It's very similar to Toree 3D at the end of the day; a short, simple but mostly well-done microplatformer. It feels like Siactro was more willing to experiment with gameplay elements in this one, with speed boost hoops charge gates. These are mostly a great addition and make this game much more speed-focused than its predecessor (in a good way), but a couple of times they feel sloppily implemented and it's never fun to get yeeted by a boost pad straight into the abyss.
Thematically it feels a bit more coherent than Toree 3D: Siactro got rid of most of the weird horror / cursed game elements that were out of place in the previous game but, weirdly, not all of them. Seriously, why the hell are there a couple of jump scares in this game, it's so ill-fitting with the aggressively friendly and neon pink design everything else in the game has. But the space battle level theme in particular is perfect for this, and I'd happily play a game that was entirely set in that theme tbh.
Thematically it feels a bit more coherent than Toree 3D: Siactro got rid of most of the weird horror / cursed game elements that were out of place in the previous game but, weirdly, not all of them. Seriously, why the hell are there a couple of jump scares in this game, it's so ill-fitting with the aggressively friendly and neon pink design everything else in the game has. But the space battle level theme in particular is perfect for this, and I'd happily play a game that was entirely set in that theme tbh.
heres yet more toree
this one is actually still pretty close to the predecessor in basically every way apart from the fact that theres some more focus on the speed aspect and its a damn good new addition giving toree some more dynamism
this time the levels are completely new in the same 4 + 4 + 1 formula of the first and you got a fire palace ! aka bowsers castle in super mario 64 then an oasis ! a something futuristic place and star wars so theres a lot of stuff to unpack here
the final level and the final boss was something i was not expecting compared to the last level in the first game and a damn good addition likeeeeee i dig it im sorry yall
AND THE OST UGHHHHHHHH DID YOU LISTEN TO I WANNA LOVE YOU thats my tune yall I fucking love it jesus fucking lord
ok so anyway thats it its just more toree what did you expect ? less horrorish stuff but whatever
this one is actually still pretty close to the predecessor in basically every way apart from the fact that theres some more focus on the speed aspect and its a damn good new addition giving toree some more dynamism
this time the levels are completely new in the same 4 + 4 + 1 formula of the first and you got a fire palace ! aka bowsers castle in super mario 64 then an oasis ! a something futuristic place and star wars so theres a lot of stuff to unpack here
the final level and the final boss was something i was not expecting compared to the last level in the first game and a damn good addition likeeeeee i dig it im sorry yall
AND THE OST UGHHHHHHHH DID YOU LISTEN TO I WANNA LOVE YOU thats my tune yall I fucking love it jesus fucking lord
ok so anyway thats it its just more toree what did you expect ? less horrorish stuff but whatever
It's been a while since I played a Toree game, and based on my review of the first game, I can't remember exactly what things I have problems with here that were or were not present in the first one. I'd like to start by saying that, like the first game, the visual direction is just amazing, I love the colors and the character designs, the environments are just awesome. The music is great too, especially the more jungle inspired tracks.
However, in my opinion, the gameplay wasn't a whole lot better. My biggest problem from the first game was that the levels were comparatively large for such a small, slow-moving character, and the combination of a one hit death system with checkpoints that are really far spaced out means that you end up having to slowly walk through large, flat platforms to get back to where you died at. I know this one has a run button (which I'm not sure if there was one in the original) but for some reason, it didn't work? I held down shift-- both at the same time and each on their own-- and my character didn't move any faster. This game is speed-run friendly, and there are a lot of sections designed for fast movement, but at the same time, there's a lot of design choices that do not go well with fast movement. For example, the green warp portal things that shoot you through the air have very precise hitboxes, so if you're blazing down the path and happen to just barely jump over one at the end of the platform, you end up in the water, sending you back to the last checkpoint. Similarly, the checkpoints are always in the middle of the platform, and activate when you get close, but you can't run through them? If you run into one head on, it's as if you hit a wall, instead of just going over it. These issues sound minor, and they may as well be, but in my time playing, they really broke up the flow of the levels for me.
And I have a love/hate relationship with the decision to not respawn the stars you've collected if you die in a level (considering that the clock resets to the time it was at the last checkpoint when you die). On one hand, it makes dying a lot less frustrating, as you don't have to worry about grabbing them all again. At the same time, it makes retreading the level due to a KO a lot less fun, as the stars are one of the few things populating the platforms.
However, in my opinion, the gameplay wasn't a whole lot better. My biggest problem from the first game was that the levels were comparatively large for such a small, slow-moving character, and the combination of a one hit death system with checkpoints that are really far spaced out means that you end up having to slowly walk through large, flat platforms to get back to where you died at. I know this one has a run button (which I'm not sure if there was one in the original) but for some reason, it didn't work? I held down shift-- both at the same time and each on their own-- and my character didn't move any faster. This game is speed-run friendly, and there are a lot of sections designed for fast movement, but at the same time, there's a lot of design choices that do not go well with fast movement. For example, the green warp portal things that shoot you through the air have very precise hitboxes, so if you're blazing down the path and happen to just barely jump over one at the end of the platform, you end up in the water, sending you back to the last checkpoint. Similarly, the checkpoints are always in the middle of the platform, and activate when you get close, but you can't run through them? If you run into one head on, it's as if you hit a wall, instead of just going over it. These issues sound minor, and they may as well be, but in my time playing, they really broke up the flow of the levels for me.
And I have a love/hate relationship with the decision to not respawn the stars you've collected if you die in a level (considering that the clock resets to the time it was at the last checkpoint when you die). On one hand, it makes dying a lot less frustrating, as you don't have to worry about grabbing them all again. At the same time, it makes retreading the level due to a KO a lot less fun, as the stars are one of the few things populating the platforms.
Fun and charming. Got a really nice aesthetic to it and the platforming is simple enough to feel really polished and addictive. I know this studio often makes games that are this short (just an hourish long) and I do think it works to this game’s benefit at least, but I would love to see what they could do with a larger project in general. Still gotta try out their other works though.
it's toree 3d but with a few more mechanics that makes the gameplay flow better and the unpretentious ending of the ice cream saga which fits well the game's vibe. this one is pretty short too, i believe even shorter than the first one if you don't play the extra mode. this time i collected all stars and got an A in every stage thereby unlocking 2 other characters, no patience to look for all the cds to unlock the last one though.
Basically the same game as the first but I think it doesn't have nearly as strong a soundtrack this time around. The audio design in general is a bit off. I would have rated this lower but there are some really cool open ended bonus stages that give me a lot of hope for Toree 3 to be more than just more Toree. I will certainly "see you next game"