Game Over – Jojo’s Fashion Show – #FashionGameJune

Okay, I know I’m usually scrambling the last week of the month on these, but man, I forgot how much I enjoyed these games, and I’m going to ‘fess up right here and now – I cheated because I started this one in May! I had a little bit of trouble tracking this game down initially, but you can play in browser on IWin, or purchase it from BigFishGames.

It took me just a little longer than I had guessed – just under four hours.

So, what is Jojo’s Fashion Show? It’s a casual game where you are given a style (or a list of styles), and you need to dress up your models in those styles to score points. You can’t take too long figuring out the best outfits, though, there’s always a timer going, and if you take too long, your model might be sent out onto the runway only partially dressed! You can access the style sheet from the model screen by clicking on the nameplate above a model’s head, which helps when it comes to some of the weirder details (like specific colors).

Some styles are fairly easy to figure out with common sense, like Bridal or Winter. Some, like Valley Girl or Flamenco Punk are a little less intuitive, but it doesn’t take too long to figure out which pieces of clothing are optimal and which others will do in a pinch. Scoring well on certain outfits will give you “power ups” which allow you to do things like shuffle available clothing or designate a model as a Super Model which will double that outfit’s score, and after playing a few levels, you’ll gain access to accessories, which can give you a little boost.

Another way to increase the score for your models is to follow the fashion dos for bonus points. Some of them are presented on level starting screens, but most you’ll learn by trying things out. Something that’s a fashion do in one style will still be something to look out for in every other style, so learning your fashion dos early and applying them often could very well be the difference between a four and five star show on some of the more challenging levels.

Which is not to say that the game itself is hard in any way – you never need more than three stars on any level in order to pass it, but if you’re looking for replayability, five star shows can be pretty challenging, especially in levels with several styles. Each level also has three signature outfits, which will then unlock in Dress Up Mode (which is an untimed alternate game mode that I skipped entirely). Beware though – Signature Outfits are frequently not great for your score!

I think the thing that surprised me the most is how much I still loved this kind of casual game – for the most part, I don’t play too many of these anymore because the cost to playtime ratio doesn’t feel compelling to me when there’s so many other options out there. Out of curiosity, I went looking and was surprised to see that Shockwave Unlimited is actually still an available service, and although it’s not likely to be something I use again, I’m glad it’s available, because it was a staple of my gaming life for several years.

Since the month is still young, I’m planning to dive into the sequel Jojo’s Fashion Show 2: Las Cruces for a few more hours of playing virtual paper dolls.

Game Over – Seasons After Fall (#MetroidvaniaMay)

I don’t know that I’ve ever played a game with so many aspects I thought were absolutely spot on, and yet walked away strangely unsatisfied. Seasons After Fall is absolutely beautiful to look at, the soundtrack is haunting, and the voice acting is spot on. The story is sparse, but it was enough to make me want to see it through to the end. Unfortunately, once I passed about the 25% mark, I realized that in spite of all that, I really wasn’t enjoying the game play.

Now, I’m pretty much always willing to consider the fact that it’s just me, especially when dealing with a game outside of my preferred genres. I haven’t played all that many metroidvanias, mostly because precision platforming is not my thing, and combat while platforming is even worse. In fact, one of the main reasons I chose this game to play this month is the fact that there is no combat and the platforming is very, very forgiving. It seemed like that would make it a good choice for an ultimate noob to the genre.

But after spending four hours with it (on this playthrough – I previously completed about 1/3 of the game before wandering off), I’m not entire sure who this game is meant for. It’s not really story-focused, the puzzles are often frustrating and obtuse, and the platforming – and there’s a considerable amount of it – is super floaty. Normally, when I miss jumps, I know it’s my fault. In Seasons After Fall, even the same exactly jump feels different each time you need to do it, and I can’t imagine how frustrating that would be for a player with some actual skill.

On the upside, there are absolutely no fail states – although I did hit a couple of points where I briefly believed I’d screwed up in a way that there was no recovering from. More than once, I needed to quit the game in order to reset a mechanic I’d messed up. This wasn’t a deal-breaker, once I learned about it, but it did lead to a little bit of frantic Googling.

At about the halfway point, I found myself a walkthrough, and finished the game with that open on my second monitor. Figuring out puzzles wasn’t satisfying – I wasn’t feeling clever, I was feeling cheated by mechanics that were never really explained. I did really appreciate ability to change the season at will – watching the world change when switching between seasons made me smile almost every time. However, I feel like it was used so often in the exact same ways and became so repetitive, it couldn’t be considered a puzzle; it was just a set of powers that enabled you to get around the world.

I would be lying if I said I wasn’t a little bit grumpy when the credits rolled and the game basically told me “OH SO CLOSE, BUT NO!” and I realized that if I really wanted to finish the game, I still had more to do.

In order to reach the actual ending, I need to backtrack for a missed achievement, which added probably 20 minutes to my play time. I’m not sure why I missed it initially – I believe I was already using the walkthrough at that point, but since I took a two week break between the first 2/3 of the game, and finishing it up, I couldn’t recall if I just couldn’t make it work, or I blew it off, figuring it didn’t matter all that much. As it is, I finished up with 19/21 achievements, but I have absolutely no desire to go back and complete the two I missed while playing.

(Incidentally, just over 16% of players finished through the credits, but only just 12% bothered to get to the real ending, so clearly, that was annoying to at least a few other people, too.)

I don’t know – I guess I just don’t know who this game would be a hit for. It’s too frustrating to appeal to people who aren’t really fans of platformers, and far too simple to appeal to fans of the genre. The basic mechanics are super simple, but the more puzzling-focused sections are poorly explained, tedious, and unsatisfying, even when I did figure them out without the walkthrough. I guess if, like me, you don’t mind using a walkthrough or consulting a video now and again, and – unlike me – you’re a fairly competent platformer, it might be a lovely, brainless way to spend an evening or two. I honestly don’t know anyone I could wholeheartedly recommend it to.

Still, I’m not unhappy that I finished it.

In retrospect, I don’t know that it was necessarily a great choice for #MetroidvaniaMay. I definitely think it qualifies, since there a large map, divided into discrete sections, and you need to acquire your seasonal powers in order to unlock further areas. However, since you unlock them all pretty early in the game, all the backtracking after that point is just to find new objectives rather than opening up any actual new areas. And maybe that is the real problem with Seasons After Fall – it overstays its welcome.

Wrapping Up #CapcoMonth with Dead Rising 2: Off the Record

If I were the type of person to say that some games are a guilty pleasure, I’m pretty sure the entirety of the Dead Rising series would be at that top of that list. Combing a lot of brutality with even more absolute absurdity, I find just wandering around slaughtering hordes of zombies in these games to be super satisfying. I picked up most of the games back in 2017 from Humble in the Capcom Rising bundle (the same bundle in which I obtained the game I played for last #CapcoMonth – DMC: Devil May Cry). Although I played them somewhat out of order (starting with DR2 while I waiting for the PC port of the original to come down in price), I’ve played all four canon entries in the series from start to finish.

However, Dead Rising 2: Off the Record is a non-canon retelling of the story in the second game, swapping out protagonist Chuck Greene for the star of the first game, Frank West. I originally planned to play it right after completing the second game, but I found it a little tedious to go through the story line back to back, so I shelved it. I briefly dabbled in it again back in 2019, but didn’t get much past the first case.

Since my previous choices for this year’s #CapcoMonth didn’t work out, I decided to give this one another chance to see if maybe the third time would be the charm.

Over the last week or so, I put about 10 hours into the game, just about reaching the mid-point of the main story, and spending a little time dabbling in the sandbox mode. All progress you make in the game holds, even if you elect to start the main game over. This is good, not only because the difficulty curves often feel like cliffs, but because the tight time limits on both story quests and side activities can cause you to hit a hard fail state without being able to prepare for it. It feels like it’s a game you’re meant to restart so you can learn the patterns of the events of these three days in Fortune City and be able to better optimize how you spend your time.

My first major failure came from being too far from the base when a quest popped – there was just no way to get back in time once I was informed of the new quest, causing me to be locked out of the remaining main story line. I could (and did) just revert to an earlier save, making it so I only had to redo a few hours versus the entire story. In addition to the tight timeline, DR2: OTR also makes use of a checkpoint system and limited save points; you’ll need to find a restroom if you want to have an actual save point to reload, but the checkpoints give you an autosave at most story beats and area transitions, so recovering from a death isn’t so bad provided you don’t exit the game.

I thought it might just be a case of both having been away from the series awhile, as well as having played the fourth game (which is by miles the easiest) most recently, but I was surprised by how punishing the game was. However, the general consensus is that this game is near the top when it comes to difficulty in the series, with only the first game being more demanding. Of course, the ability to play in sandbox mode, as well as to carry over progress into new saves means that you can – eventually – overpower the story.

However, that’s not nearly where I’m at now. I’ve hit a jump where I realize I’m going to either need to restart the story again or spend a lot of time leveling up in the sandbox to – personally – feel ready to take on what the game is throwing at me, and with the end of the month so close now, I realize I won’t even come close to completing this one in time to do a Game Over.

In fact, my plan is currently to take a few days off, and then restart the story with my bigger, buffer Frank West, and see if I can save a few more people along the way.

Quick Look – Phoenix Wright: Ace Attorney (#CapcoMonth)

#CapcoMonth has not been great for me. My initial choice – Resident Evil 4 – made me sick, literally. I have never had motion sickness like that from a game, but apparently, it’s somewhat common for people playing the PC port. So I decided to wholly switch gears, and play a game I’d been really looking forward to – Phoenix Wright: Ace Attorney.

I really really wanted to like it, but I petered out midway through the third case.

I’ve always maintained that – at least for me – story is more important than gameplay, and in most cases, that’s absolutely true. I can put up with some really dull gameplay. What I don’t have a much patience for is fiddly gameplay that feels like it just doesn’t respect your time.

Maybe I would have felt differently if I had been playing this on a mobile platform instead of PC – I find myself more tolerant of pokey games when I’m comfy in bed. But by the third case, I was playing with a walkthrough up on my second screen, and the continual (and immensely slow) back and forth of the investigation sections finally made me realize, I just didn’t care enough to go through any more of them.

Which is a shame because I did enjoy the courtroom sections well enough, despite them also feeling pretty slow and finicky at times. Phoenix Wright: Ace Attorney is a game that revels in its profound ridiculousness, and it honestly makes the whole thing fairly interesting, especially since I frequently found myself unsure of where it was going to take me next. I could overlook the repetitive nature of reading through the full testimony before the chance to cross-examine, and I think perhaps even something as simple as a direct travel option between locations might have kept me playing. But going from the gate, to the employee area, and then through four screens to the trailer, and then back through those same four screens to the employee area for a fetch quest that would take me back to – you guessed it – the trailer was the breaking point for me. I didn’t want to go on.


That said – #CapcoMonth still isn’t over! With a little over a week left, I’ve decided to revisit the Dead Rising series. I have completed the main story of all four games, but I never did more than dabble in Dead Rising 2: Off the Record – my first attempt was right after completing Dead Rising 2, and that story was still too fresh in my mind to want to basically play it through a second time. Now, I’m a couple years off having played the game for the first time, so it seems like the perfect time to revisit it.

I’m not sure if I’m going to get through the whole thing in the time remaining, but we’ll see how far I can get.

Going Nowhere During #WayForwardMarch

Well, at least I can say I tried, right? Shantae and the Pirate’s Curse looks absolutely adorable, but it’s way too platform-y for me. I tried with the keyboard; I tried with the controller. I thought that maybe – just maybe – I was going to be able to poke my way through at least a bit of the game. And then:

Yes, this was the screen that did me in – I could get up one platform, usually make it to the topmost one, but that jump to the one on the bottom right? That one wasn’t happening. Over and over I went into the water, and former genies apparently cannot swim at all. AT ALL.

So back to my library I went to see what else I could find.

Now, Bloodrayne Betrayal is also more platform-y than I tend to prefer, but it’s the style of platformer that says “Oh, you missed? Try again.” rather than “Oh, you missed? DIE DIE DIE DIE DIE.”

What’s going to kill you here is the combat, which hey, that’s to be expected when people are charging you over and over trying to kill you. At first, it didn’t seem like there were any sort of save points, although thankfully there were checkpoints aplenty for all the times I died. However, I eventually got through the entire first “chapter” in a single sitting only to be greeted with this.

Okay, okay, I get it, I’m terrible. I probably could plow through the game given enough time and patience, but I don’t see a world in which I’d get a passing grade on any of the chapters.

Since I had one more WayForward game in my library (and no, I have no idea how I have come to have so many games that are decidedly Not For Me in my library), and in case the third time was the charm, I decided to give it one more shot with A Boy and His Blob.

And this one is – without a doubt – charming. The opening scene is gorgeous, and both the art and the music are just warm and comforting, but man, this game tells you NOTHING. Not a thing. I kind of wandered around, looking for sparkles to indicate that I was going in the right direction, and trying to avoid the black slime critters that insta-kill you on touch. I found my adorable little blob-friend, and played a bit to try out the jellybean-inspired transformation mechanics.

Unfortunately, although this one leans more puzzle than platformer, I just couldn’t get invested. Cute will only take you so far, and I didn’t even know this was a remake, so no nostalgia for me. It plays slow, and I never was really sure why I was doing anything that I was doing. I didn’t feel clever, and I didn’t really care what was going to happen next.


While it’s possible I didn’t give any of these games enough time (all told, I spent about an hour and a half combined on all three games), my library is vast, and although I can see the appeal of all three games, none of them are the right game for me. I have completely stalled out during #WayForwardMonth, and I’m okay with that.

Game Over – Best Friend Forever – #DatingSiMonth

Put dogs in something, and I’m going to at least be interested, if not immediately grabbing my wallet. So despite not being a huge fan of dating sims in general, I knew from the minute I first heard about Best Friend Forever, I’d need to give it a playthrough eventually. I played the demo during one of the Steam Game Festivals last summer, but I only got around to actually picking up the game a couple weeks ago.

Now, I read reviews before diving in, but logically, I would think that adding management aspects to a dating sim would increase the length. Not so here. A full play through took me just under two hours, and really, there wasn’t much I could have done differently to pad out that time. This is fine if you’re the type of person who replays dating sims multiple times to romance all the available characters, or to hunt for any bits of story the first play through might have denied you.

Unfortunately for me, picking a different dog to adopt holds more interest for me than pursuing a different romance route, and the dog choice is mostly cosmetic. The character I chose to date for my play through was the only one who felt right – in part due to my personal tastes, and in part, because there are only six characters to choose from! While I think it’s absolutely fantastic that you can choose your gender, and it doesn’t lock you out of any of the romance paths, none of the other characters really appealed to me, even if I were to disregard gender. It sounds like I’m complaining, and ok, I am, a little bit, but I was absolutely satisfied with the story route I chose. It was a great romance! There just … isn’t much left for me after playing the game through once.

For anyone hoping for deep management mechanics, you won’t find those here. Training your dog is simple, as is caring for them, once you figure out how the fiddly bits work. The interactable events during story blocks are a neat addition, but it really does amount to a bit of flavor. Now, it’s a flavor I like a lot, but there isn’t a whole lot of strategy going on here unless you’re chasing achievements or have your heart set on your new pooch graduating at the absolute top of his or her class. I’m sure it’s possible to fail puppy parenting classes, but I think you’d have to work a whole lot harder at that than you do at succeeding.

At first, you might think that motivation points are going to feel restrictive, but that wasn’t my experience – of course, I wasn’t feeling out different romanceable characters, so someone else might find it unpleasant not to be able to pursue every possible encounter. I appreciated that I needed to make choices, although the ability to spend time with everyone every week certainly would have increased the play time, but I think that would really be detrimental to the pacing.

My only other gripe would be the plot point you’re hit with after the second major event; I’m not sure what I was expecting as far as resolution for it, but it felt kind of cheap to toss in a moment of “bad things just happen sometimes” if it wasn’t a mystery that would end up being solved.

Best Friend Forever isn’t a perfect game, but it was a nice way to spend an evening. I likely won’t return to it unless it gets significant upgrades or DLC, so I’m glad I waited for a discount to pick it up. If you like dogs, dating sims, and a mostly light, fun story, I don’t know there’s much else out there that quite scratches this itch.

Game Over – Kitty Powers’ Matchmaker – #DatingSiMonth

It’s not too often that I spend over ten hours with a game that I have such mixed feelings about, but Kitty Powers’ Matchmaker was equal parts compelling and irritating, but I just kept going back to it. I won’t even get into all the things that – at least in my opinion – it gets totally wrong about dating. I really want to mostly look at it from a complete play-feel perspective.

Although I chose this to play for #DatingSiMonth, I was expecting it to be more of a management game, and in that, at least, I wasn’t disappointed. The management aspects were a little more complex than I think they strictly needed to be, but I suppose if you consider the fact that human compatibility is super complicated, it makes sense. Each person who walked into the dating agency was one of ten different “types”, with a job, three interests, three preferences (for gender, hair, and eye color), and had a set of five traits (each one selected from a pair of opposite traits), as well as an affluence level, guilty pleasure, and bad habit. Of course, the game didn’t throw all of this at you at once – thank goodness – but by the end, there was a lot to juggle, and despite having unlocked the entirety of the little black book, it often felt like there wasn’t a good match to be found.

I think that would have all been fine, though, except for the fact that a lot of the determination of whether or not you were ultimately successful was in the hands of luck. Quite a few of the mini-games were infinitely game-able (I admit to using my phone’s calculator to determine tip percentage a few times), but some were just plain random, even if you knew what result you wanted – and oftentimes, I had no idea what I should be crossing my fingers to hope for. One of the mini-games you might encounter on a date required you to guess if the next card drawn would be higher or lower – something I would have found irritating even if it wasn’t tied to an event about flatulence. I’m sure some folks would find it funny, but for me, it managed to be both frustrating and uncomfortable.

It took me just under 11 hours to go from the employee ID on the left to the one on the right, and although my level steadily increased, my reputation was all over the place as I failed to make good matches, sometimes due to my own questionable judgement, but more often because a mini-game went wrong, or the Love Handle wouldn’t give me the topics I wanted my clients to discuss. Several times, I was unsure if I made a mistake or if the tip given to me about horoscope compatibility was misleading – many times I was pretty sure I had made a good match, astrologically speaking, but that wasn’t at all how it played out.

To be fair, I didn’t really deep dive into all the available systems – I mostly chose to ignore the gifting mechanic, and I didn’t do too much with client makeovers. I did unlock all the agency upgrades for those mechanics, but they weren’t all that alluring, and cost money I preferred to use on more upgrades. I did not manage to unlock all the available restaurants while leveling, but other than requiring nicer restaurants for more affluent clients and satisfaction taking a hit if you sent the same couple on a second date to the same place, there really didn’t seem to be a whole lot of point to it.

I did enjoy the fact that, after matching a couple successfully, you’d get a letter from a previous client letting you know how it all worked out, but for me, it was mostly flavor, not really adding any new information to what I already knew about the clients when I paired them off. Sometimes I got lucky, and a match that shouldn’t have worked did, but when they later broke up, I took a small rep hit (although far less of one than I took when I was unable to match a client and they took their business elsewhere).

There is a new game plus mode, once you finish the campaign and complete the final challenge. You’re sent off to start a new agency, but you keep all your unlocks and your reputation. In fact, you’re going to see many of the same faces in your little black book, despite the conceit that you’ve set up shop in a new town. For me, there’s no real reason to keep on – I feel like I’ve seen the majority of the game had to offer on my first play through, and this isn’t one that’s going to inspire achievement hunting.

Overall, I enjoyed my time with Kitty Powers’ Matchmaker more than I did with the game I chose to play for last years #DatingSiMonth, but it also wasn’t enough to make me a fan of the genre. In fact, I definitely preferred the strategy and management aspects to the paper-thin story, but I definitely would have gotten more out of it if I was into the tone & humor of the game as well.

Game Over – Hook – #PuzzleGameMonth

Over the years, I have amassed quite the collection of short, minimalist puzzle games which I load up once, play a handful of levels, and then proceed to forget about while I shop for more short, minimalist puzzle games. It’s a problem. However, I decided to see if I could actually finish one during #PuzzleGameMonth, and at only 50 levels, Hook seemed like it’d give me a pretty good chance at completion. In about 90 minutes, over a couple of evenings, I managed to finish all 50 levels, although more than once, I was sure the game had beaten me.

The concept is simple – click on the large black buttons to pull pins, until you have no pins left. The image above is one of the earlier puzzles, and it’s not too difficult to figure out the order of presses to make the pins come away smoothly. Press the button in the upper left, followed by the button on the right, and lastly, the one in the lower left.

But again, this is an early level.

As you progress, you’ll have more stuff to mess with in order to make things work. The image above is from a puzzle near the midgame. Still not terribly hard, but it’s starting to get complicated. Some levels have pieces that you need to rotate, some have pieces that send out a signal, and some have both. In the latter half of the game, you really have to think about every possible pathway. The game does eventually start giving you more than one mistake before it fully resets the level, but there were quite a few that took me several tries.

Hook has absolutely no story, no text, and you will need to learn from the game as you progress through it, but the puzzles are absolutely satisfying, and picking it up at full retail will likely give you at least an hour of puzzling for only a dollar. I’m glad I pulled this one out from the deeps of my library to play.

Game Over – Donut County – #PuzzleGameMonth

The simplest way to explain Donut County is probably that it’s like a Katamari game, but in reverse. Instead of becoming a giant ball of everything you’ve sucked up along the way, you play as a hole, which gets bigger and bigger the more things that fall into it. Mostly, this means navigating a level and finding items to gobble up from smallest to largest. Mostly.

There’s a story here – a silly nonsensical thing, which honestly, is kind of expected when you’re playing a game about dropping things in a hole. What I didn’t expect was the small, clever puzzles that were sprinkled throughout. On one level, you need your hole to be far bigger than the items you can absorb seem to make possible, but once you put two bunnies in the hole, they start reproducing, greatly increasing the surface area you have to work with!

The art style and sound design are lovely, the gameplay is satisfying, and really? Overall, Donut County is a fantastic (if very short) experience. It took me about 90 minutes to complete, although I missed some achievements along the way. The only stumbling block for me personally was the “boss fight” at the end; even though the characters basically TOLD me it was coming, I was unprepared. Still, even failing it once had it’s own reward.

No, my only real gripe is that the $13 price point seems a little bit steep for a game with limited replayability that you’ll finish faster than the runtime of most movies. I was gifted this title during the Steam Winter Sale 2020. If it sounds like something that you’d get a kick out of, I’d absolutely recommend it if you can grab it on sale.

Game Over: Fort Meow (#PuzzleGameMonth)

After trying out Outer Wilds, and finding myself incapable of landing a spaceship, I went completely off-script for #PuzzleGameMonth and fired up Fort Meow, a short physics-based puzzler in which you build a fort to keep some pesky cats out of your lap while you read through your grandfather’s journal. It’s every bit as weird as it sounds, but strangely satisfying to play. Different types of cats will effect your fort differently, and it after the initial few levels, I felt like I really needed some trial and error to figure out exactly how all the pieces worked together with the variety of enemies.

I’ll be frank, the story wasn’t great, and the whole game took about two hours from start to finish, but exploring the house to find new, interesting items for your fort was kind of great, and actually building your fort felt almost as good as watching it get destroyed. Early on, you’re restricted to common items, like armchairs and mattresses, but the further you progress through the game, the more interesting and game-changing the items became. I was particularly fond of the items like the toaster, which made cats fall asleep and not do damage, or the yarn launcher, which decreased the damage done by cats who had been hit by a ball of yarn.

There’s some additional play value in the “Challenge Mode” that unlocks after completing the game proper, but I found myself satisfied after completing the story mode. This one has been hanging out in my library since it was part of the Yogscast Jingle Jam back in 2018, and I probably would never have gotten around to it if I hadn’t been looking specifically for a puzzle game that I could play through in an evening.