

    It’s a pretty straightforward platformer, with about 20 levels and some power ups that let you smash blocks or shoot fireballs, but the 3D comes in as there are “front” and “back” layers to the playfield. Much like Mutant Mudds, I suppose, which I know came much later. There are special blocks that “throw” you in and out of the screen, as well as pipes and doorways that sometimes do the same. Some of the levels are almost 3D mazes as you try to find a key to open the lift to the next level. Every few levels you get a boss, which also tends to swap plane in some way or another.

    The 3D effect is subtle, but it’s nice. I don’t think the game would have suffered by being a straight Game Boy or SNES title, though. It’s hard to see from the screenshots how well it works because it seems so damn dark and the dual-screen thing (one for each eye) means you lose the 3D completely. But anyway, nice game shame about the delivery mechanism, I suppose.

    #completed #retro #switch2 #virtualBoy #wario
  41. Virtual Boy Wario Land (Switch 2): COMPLETED!

    Yes! I was one of those idiots that paid SIXTY SIX POUNDS for a piece of plastic that you put your Switch (or Switch 2) in, so you can sit awkwardly while playing games made for one of the worst consoles ever made! It’s like having two red-tinted Game Boys stuck in front of your eyes that you can only really play at a table (or, as I did, on the sofa with a teetering pile of lap cushions), all so you can get a not especially impressive 3D effect in some poorly realised games. Idiot.

    Just lookit though. LOOKIT.

    Although I’ve never owned a Virtual Boy, I have played on a few and can say that this Switch peripheral manages to recreate the ridiculous of the original flop console admirably. With my Nintendo Online subscription I also get access to 7 games (about a third of those ever released – most of the rest are on the way), and having tried them all only Virtual Boy Wario Land really works.

    And, against all the odds, it’s great.

    It’s a pretty straightforward platformer, with about 20 levels and some power ups that let you smash blocks or shoot fireballs, but the 3D comes in as there are “front” and “back” layers to the playfield. Much like Mutant Mudds, I suppose, which I know came much later. There are special blocks that “throw” you in and out of the screen, as well as pipes and doorways that sometimes do the same. Some of the levels are almost 3D mazes as you try to find a key to open the lift to the next level. Every few levels you get a boss, which also tends to swap plane in some way or another.

    The 3D effect is subtle, but it’s nice. I don’t think the game would have suffered by being a straight Game Boy or SNES title, though. It’s hard to see from the screenshots how well it works because it seems so damn dark and the dual-screen thing (one for each eye) means you lose the 3D completely. But anyway, nice game shame about the delivery mechanism, I suppose.

    #completed #retro #switch2 #virtualBoy #wario
  42. Fantasy Life i: The Girl Who Steals Time (Switch 2): COMPLETED!

    Almost exactly 11 years ago, I played and completed (and then played some more) the original Fantasy Life game on the 3DS. I really enjoyed it, and after all this time I was excited to play the sequel.

    Only, it isn’t really a sequel. There’s nothing, plot wise at least, that links this game to the previous one. Sure, the mechanics and graphical style are nearly the same, but there’s no story continuation or even, as far as I can tell, any shared characters or history. Actually, “history” is one of the main plot points in “i” (no, it’s never explained what the “i” is for), since the game takes place in two different eras, 1000 years apart. Gameplay-wise, it isn’t too different from before – choose a Life, level up by doing Life related things, complete quests for people, and so on. So it’s similar.

    One big difference, is that you’re pretty much forced to change Life (a Life being a trade or character class) as you progress. In the first game, I completed the story without ever swapping from my Paladin Life, but in “i” you can’t do certain story-based things without changing to be a miner or an alchemist or whatever. Swapping between Lives is a big thing, and as each one levels up separately, there’s a lot of grinding. Certainly more than I remember from the original, and my play time – over 50 hours by the end of the game (with some Lives still untouched) compared with less than that to 100% the original – showing it in cold hard stats. Some of that extra time is that there’s more to do, but a lot is grinding.

    Thankfully, a lot of the grinding is done by exploring a separate, and huge, game area called Ginormosia. Here you can level up by chopping trees and swording bees and whatever else, unlocking new companions when you complete shrines you find, and making areas of this continent level up too. It’s fun to just wander and complete challenges like fighting or farming while you grind. I also found a way to quickly level up a new Life. Get one of your miner companions to mine ore while you hang around as an artist or carpenter, and when they are done you get a all the XP. With a miner on level 50 and some level 40-50 ore, you can get your “new” Life from level 1 to level 40-odd in minutes.

    In terms of plot, there’s stuff about you and your archaeologist mate flying a dragon to an island, then getting separated as you end up in the past, and then lots of back-and-forth between eras while you build a new village in the present (in a definitely not Animal Crossing type way) whilst finding items and advancing your Lives in the past. There’s loads to do, millions of items, weapons, foods and furniture to craft, people to meet, side quests to complete, and that’s before you even hop over into Ginormosia or do the dungeon tree thing or the dream world stuff. What are they? Well, Google exists.

    So, I completed the game as (mainly) a Mercenary, swapping to most of the other Lives along the way. I’ve already made a start on trying to get them all up to at least Expert rank, and have started the other Lives too. Still lots to do, and still having a lot of fun. Is it as good as the original Fantasy Life, though? Well, there’s certainly more, but I’d say overall, it loses a bit of focus as a result. Still excellent, but not quite as excellent.

    #completed #fantasyLife #switch2