Bio
Journal of my thoughts on games to hopefully understand them better - going to try to watch and read less on games and come to my own conclusions

Playing on SNES, GBA, DS, Wii, 3DS, Nintendo Switch, PC, PS4

Personal Ratings
1★
5★

Badges


Loved

Gained 100+ total review likes

Well Written

Gained 10+ likes on a single review

Roadtrip

Voted for at least 3 features on the roadmap

Shreked

Found the secret ogre page

GOTY '23

Participated in the 2023 Game of the Year Event

On Schedule

Journaled games once a day for a week straight

GOTY '22

Participated in the 2022 Game of the Year Event

2 Years of Service

Being part of the Backloggd community for 2 years

Popular

Gained 15+ followers

Liked

Gained 10+ total review likes

Best Friends

Become mutual friends with at least 3 others

Donor

Liked 50+ reviews / lists

N00b

Played 100+ games

Noticed

Gained 3+ followers

Favorite Games

Super Metroid
Super Metroid
Portal
Portal
Undertale
Undertale
Celeste
Celeste
A Short Hike
A Short Hike

117

Total Games Played

015

Played in 2024

027

Games Backloggd


Recently Played See More

The Legend of Zelda: Link's Awakening
The Legend of Zelda: Link's Awakening

Apr 22

Celeste Classic 2: Lani's Trek
Celeste Classic 2: Lani's Trek

Apr 18

Blasphemous
Blasphemous

Apr 18

Demon Turf: Neon Splash
Demon Turf: Neon Splash

Apr 06

Demon Turf
Demon Turf

Apr 05

Recently Reviewed See More

Neon Splash improves massively upon the original Demon Turf’s structure, and while a few unique quirks from the original fall to the wayside, this is a more rewarding, complete experience. Only the best parts of Beebz’s moveset and the levels she’d navigate are brought to Neon Splash. And while your options for movement can lead to rote paths through each level, there are enough windows for creative expression and sequence breaking that are really fun.

Collectibles are still an issue, often slowing down the pace to crawl if you choose to go for them. And when the speedrun clock, and the amount of lollipops you’ve collected, are given the same real estate in the UI, this sends some mixed messages. I think these collectibles would fare better if the game didn’t track how many you collect or how many are in each level, and if their placements were more closely tied to the main path, maybe tempting players to take a harder route through a segment.

While this game does suffer from some of the same issues as Demon Turf, notably with collectibles and a rigid movement system, steps were taken to improve the flaws of its predecessor, and Neon Splash is a huge improvement on every front because of it, ESPECIALLY structurally. Great rebound!

If Demon Turf could commit to one idea it’d be all the better for it. Each decision made about this game’s structure has to account for the myriad of styles it goes for. I’d like it a lot more if if it leaned entirely into being a linear puzzle-platformer, or an open-zone collectathon. I cannot meet it on its own terms since I’m not exactly certain what those terms are. The boundless variety in structure and theme just gives me a headache. Platforming setpieces and minigames aren’t THAT bad on their own, but together, they form a chimeric whole, completely shooting down any sense of pacing or rising action the game could’ve had.

Hub worlds, placeable checkpoints that you teleport between, and minigames, all feel suited to a more open-ended kind of level. Unfortunately, the little good these mechanics provide is taken away by how poorly the mesh with the game’s structure. So many levels are linear obstacle courses that can’t build upon the previous level’s ideas since there is usually never a previous level. Each level’s structure is also muddied by having you complete some random minigame or activity. A lot of the levels feel like a linear gauntlet of some of Super Mario Odyssey’s most worthless power moon challenges, with some platforming sprinkled in.

None of these gimmicks and abilities are terrible conceptually. However, when each turf jerks you from the “enter buildings” level to the “open” level to the “linear” level back to the “enter buildings” level; when these levels have as much fluff as they do platforming gauntlets; when the game asks so little of you - I struggle to find any reason to care.

Neither the story nor the presentation grabbed me, though these facets both have their fun moments. Ugly and boring at their worst, nice at their best!

Inconsistency and structural issues haunt every corner of this game. Its uniqueness can’t make up for all of its issues and I’m left with a bad taste in my mouth by the end of it - even with its cute ending. I think with an overhaul in structure, and a few mechanical tweaks, Demon Turf could be a lot better.

Well, a lot of this game’s intent went over my head. I can appreciate it for what it is in hindsight, but a lot of what impresses me the most evaded me on my first playthrough.

Its themes on mental health and capitalism are apparent yet the overal message is a little abstract. I’m fine with this, but it certainly impacted my first playthrough and made the ending fall kinda flat for me. Delving deeper (thinking more about the game and reading what some people have had to say about it), I really like what Night in the Woods has to say, and how it has to say it.

By far its greatest strength is its worldbuilding, and how its world is presented.. The game looks like I’m playing a children’s story book, which fits perfectly with Mae’s idealistic, forever-young view of her life. She seems to hallucinate as the changing views of her childhood friends and dying town contrast her own immature view of things. Childhood friends, who have matured more than Mae in her 2 years off to college, are navigating their feelings through their disparate, desperate situations. Greg can’t goof off as he wants to move to the big city with his boyfriend and Bea’s responsibilities continue to pile as her depressed father grows older. Possum Springs can no longer live up to its legacy as a mining town and opportunities are scarce.

It isn’t all bleak in Possum Springs, there are plenty of things to do and keep track of. Night in the Woods controls well enough and animates fluidly enough for a mechanically and tactilely fun game, despite its simple loop. There’s also enough varied content you can explore to find and miss out on day by day. I find that Mae’s gameplay of platforming across a makeshift jungle gym of telephone poles and rooftops; talking and listening to people; maybe partaking in some activity they’re doing, is fun! Specifically, jumping around the town like its a playground, with its storybook art-style, makes for a fascinating atmosphere, reflecting and adding to our understanding of Mae’s plight.

And yeah, perhaps some of the finer details went over my head, but Night in the Woods has a phenomenal atmosphere, one that is felt in its story, regardless of how deep you dive. Where its more abstract ideas fall by the wayside is towards the end of the game, which seems understated - and is! But this understated ending sat better in my mind with time. And certain moments that I felt led nowhere, I now see the point of.

Overall, I had a good time with Night in the Woods. I appreciate both its smaller moments and broad strokes. Its use of capitalism and religion in metaphors is a real strong point, even if I couldn’t immediately see what it was going for. And in hindsight, through a little bit of digging (I am not the smartest), I really do love how its themes come together in the end.