Demon Turf

released on Nov 04, 2021

The 3D platformer with attitude! Join Beebz in her ambitious goal of taking over the Demon Turfs and becoming the Demon Queen herself! Jump, spin and punch your way across the turfs with unique mechanics like momentum-driven combat and self-placed checkpoints. Face the Demon King head on!


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Great platformer, takes a lot of inspiration from a hat in time and SM64 (like half the moveset is from that game), but manages to put on its own spin on it. Everything oozes with style, it's just a feel-good game until you die to the same fucking spikey shit.

The fighting mechanics are very meh, but everything else is charm, lovely and fun.

How hard is it to make a fun game where we progress through one level after another? The poor level design in a game like this is the most unbearable part. I would have been very happy if it was a platforming game that offered fast fun like Mario. Instead, it tried to build an open world design and city logic. The game tells something for the first 1 hour. I just want to play, man.

Too many repeated levels and stiff controls.

If Demon Turf could commit to one idea it’d be all the better for it. Each decision made about this game’s structure has to account for the myriad of styles it goes for. I’d like it a lot more if if it leaned entirely into being a linear puzzle-platformer, or an open-zone collectathon. I cannot meet it on its own terms since I’m not exactly certain what those terms are. The boundless variety in structure and theme just gives me a headache. Platforming setpieces and minigames aren’t THAT bad on their own, but together, they form a chimeric whole, completely shooting down any sense of pacing or rising action the game could’ve had.

Hub worlds, placeable checkpoints that you teleport between, and minigames, all feel suited to a more open-ended kind of level. Unfortunately, the little good these mechanics provide is taken away by how poorly the mesh with the game’s structure. So many levels are linear obstacle courses that can’t build upon the previous level’s ideas since there is usually never a previous level. Each level’s structure is also muddied by having you complete some random minigame or activity. A lot of the levels feel like a linear gauntlet of some of Super Mario Odyssey’s most worthless power moon challenges, with some platforming sprinkled in.

None of these gimmicks and abilities are terrible conceptually. However, when each turf jerks you from the “enter buildings” level to the “open” level to the “linear” level back to the “enter buildings” level; when these levels have as much fluff as they do platforming gauntlets; when the game asks so little of you - I struggle to find any reason to care.

Neither the story nor the presentation grabbed me, though these facets both have their fun moments. Ugly and boring at their worst, nice at their best!

Inconsistency and structural issues haunt every corner of this game. Its uniqueness can’t make up for all of its issues and I’m left with a bad taste in my mouth by the end of it - even with its cute ending. I think with an overhaul in structure, and a few mechanical tweaks, Demon Turf could be a lot better.