Playtime:
982 minutes
At the end of every level, Robbie and I make the Success Kid pose in unison.
I've gotten Robbie killed over [strike]700[/strike]1500 times, but I've also helped him get like [strike]43[/strike]64 dabloons, so he looks the other way.
Evil Spirit Guy taunts us every now and then, but Robbie's bloody, scarred-face smile is proof that ESG is the only spirit that's broken here.
This game is a gem. A polished and underrated gem that's been dropped on the floor a couple times and hass a couple scratches, but it still shines bright and I recommend it.
This game is essentially a "rage platformer", seemingly inspired by the "I Wanna Be the Guy"/needle platformer genre, but it's not ridiculously hard--you just can't play it the same way you would play a typical platformer. Just like the "I wanna" games, if you approach it with the mindset that every level is an intricate puzzle to be solved, then you can play in a more "scientific" manner and beat the levels quite efficiently. My approach, for example, was to locate the exit gate, lock, key, and possible secret locations before attempting to clear the level. By the time I've found these things, I've already formed a cognitive map of the level, as well as a strategy for beating it.
As someone who has beaten such games as I Wanna {Be The Guy, Be The Fangame, Be The Boshy, Kill The Guy, Kill the Kamilia, Be The Cat, Run the Marathon} and Not Another Needle Game, among others, the fact that it took me 15-ish hours to 100% the game in the default difficulty (hard mode) should give you a baseline of the game's overall difficulty. The game has three difficulty modes (not so hard, hard, insane), and I recommend playing on hard. It's the difficulty the game was meant to be played in, and it has good balance in terms of challenge, to the point were I would say it's on par with IWBTG, which despite how difficult people make it out to be, is actually one of the easiest games in the genre (try playing Kill the Kamilia 3 or Boshy if you want to tear your hair out).
If you think insane is only a slight bump up from hard, think again. Try beating the first level in insane mode and you'll see how needle-platformer this game can get. It is every bit as challenging as the games it appears to draw inspiration from.
Specifically, the difference between the difficulty modes is the number of obstacles for levels, and the number of hits a boss takes. The game mechanics and boss patterns don't compromise. This of course means that bosses scale up in difficulty much slower than the levels do. After all, whether you need to land 3, 5, or 50 hits, if you're familiar with all of the attack patterns, the only difference is time and endurance. Whereas when obstacles are added or removed, you have to re-learn the level.
Also, the achievements are sorta broken. Specifically, ZERO DEATHS and Unmasked, at the time of writing. The devs are currently working on fixing that, and if they do, this review will soon see an update praising them for being on top of things.
[h1]Update 2018-12-12[/h1]
They did it! They didn't post a news update that I'm aware of (edit: it was part of the french update). The only reason I noticed was because I randomly checked and noticed new achievements were added.
So now I have to figure out how to die in such a spectacular fashion that I triple flip.
👍 : 2 |
😃 : 0