Bio
Hello, thanks for checking out my profile. Gaming is my primary hobby and videogames are among my favorite art forms. I am constantly searching for games that syncretize interactivity with narrative; games that create memorable, meaningful moments. I have a large library of games and limited time on this earth, so I have no qualms about dropping a game pretty quickly if it's mediocre. I hope my little reviews can help you find new titles to enjoy or provoke new thoughts about our shared passion.
Personal Ratings
1★
5★

Badges


Donor

Liked 50+ reviews / lists

Elite Gamer

Played 500+ games

Busy Day

Journaled 5+ games in a single day

Gamer

Played 250+ games

Loved

Gained 100+ total review likes

GOTY '23

Participated in the 2023 Game of the Year Event

Gone Gold

Received 5+ likes on a review while featured on the front page

Noticed

Gained 3+ followers

Liked

Gained 10+ total review likes

Listed

Created 10+ public lists

Clearin your Calendar

Journaled games at least 15 days a month over a year

N00b

Played 100+ games

Full-Time

Journaled games once a day for a month straight

On Schedule

Journaled games once a day for a week straight

Favorite Games

Bastion
Bastion
Paper Mario
Paper Mario
Chrono Trigger
Chrono Trigger
Dark Souls II: Scholar of the First Sin
Dark Souls II: Scholar of the First Sin
Pokémon Ultra Sun
Pokémon Ultra Sun

572

Total Games Played

049

Played in 2024

025

Games Backloggd


Recently Played See More

Paper Mario: The Thousand-Year Door
Paper Mario: The Thousand-Year Door

May 31

Another Crab's Treasure
Another Crab's Treasure

May 30

Gnog
Gnog

May 25

Furi
Furi

May 25

Frick, Inc.
Frick, Inc.

May 24

Recently Reviewed See More

Another Crab's Treasure is a Soulslike with an approachable charm but not a lot of depth. The idea of a defense-oriented Souls game is interesting and synergizes well with the setting. That setting is a real highlight, with colorful underwater environments and a strong environmental message. While the writing is a generally amusing, the game is way too verbose, especially during major story beats.

Unfortunately the great ideas are slowly buried under a mountain of tedium. Enemy variety is very low, and levels frequently feel too long. Items are strewn across large open spaces, but generally just offer more currency, which is a real disappointment. The game's underlying systems feel half-baked, which makes progression uneven and unsatisfying.

On top of this, bugs like disappearing bloodstains and bad collision caused more loss of progress than any errors on my part. The game doesn't save your location when you exit the game, which means you have to reach a bonfire or else lose all your level progress. I made it to the final level before the tedium got to me. There's a lot of great ideas here, but to me this ended up feeling like an early access or beta. Hopefully the developer will learn some lessons and we'll get an amazing sequel that executes better on these ideas.

Gnog is a diverting little puzzle game with a strong sense of tactility. Puzzles are mostly well designed, but the real fun comes from the satisfying sound design and object manipulation. The result is a digital toy box that doesn't outstay its welcome.

Furi is a bullet hell twitch-reflex boss rush dipped in neon. The story is pretty vague, but there's a lot of vibes and hinting at a big twist down the road. Your moveset is large enough to offer a lot of variety without being overwhelming. Dodging, shooting, parrying, and charging all feel easy to learn but have a high skill ceiling. Unfortunately, the bosses are designed to wear on your patience more than your reflexes.

Each boss has multiple phases, with movesets that slowly evolve to become more intense and complicated as you progress. Each player death sets you back to the beginning of the current phase, and a third death forces a complete restart of the boss. This works out really well until the phases start splitting into sub-phases, each with a different necessary approach. Some of these sub-phases become tedious busy-work as the player has already cracked the code and is simply going through the motions to get to the next part.

The advantage of a boss rush game is that you can cut out the chaff of no-brainer mobs, perfunctory levels, and tedious run-ups. If you then replace that with thoughtless, perfunctory boss phases then you've just reframed the tedium. This may very well appeal to some players, but I prefer my difficult games to offer a 'practice makes perfect' approach. Furi kept making me retake tests I'd already passed.