Monday, February 2, 2026
Monthly Update: February 2026
Friday, January 30, 2026
Game EXP: The Shaved Ice Shop (PC)
[Disclaimer: I received a review key for The Shaved Ice Shop through Keymailer, a third-party website/company that connects publishers and developers with content creators. The game was given without promise or expectation of a positive review, only that the game be played, and content be created through the playing of the game and the experience. Unless otherwise noted, all content in the following article is from my own playthrough of this game.]
The Shaved Ice Shop
Systems: Windows
Release Date: December 3, 2025
Publisher: Holitass
Developer: Holitass
Time Spent: 2 Hours 12 Minutes
Playlist on YouTube
The Shaved Ice Shop is a strange little game from indie developer Holitass. It's part cafe sim (because the shop sells coffee, milkshakes, and shaved ice), part life sim (because you buy groceries and walk from the cafe up flights of stairs into your apartment), part thriller, and part retro atmospheric-horror (because of the aspect ratio and film grain). The majority of the game, however, is spent in the cafe fixing drinks for customers before heading home for the night, and it was only during the second-to-last chapter that I realized that the game takes place at a night cafe, not that time is incredibly wonky.
Before we get into the actual game, I need to preface a few things. First, of the six times I played this game, I became nauseous 75% of the time and was thankful that each chapter only lasted about 18 minutes. I have some theories as to why this happened with this game, but nothing conclusive, so keep that in mind while I speculate. First, I couldn't invert the y-axis, but I've played non-action games with a non-inverted y-axis before, so I don't think that that alone would cause my nausea. Second, the formatted screen ratio could have had something to do with it. The screen ratio itself didn't bother me as it added to the aesthetic, coupled with the graininess of the "film," which helped to contribute to a sense of unease. Lastly, there was no reticle of any kind. I remember Jenna Stoeber (when she still worked at Polygon before they were bought out by Valnet and fired 25+ of their existing staff) did a video highlighting the effect that having a reticle in video games (not just first-person games, you plebian pus rats) and how it can help reduce motion sickness (aka simulation sickness).
The gameplay is primarily centered around taking three to four orders to complete a shift, which seems rather odd for an entire night shift, but, going back to the motion/simulation sickness, this ended up being the perfect amount of time I could spend playing before I would have needed to quit altogether. Also, not being able to invert the y-axis played a bit with navigating behind the counter. Not having a reticle, apart from the above paragraph, played havoc with being able to pick up packs of ice for various drinks, and clicking on which particular kind of syrup you want to add. I found being able to click on the small target to open the gate in the back of the shop somewhat annoying. All of that aside, once you finish the first day, which is the last day in the timeline, I felt more comfortable operating the machines and how the game wanted me to make drinks, except that on the second day (being five days before the first day; trust me, it makes sense), I got confused and had to look up the steps to take to make a flavored milkshake. I also greatly appreciated that I never felt that I was going to lose the game or customers if I took too long to make a drink, and that there was only ever one customer at a time, probably due to in-game limitations, but it was still nice.
If you want an accurate cafe/shaved ice shop simulator, though, you should look somewhere else, at least because of the three/four customer shifts. Recipes are not real-world accurate. You don't have to account for the amount of liquid in a cup if you're going to be adding additional liquid. When drinks pour out of the blender into cups, the hole is at the upper portion of the lid, which wouldn't make sense from a physics standpoint. And as we're in the blender, there is no cleaning of the equipment between drinks. There's one blender for making blended coffee drinks and ice cream. Later in the game, your character makes instant ramen a la Cup O' Noodles by placing an unopened container in a microwave without opening the lid to add water, and the animation of you drinking straight from the cup keeps the lid closed; also, without boiling the inside of your mouth with scalding hot sodium-rich deliciousness.
I lastly wanted to touch on the story, which will probably be the briefest section, as I want to avoid spoilers. Since the bulk of the game is preparing drinks for customers, the story that happens in the background happens when you're off shift and heading home to your apartment in an alley behind the shaved ice shop. The events are not overly complicated, but still land with an "oh damn," but not in a way that's surprising. I'm not at all disappointed that I saw the story unfolding the way it did by the end of the third episode (Four Days Before). If you watch the final episode (One Day Before), I decided to choose the response I did because I felt that the character would still be in shock and likely have experienced forms of relationship abuse from the same source for a while now, and standing up to their abuser wouldn't've been a choice that they could make on their own without a significant suppport network. I did try to get an alternate ending, but something wasn't happening in the game the way I thought it should (is this too vague?), and I gave up after four attempts.
The Shaved Ice Shop, despite all of the inaccuracies in the actual running of a night cafe, and the frequent simulation sickness, and the missing reticle (see paragraphs two and three), was a nice and short comfy thriller. If you like your comfy couch stories to include abusive relationships, murder, and suicide. Actually, now that I write that out, it doesn't sound like a cozy game. . . It was a nice game, though, once I was able to stomach the nausea.
~JWfW/JDub/The Faceplantman/Jaconian
One Day Baby, You Ain't Worry My Life Anymore
Wednesday, January 28, 2026
MIDI Week Singles: "Ending 1" - Adventure Island 3 (NES)
"Ending 1" from Adventure Island 3 on the Nintendo Entertainment System (1992)
Composer(s): Miyoshi Okuyama, & Hirohiko Takayama
Album: No Official Release
Publisher: Hudson Soft
Developer: Now Production
Friday, January 23, 2026
Game EXP: MANDAGON (PC)
MANDAGON
Systems: Windows, macOS
Release Date: August 4, 2016
Publisher: Blind Sky Studios
Developer: Blind Sky Studios
Time Spent: 31 Minutes
Playthrough Video on YouTube
It was just really nice to sit down and play an entire game in just over 30 minutes. To experience a work of art that integrated symbolism and meaning from a culture that wasn't my own, but that I could still appreciate on several levels. Reading analyses from the Steam thread above offered more of a heartfelt story than I knew existed. Kind of similar to how I interpreted the story in Last Labyrinth, or really a lack of interpretation.
That's really all I've got.
~JWfW/JDub/The Faceplantman/Jaconian
The Rapture of Grief is All
Wednesday, January 21, 2026
MIDI Week Singles: "Burns' Mansion" - The Simpsons Wrestling (PSX)
Composer: Christopher Tyng
Album: No Official Release
Publisher: Fox Interactive, Inc.
Developer: Big Ape Productions, Inc.
Friday, January 16, 2026
Year in Review: 2025 Part 2: The Data & Analytics
Wednesday, January 14, 2026
MIDI Week Singles: "BGM #09" - Gonta no Okiraku Daibouken (GBC)
"BGM #09" from Gonta no Okiraku Daibouken on the Game Boy Color (2000)
Composer: Unknown
Album: No Official Release
Publisher: Lay-Up
Developer: Lay-Up
If I were to tell you that there was a Game Boy Color game that centered around a canine mascot heavily featured in dog food commercials in Japan in the late 1990s and early 2000s, you'd likely believe me. So now that you're on board, we're featuring "BGM #09" from Gonta no Okiraku Daibouken (Gonta's Great Adventure). I couldn't find a whole lot about this game or the golden lab Gonta whom the game is based. Apparently, Gonta was a very popular dog on the Japanese TV program Mezamashi TV during the "Kyuo no Wanko" segment that would feature good doggos. This might even be the same "Gonta," but from what I was able to find out, "Gonta" is a modestly popular dog's name in Japan.
As for the music, from what I was able to find out, some of the music in Gonta no Okiraki Daibouken was adapted from the music that was used during the "Kyuo no Wanko" segments, so it's likely that "BGM #09" was pre-existing music written for Mezamashi TV and not specifically for the video game. But as for who the composer was, I wasn't able to find any reliable leads; although there were some AI-generated leads that were all further unverifiable.
So all we're left with is a catchy little chiptune from an obscure Japanese Game Boy Color game about a popular dog featured in a segment about good dogs, and continues to grace the labels of Sunrise brand dog treats.
~JWfW/JDub/The Faceplantman/Jaconian
And Feed It Unto You


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