Friday, August 21, 2026

Banecraft: Idle RPG - Good Basics, But No Story. Some Bugs And Lack Of Information - iPhone Friday


For this week's iPhone Friday i tried Banecraft: Idle RPG, from Game Duo, on my iPhone 14 Pro. 

The App store page for this game caught my attention. the pixel art looked great but it was the story, where you were the top demon only to wake up the following day as a lowly human, that interested me the most. I thought that this game might lean more towards the RPG elements of it's name with a deep story, rather than the idle elements, but after my time with Banecraft: Idle RPG it feels like the App Store page has more story than the game itself.

There's a general lack of information given to the player from this game. There's a soul mechanic that's just there, and i never really fully grasped it. sometimes it makes noises, sometimes numbers go up, but the only thing that i understood from it was the merging mechanic, and for some unknown reason the higher the merge level the better our attack.

There's an instance where the game tries to introduce a really interesting team up mechanic where summons can be shared. but i didn't understand it. for something this different, more information or examples were needed. maybe even a "fake" group should've been offered so we'd fully understand how it works. from the sounds of it i thought it worked like sharing in the Dragon's Dogma games.

The other thing that annoyed me about Banecraft: Idle RPG was a bug that happened 3 times. in each time, the majority of the screen dimmed, apart from the top, and none of my touches worked. the game continued playing in the background but wouldn't accept inputs from me. so each time i had to quit and reload the game again. I'm not sure if the light at the bottom of the screen was also a bug or something happening in the background. there was also an instance where the guide pointed to something and then almost immediately pointed elsewhere.

Banecraft: Idle RPG has got a lot of the basics for this sort of game right. there's magic, fiends, and dungeons which work as expected. there's summoning and equipping. So the game works. but it's the extra stuff where it falls short. for example, there's the idle mechanic but i have no idea how long it'll collect money for as most games cap it, forcing the player to interact with the game and restart the collection.

There is more to this game than what we saw in this video as there were more things left to unlock, like alchemy. for what it is, Banecraft: Idle RPG is fine. but the potential is there for something really interesting. The game isn't quite there yet and may never reach it. but if you like the music, the art, and the mechanics, then Banecraft: Idle RPG is still a fine game to play. but it's closer to the middle score than most games which received the top score.

Version 2.18.0 Played 

Thursday, August 20, 2026

Turnip Mountain On Switch - Demo Play Thursday


This week's DEMO is the Switch version of Turnip Mountain, from developer JanduSoft.

This is a climbing game where you control the left arm with the left analogue stick and the right arm with the right stick. This demo only has, what seems to be, the first two stages from the game. there's a very basic tutorial that shows how to control each arm and how to go up. But once you start a stage you're immediately faced with new scenarios the tutorial has failed to prepare us for.

Even though there are only two stages to play. each stage is very long. there's no mention if there's a checkpoint or save but thankfully if you do end up falling off the map you restart on the same screen you started last. a downside to the stages being so long is that the music starts off really nice but by the end of the stage it's been repeated so many times that on both stages i played it started to grate a little.

i don't think i fully grasped the controls to this game. going up is easy enough, but sideways was always tough. there's a move where you can jump up high and fast, but i wasn't consistent at it and found doing the same move on the diagonal really tough. a video plays on the home screen showing off future areas of the game and after what i went through in the first two stages i didn't find what's coming exciting.

There is a story to this game and the starting animation shows us how we got to where we start the game and where our ultimate destination is. but i can't help but wonder if the gameplay is getting in the way of telling that story. i wondered in the video if maybe the game had an easy setting which cut the stages into smaller sections or cut them in half so we could progress the story faster.

At no point did Turnip Mountain say that i was playing a demo. there's no mention if there is a save, or if said save would carry over to the retail game. But i'm glad i tried out this demo because i now know that this isn't a game that interests me.

Wednesday, August 19, 2026

Need for Speed: Most Wanted On PS3 - Part 1 - Backlog Conquering


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

Our new game is the PlayStation 3 version of Need for Speed: Most Wanted. Due to music copyright issues, there maybe times in the video when there is no sound due to it having to be muted. if this is the case, i'll turn the music off in Part 2 and we'll just have car sounds instead.

For me, Need for Speed: Most Wanted is a PlayStation Plus game that i got a long time ago. i've never played the PlayStation 3 version of the game but i do have it on PlayStation Vita and have played it quite a bit on there. So this may not be a series of videos where i complete the game, but i'm going to race around and get cars for a few videos.

Monday, August 17, 2026

Broken Sword: Shadow of the Templars - Reforged - Part 1 - Now With Hints - Cloud Monday


This week's new Cloud Monday video is part 1 of playing the PS4 version of Broken Sword: Shadow of the Templars - Reforged via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

Broken Sword: Shadow of the Templars is a game i've tried to play on #PS1 and #GBA but i never made much, if any, progress in the story as i never truly understood how it was trying to tell it's story.

The option is there to play the game as it used to be, not just with original graphics but also with it's original gameplay. I went with the mode called Story as this had some modern benefits like removing items from conversation once they've been used but more importantly it adds a hint system.

The hint system helped me a lot in making progress. it's possible i got further in this video than i have in my previous attempts. but the hint system also highlights the game's logic isn't quite syncing up with mine. i don't think it's that the game is set in the early 90's, it's probably more down to my lack of experience with such point and click story games.

The game works well being streamed from the cloud. the auto save seems fairly robust but it's the ability to do manual saves, and that the saves themselves are quick, that's great. when you only get 20 seconds to save before being disconnected, accessible and fast manual saves are a great thing to have. With this being a point and click game, progress only happens when the player wants it. so if there are issues with the stream, you can wait it out, save, or do both and the game is waiting.

Friday, August 14, 2026

Metal Slug Rush - No Tutorial, Odd Gameplay Screen Area, And Basic Gameplay Loop - iPhone Friday


For this week's iPhone Friday i tried Metal Slug Rush, from Revive Contents, on my iPhone 14 Pro. 

I've had Metal Slug Rush on my phone for a little while, but it wasn't until it got a big update this week that i decided to give it ago. ever since i downloaded it, the game has had a low review score but it was surprised that even with this update the score hasn't improved, if anything it might've gotten worse.

I was also surprised that there was an additional data download. at least it gave a heads up about the download but we didn't have much to watch in the background. thankfully it's not big and didn't take very long at all. But this did give a hint as to how strange the gameplay area might be. the video that plays doesn't fill the iPhone screen vertically or horizontally!

Once the download is done we're taken to the home screen. there is no tutorial, nothing to guide us on where to go. all the icons are on, there's nothing locked. i've played enough games to know what each of these mean, but for someone unfamiliar with modern mobile gaming this could easily be overwhelming.

Starting a mission takes us straight into a mission. i initially didn't move my character, assuming there'd be some sort of tutorial or guide as to what to do but there's nothing. the game has started and expects you to know what to do and how these sort of games work. thankfully i do and it quickly became apparent that this is a basic one of these. in the hour of this video, i didn't come across any gameplay mechanic that seemed overly new or interesting. In some respects, Metal Slug Rush feels like a cheap cash grab rather than a game that has had substantial development time behind it. 

It is also in the mission where we can see the bizarre gameplay screen. there's soo much space up top and down at the bottom but what's even weirder is there's space on the sides, too. the analogue controls appear when you touch the screen so you can see where i initially put my thumb on the screen. but my thumb kept moving around and i often got into the situation where my thumb was covering my character, an enemy, or both.

I did enjoy the look of the characters and enemies. i've never played a Metal Slug game so i'm not familiar with any of it and the game doesn't have any sort of encyclopedia to help introduce them to us. but the maps these missions took place on were often really quite bland. i don't know if this is true to the games, but playing it they stood out as boring in comparison to the characters, weapons, and enemies on screen.

I didn't really enjoy my time playing Metal Slug Rush. even when i thought i knew what to do, i missed things like Auto Equip, i thought the loot boxes were dull, even simple things like item fusion didn't seem to work right. when you level up things, there's nothing showing what the improvement was. having everything unlocked on the home screen meant i was woefully unprepared for any of the dungeons i tried. But what i really found strange and annoying is the inability to play past missions. from playing it, i don't know how i'm meant to level up and beat levels if i get stuck. it feels like my only option is going to be trying the same level i can't beat over and over again until i get enough of what ever it is i need to improve something.

In the end, there are better games of this style. there are specific franchises like My Hero Academia and Medabots who have their own versions of these sort of games. i think i can only recommend this game to fans of Metal Slug, but even they may find the game a little offensive to their memory of the series.

Version 1.0.5 Played

Thursday, August 13, 2026

Twofold On PS4 - Demo Play Thursday


This week's DEMO is the PlayStation 4 version of Twofold, from developers Studio Coattails and Salty Salty Studios.

Twofold is a visual novel that originally came out on PC back in 2023. this demo has a unique short intro, that may not be in the main game, what maybe the first 5 chapters of the game, plus a quick look at where a choice will lead.

the demo does feel bespoke and it's clear it's a demo. but it's not clear if the game saves and if it does whether or not that save will carry over to the retail game. there was also a weird thing with the game's settings. at the start we can prefigure a few things which is nice, but when it started the game didn't have auto play on. when you pause the game and go into settings, there are more things we can customise. but the changes at that screen don't seem to carry over from gameplay session to session.

Any demo is the game trying to sell itself to you. When it comes to games like Visual Novels, the challenge is also for the game to sell it's story and characters. i did like Olive's story and the choice she had to make did make sense. at the end of the demo i was interested in seeing where her story would go. unfortunately, i didn't like many of the other characters we had been introduced to. so after playing the demo, i'm in no rush to continue playing Twofold if at all because i didn't like most of the characters.

Puppeteer On PS3 - Part 8 - The Final Part - Backlog Conquering


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

Our new game is the PlayStation 3 game Puppeteer. this game came out in 2013 and was developed internally by Studio Japan. this game can be played in 3D and with PlayStation Move controllers, but for this series i'm playing with the DualShock 3.

This is the final part, this is the whole of Act 7 and the credits. whilst this is the longest video i did for this game, i wouldn't say this was the most difficult Act. i died a few times but it never took long to make progress. it was nice having some older mechanics come back and i liked how, in the final boss fight, the combined my attacks and the cinematic QTE attacks into something more seamless. I wasn't surprised by the character reveal at the end, i assumed it was the case, but it was nice to unlock one final head just before the credits.