Bio
I play too many games, and then spend too much time writing about them.
Personal Ratings
1★
5★

Badges


Elite Gamer

Played 500+ games

Listed

Created 10+ public lists

Organized

Created a list folder with 5+ lists

Adored

Gained 300+ total review likes

Well Written

Gained 10+ likes on a single review

GOTY '23

Participated in the 2023 Game of the Year Event

Popular

Gained 15+ followers

Roadtrip

Voted for at least 3 features on the roadmap

Shreked

Found the secret ogre page

Loved

Gained 100+ total review likes

Best Friends

Become mutual friends with at least 3 others

Gone Gold

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

Liked

Gained 10+ total review likes

Noticed

Gained 3+ followers

2 Years of Service

Being part of the Backloggd community for 2 years

Gamer

Played 250+ games

N00b

Played 100+ games

Favorite Games

Castlevania: Aria of Sorrow
Castlevania: Aria of Sorrow
Chrono Trigger
Chrono Trigger
Sonic Adventure 2: Battle
Sonic Adventure 2: Battle
The Legend of Zelda: Majora's Mask
The Legend of Zelda: Majora's Mask
Kingdom Hearts II Final Mix
Kingdom Hearts II Final Mix

529

Total Games Played

031

Played in 2024

022

Games Backloggd


Recently Played See More

Saturday Edition
Saturday Edition

Apr 24

Star Sled
Star Sled

Apr 22

Penny's Big Breakaway
Penny's Big Breakaway

Apr 21

Trials of the Blood Dragon
Trials of the Blood Dragon

Apr 18

Inventory Hero
Inventory Hero

Apr 16

Recently Reviewed See More

I've enjoyed my time with the Playdate up until now, but while there are games I would say I enjoyed, there's always been the caveat that I enjoyed them as small indie games on a monochrome display. Saturday Edition is the first Playdate game that I would say is legitimately good, even if it weren't released on the Playdate. You play as John Kornfield, a man who claims to have been abducted by aliens, returned to Earth, resumed his normal life, and is increasingly involved in a series of mysterious disappearances in his city. It's a point-and-click style game, although there's not much actual pointing or clicking. You move between several points in the city, talking to NPCs and finding items which further the story. The UI is stylish and well done, with John only moving left or right, allowing the top of the screen to be used for notifying the player of an interactable. I really enjoyed the writing, you gain access to John's inner monologue as he begrudgingly deals with the situations he finds himself in, and both he and the overall story are charming and well written. I really sympathized with his character, and it's an approach to this type of story that isn't the most common. I think that statement applies to the entire plot. There are hints as to what is really happening sprinkled throughout, but the game still managed to subvert what I initially assumed was happening, while still remaining rewarding and organic. The game is admittedly a bit slow though, there's a lot of going back and forth between areas searching for what is new, and it might not seem like there's much happening in the middle chapters, but overall this is easily my favorite Playdate game to date.

Star Sled is a Playdate space game where you control a spaceship and attempt to encircle all the targets while avoiding obstacles. I'm beginning to realize that the Playdate games I enjoy the most are the ones with discrete levels and an obtainable objective, rather than just arcade style. Star Sled is a good example of this, featuring 30 or so levels where your ship steadily gains new abilities as the game progresses. It has a very clear and well done art style, and is simple to pick up and understand. My one criticism is the controls. This game uses the crank to steer the ship, with two optional settings -- "absolute" mode where the ship always points in the same direction as the crank, or "relative" mode, where the ship turns as a multiple of how much the crank has been turned. Having this option is nice, but neither one really jelled well for me. Since the goal of the game is to constantly encircle things, the turning radius never felt as precise as I would like, but I think that's less a criticism of the game and more a criticism of using a crank as a control scheme. Still, even with somewhat loose controls I quite enjoyed this game and think it's one of the stronger Playdate titles to date.

Penny's Big Breakaway is the debut title from Evening Star, a new studio formed from several developers who worked on Sonic Mania. I was a big fan of Mania, and was excited to see what a talented team could do without the constraints of the Sonic franchise. The game is a 3D platformer where you control Penny and her magic yo-yo as you progress through as series of levels. The control scheme reminds me slightly of Super Mario Odyssey, where the character uses an object to gain extra platforming moves, in this case riding on a wheel, performing a swinging move, and dashing forward. I've seen some complaints about the control scheme, but I actually found it pretty fluid and easy to grasp, although there were some moments where some moves just didn't seem to want to fire correctly -- the dash move in particular. Sadly, while I enjoyed the controls I don't have much positivity for the rest of the game. It's not a bad game by any means, but I found it very bland. Pretty much every level is exactly the same, and they all blend together. They reuse the same level design ideas over and over again, and there's no single level that really stood out to me. The levels do have some optional tasks for you to complete, but I'm not sure why anyone would actually do them. They're just tedious enough to not be fun, and the only reward is some extra points. That's true of a lot of this game, completing extra objectives gives points, finding secrets gives points, landing on the best goal position gives more points. However the points don't actually do anything -- there's no extra lives to gain -- and if you die you're guaranteed to lose almost all you've gained that level. It was a lot of effort put into a system that has no real incentive for the player to engage in, so I ended up just playing all levels the same and racing to the end. The enemy design is also pretty weak, there are only hoards of penguins which attempt to grab onto you. If too many grab on, you die, but there's no way to actually defeat them. Your only option is to run away and try to engage with them as little as possible. The bosses as well are pretty uninteresting, most of them being trivial to beat, with the exception of one that just seemed very poorly designed and a bit buggy. Penny herself is... fine. I didn't engage with the plot at all, and they made the odd decision that while all the characters just speak in speech bubbles (which is a good choice), Penny herself is a silent protagonist. It's really weird that everyone else has dialogue while Penny just... stands there. As I said, I didn't dislike this game, but I also didn't really have any positive experiences with it. I hope it does well enough for Evening Star to continue forward, as the talent is clearly there, but I don't think I would be interested in a Penny sequel.