Reviews from

in the past


Definitely an interesting throwback to the 3D platformers of old, but unfortunately often in the sense of " What a fun movement scheme! I can't wait to play a pitch black timed underwater section where I steer with the camera stick!"

Demon Turf is a victim to its own overambition. A game with so many systems preventing it from excelling at any one of them. With solid platforming, a great (if repetitive) OST, and a fun premise, you think this is everything it would take to make a solid all-around platformer. But alas, Demon Turf is punching far above its own weight class, and while usually I would greatly admire that ambition–and I do admire it–the game’s reckless insistence that there be middling combat and an overbearing overworld knocks it down from the much more promising premise of a precision platformer. Fortunately for me, Demon Turf received a stand-alone expansion in the form of Demon Turf: Color Splash, which seems to do everything I would have liked to see out of the first game. While the platforming is immensely fun, the animations come off as clumsy and everything else including way too much side content for what the game can handle bring it down for me.

Sorry to say I did not like this one. The flat image of a 2D character does not work well in a 3D platformer and the overall level design was lacking. Movement options had potential but it just wasn't very enjoyable to play.

How much is enough?

I love 3D platformers, specially movement based ones like Super Mario 64. The freedom of using the level design to your advantage is always awesome if done right. Much like 64 and Sunshine this game is a collectathon, were the main objective is to get to the end while trying to collect various items along the way. It's not Donkey Kong 64 or Banjo Kazooie levels of insane collection were there are trillions of different objects to grab, instead most of what we collect is optional. Batteries are like the Stars or Jiggies in this game, end a level and you get one automatically. The candies are the equivalent to your coins, rings, music notes you name it. Can be traded to skip levels on a certain shop in the hub area. Then you have the cakes which can be your Red Coins or Jinjos. The cakes as well as the candies are optional and don't grant you a Battery.

As I said before this game is focused on movement, trying to not play by the rules and getting your own path is really rewarding. Level design is made with this in mind and wants you to use the most out of your moveset. One thing I can say though is that most levels, specially in the "Return Levels" felt more like simple obstacle courses and weren't as imaginative as I wanted them to be. Return Levels are like more difficult versions of past stages, every main level has one of those. They aren't required to beat the game but as the normal stages, it rewards you with a Battery by the end of the level.

It's somewhat difficult to put into words how varied the movement is in this game. Go check out Nitro Rad's video, he gets more in depth about it. I can only say it's simple and really intuitive.

There is combat in this game as well, and unfortunately it is the weakest part of it. You don't directly damage the enemies, you push them to something that can damage them instead. It can be a spike or directly shove them to the void. That very same aspect gets tiring after a while, enemies get tougher to push thus requiring you to get close to assert a more precise punch. You'll need to dodge what enemies are throwing to you as well so more often than not it gets frustrating.

One thing that this game made me fall in love with it's the checkpoint system. It is not marked on the map in a sort of safe zone. Instead, you put your own. Up to 3 flags you can just put at any point of a level and that's it. It entices you to get risky and try the level as much as you want from a point you decide is the most suitable. The levels ain't really that long to begin with, so it comes more as a plus rather than a ncessity you need to rely on all the time.

Few bad things I can say about this game. The music is well, there. It's mostly background music and doesn't do much beyond that. Shame because the fast movement and the dynanism of the level design can be open up to some fire tracks that can go alongside the stages. Talking about levels, the variety isn't as original as I hoped it to be, why? They are thematic stages. You have you snowy world, your lava world, beach world and so on. It feels specially worse in the "Return Levels" that don't try to spin the wheel that much. Thus resulting in a very repetitive and same-y feeling.

The last thing I want to talk about are the different abilities you can obtain after defeating the bosses. They are great, but I wished we could change them on the fly. Using the D-Pad for instant changes would have been the perfect outcome.

So in short. A cool indie platformer with great ideas with an execution that could've been a bit better.

I'm just not good at platformers. I didn't like replaying every level twice to get the full experience. The 2D and 3D fusion is cute. The self checkpoint system could've been more user friendly.


The most disappointing part of Demon Turf is that there is easily a 4/5 star 3D platformer within it, but it cant help tripping over its own feet the moment things start to take stride. The majority of mechanics at your disposal make it feel like a great indie take of Mario 64, but less would have been more when it comes to the game as a whole.

I saw this on Nitrorad's list of games and thought it looked cool. The whole aesthetic captures that Late PS1 and Dreamcast feel of 2D in 3D, even if a little on the simpler side, and the Mario Odyssey looking movement got my interest. and is absolutely appealing. Thankfully, all of those are there and feel great. Despite being a 2D sprite I never got confused as to where I was in the 3D space which is a miracle.

But one thing that might put someone off is the difficulty in tandem with the checkpoint system, but I feel it's me to blame on that one. It's really easy to forget that you're making your own checkpoints here, so if you die after a long stretch (you will) it's back to your last faraway checkpoint or the start. That said if you're thirsting for some challenging platforming, this game's got it at least. There were some rare janky deaths and a few hazards that lack some SFX, but once you know they're there they won't get you twice. I commend this game for trying something different with its checkpoint systems, but there's a reason why most games just place them for you.

The platforming is solid but the combat is overly simple and plays out the exact same every time, even after you get more abilities, making it more of a time waster than anything. The levels can also be needlessly spacious, especially erronious are the death planes being miles away from where you are, so if you fall you will feel it (you can hold Up on the DPad to be sent back faster but it takes a bit). This is especially egregious in the worst level of the game, Sewer Factory (First Trip) which if you try to play smart you will easily get lost and find yourself in a huge expanse of nothing on the rooftops (it's used in Second Trip, but they should have gated the area off better)) This spaciousness extends to the overworld, which you have to traverse your first time in each area. It's nice to feel like a world is there, but it could have been a little smaller there.

The story tries to have a mini arc with Luci but since the story is hardly there it just kinda misses. other than that the story serves its purpose fine. I'm not the biggest fan of Beebz's voice but it's fitting and everyone else is well too. Meanwhile the music slaps and is the best part of the game.

If you play this game, please remember to place your checkpoints wisely!

This game is so close to be a top tier platformer for me, but falls just short. The first half of the game relies mainly on linear platforming and that is when it is at it's best, navigating the obstacles and finding collectables feels really good, as well as a great mechanic where you can place your own checkpoints (but you only have a limited number so it is a risk reward feeling). As you go through the game you unlock different moves that bring changes to the stage design which is a fun idea, including going back to every stage to play a reworked form and find a different set of collectables. Other than times I felt the game was a little unresponsive the core platforming loop here is satisfying.

However they also added combat to this game, and boy does it suck. You are dropped into little arenas to fight enemies where you die in one hit and they can only be killed by being pushed into red spikes or pits just feels tedious and annoying. The boss fights aren't a whole lot better either sadly. The second half of the game starts adding these huge aimless type levels also, which I felt took away from the strength of the game when you are just wandering looking for where to go.

For completionists this is a game for you, i spent 10 hours in the game and easily could double that if I was going for the 100%. There is a full hub world with mini games like golfing and an arcade, and the characters/story are pretty charming. The art style is divisive but seeing it in action was a lot better than how it looks in photos in my opinion. All in all the positives definitely outweigh the negatives and I look forward to trying Color Splash because I hear that is even better.

It took me exactly a year of on and off playing this game to finally finish this. Demon Turf is certainly ambitious but felt more actively exhausting than anything. It's got the core of a classic collectathon with an obnoxious amount of collectibles (cool!) But is actually at the same time more of a linear obstacle course platformer. Both styles are constantly at odds and holding each other down. The collectables aren't exactly fun to find given you can spawn an arrow pointing you where anything is hidden at any point. Which is a complaint but I'm glad it's there because given the way levels are put together, it's entirely unreadable whether you're trying to explore or not. Unfocused at all times is the best way to describe Demon Turf. Level design suffers from being rather aimless, and the collectibles largely feel worthless for anything other than seeing 100% in your achievements list.

The movement is nuanced enough to have a variety of level design and decent challenge...But the "place your own checkpoints" idea robs the stages of a structured sense of progression. You're either hoarding them excessively or using them all too early. Levels can drag on and often don't really iterate on concepts, just throwing disconnected thoughts at the wall. Combat seems to be a sore point for most here, but I'm always an advocate for unconventional ideas. The premise of pushing enemies is fun and dynamic. I'm sick to death of standardized concepts shared with every game ever so I think it's kinda cool. In execution it feels bad largely because of really poor visual and sound design, and somewhat inconsistent physics. Also for some reason the camera slams itself into the ground every single time you activate something. Even if you spawn a platform directly underneath you, you get the same camera angle where it gets locked pointing upwards...

The eye-catching artwork seen in the box art is not present in-game. Instead the graphical style is dreadfully boring. No striking imagery, drab and repetitive color palette, the 2D character art leaves a lot to be desired and is pretty stiffly animated. Nothing memorable in the music department imo. Story goes nowhere. Very anti climactic. No level in the game is interesting or memorable enough to warrant them forcing you to replay almost all of them to get to the final boss. I was already doing it for completionist sake and it's just not fun to do. They're "remixed" so sometimes major changes have been done...But the levels themselves are devoid of strong ideas or memorable layouts to begin with, so playing them again with rearranged hazards doesn't really make any difference. Aerial movement is decent but your base floor run speed is painfully slow, even using a badge to speed it up it never feels great. Hookshot and Flight are never used in interesting ways. Very binary use hookshot/flight here type design. Wheel picks up nice speed but quickly becomes so fast you can't do any turns, and just like flight, always has dedicated use wheel moments. So your abilities are already not very well implemented...On top of not being able to wall jump or use your hookshot after a double jump which is needlessly limiting.

It's not entirely mindless like most platformers I find dull (though it has its fair share of nothing design at points too). This one fails on its own merits rather than being safe and derivative. Which makes me feel I should give bonus points for being the kind of game I WOULD like...But I was honestly never really having fun with it. The arcade bonus stages exemplify my problems with how this game feels even at its best. They rip iconic levels from various Mario games as a cool reference. I get to see a level from Mario Sunshine that's endlessly fun and grounded that I love to replay even 20 years later...Ruined by floaty and aimless mechanics, and unrealized obstacles in the port to demon turf. (with a sizeable art style and music hit to boot). The level becomes so -nothing- that they put a poison effect and a pointless combat section in as a bandaid fix. Tfw the mechanics are so weak you gotta make the player spam a button every few seconds to avoid dying to random poison. Puts into perspective how unexpectedly grounded the Mario games tend to be. In Mario you feel every jump, and when you land, you feel the ground. In demon turf I feel nothing, ever. It's at its best when it's a short, focused level, and it's rarely at its best. "Its best" being barely managing to hit "it's ok" status for a brief moment.

Supposedly the DLC is a lot better. Maybe I'll try it eventually, it's quite cheap and promises to not be an exhausting marathon...But I'm really not itching for more of any of this even if it is more focused. Below average game that's bloated to the point of being unbearable. Took me a full year to put in the 16 hours needed to finish it.

I wanted to like this one, I really did ---- but I just couldn’t jive with it. I’m all for eccentric, creative art styles when it comes to indie games, but when it starts to mess with my gameplay experience, something’s gotta give. Demon Turf goes for such a stylized “2D characters on 3D landscapes” approach that I could barely tell what was going on. Beebz’s jump animations don’t even look like she’s leaving the ground, making it hard to ascertain where I am in 3D space. Guess it’s just not for me.

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

Funky, kooky, lots of bits are fun to play.

A fun 3D platformer with a cute aesthetic. The way the player character Beebz controls is great for the most part & the level design is fun to explore with plenty of ways to cut corners. I love I could double jump & glide or jump, glide & then roll in the air for an extra boost. To me these are the strongest part of this game.

The extra power-ups you get are a hit or miss for me. The hook shot & rollout moves are really fun & is used a lot. On the other hand the bird form & time stop are pretty weak with the bird form being awkward to control that lead me to a few deaths. The enemy encounters & the boss fights are the weakest parts of the game with most enemies don't really have any health about are killed using spikes or pits. To get to the final boss you also have to do the majority of stages including the remix ones which doesn't lead to many freedom to explore like say the 3D Mario games. Still this game has a lot of content with the remix stages, collectables, Demon Tower side mode & the Neon Splash DLC.

After spending over 13 hours to finish it I can say one thing for sure - this game LOVES to waste your time.

Initially there is no way for the player to realise this. You get a very decent moveset, an original combat system and 4 worlds with seven levels + boss. The overall presentation is nice too, though this artstyle with 2d characters placed in 3d space isn't really my thing. So you play through the first world - it's alright, nothing extraordinary. You beat the boss which is kind of annoying but whatever, 3 worlds left to go. You then notice that after finishing each world all the non-boss levels turn into something like b-sides in Celeste - essentially the same level but with some minor changes. You play one to check it out and it's not very interesting - the collectables are different and enemies are a bit more powerful but aside from that it's almost the exact same as the original level. Oh well, at least there is some postgame content.

As you go on the enemies get more powerful (additional armor, machine guns), and the levels get bigger. Obviously that's pretty standard for a video game, but it never causes Demon Turf to be more challanging - just more frustrating. Combat starts to get tedious because while the enemies are stronger, you aren't - you just need to use grapling hook on them and it fucks with camera in a such a way that it will easily get you killed at least a couple times. Camerawise you also get the choice between manual and automatic but they are equally terrible. The level design gets more and more confusing so you keeping repeating huge chunks of levels because you have no idea when a good time to put up a checkpoint is (on each level you can place up to 3 checkpoints, if you don't place any you go back to the start of the level when you die). Dying takes a longer time, beacuse the levels are placed higher above the sea level or whatever, and the character takes more time to get lethal fall damage (which also applies to enemies, making arenas overly time consuming as well). And the levels themselves are only memorable if they have some annoying fucking gimmick, like jumping from a moving train or onto a mountain lift. The long jump, potentially the most interesting move in the game is almost never utilized in a satisfying way. Every boss is somehow more annoying than the last as well.

But whatever, you got through all the worlds so you can finally beat the final boss. Except you can't, because the creators of the game decided you also need too beat 3 of the b side worlds, essentially making you play through the game twice. This is such a shitty choice that I'm pretty sure the devs don't even know what the fuck they did it for. They even give you the option to skip a level in exchange for some collectibes, which you can only spend on some shitty cosmetics aside from that anyway. But then they try to discourage taking advantage of it by making the character teleport to the gate of the level, and making them go all the way back to the store which sells the level skips. The achievements for beating each world also don't trigger if you just skip the last level until you restart the game, which is a cherry on top of the many bugs connected with the fact that the characters are 2d in a 3d space (glitching on pieces of environment, falling trough small holes, sipping all the fucking time).

The game as a whole isn't even THAT bad. It would be an above-average patformer if it wasn't for all the stupid design choices the devs made. I'd still recommend it if you're looking for something to play in the background while binging a 26-season TV show (which is what I did). But there are many better options if you're looking for a competent 3d platformer.

First of all I really like the art style. It had a really unique charm. The platform gameplay is also fun. This game has some issues though because the focus on combat and gimmicks really hurts it. I just think it would have been better as a pure platformer.

The platforming is serviceable, but the lack of overall visual polish severely diminished my desire to spend significant portions of time within the game. There's a handful of levels that felt like they were still partially in the grey-box stage.
For reference: Mario Galaxy had me marathoning the entire game in a single sitting. This has me taking breaks every ~3 hours.
I'll definitely return periodically to finish Demon Turf though. The actual movement is quite good imo, but few of the levels proved memorable.

Demon Turf is a hodgepodge of great ideas and self-sabotage. The game's strong moveset and early linear levels are great, but momentum dissipates as the game leans into half-baked overly long levels and terrible combat. Top that off with an unnecessarily lengthy path to the final boss, and I can't see myself finishing this one.

The moveset is unique and fun to handle thanks to a plethora of jumps, transformations, and a deliberate pace that provides full control of Beebz, the player character. Unfortunately, the moveset best accommodates moments of linear platforming in which you try to use your many movement options to skillfully and quickly navigate a perilous, narrow path while setting your own checkpoints (another of Demon Turf's quirks -- you set your own checkpoints). It's less fun to aimlessly wander through open levels and slap around enemies in a repetitive, slippery combat system that adds nothing to the game but time. For unknown reasons, Demon Turf quickly loses interest in linear platforming, and I can't stomach any more long, open levels.

Here is the math that made me drop the game: you get a battery each time you finish a level. There are 28 levels and 28 "remixes" that, well, remix the main game's levels, but not enough to feel fresh or different. You need 50 batteries for the pleasure of facing the final boss. You nearly need to play the game twice to beat it, but I've realized I don't even want to play it once. I really wanted to like this one.

(I will, however, check out Neon Splash, which seems to provide a quick set of linear levels that should be a much better use of Beebz' moveset).

With its amazing art style and fun platforming bits Demon Turf can at its best glimmer and dance the dance and I wouldn't hold its lasting appeal against anyone.


At its worst repeating the same patterns of collect these keys, beat up these enemies and pass these rings add nauseum sadly made the endevaour predictable, stale and in turn sacrificed the entire pacing and flow of the otherwise enjoyable platforming segments.

After the second world I pretty much lost faith in the altering flip flop of design choices and that to me is generally a sign to stop.

Demon Turf has a lot of optional dodads you can sink your teeth into and the OST while a bit overly recycled on levels is pretty good. The mechanics are really fun and when you are offered to use them it's a good time.

While it sadly didn't grab me, I'd still say it's worth a shot. Demon Turf has its strong merits, and if you like it's other pile of flavours, I'm sure it could hit a different mark.





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.

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 just gives me a headache. The various minigames and strewn about platforming sequences 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 they 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.

Demon Turf is like that kind of game that you love at first but the more you play it the more you hate it.
I love its style, I love its soundtrack and I love the game's personality---until you realize that the same 1 minute song plays 14 times in total for each world.
The game has 4 worlds with a total of 56 levels (not counting bosses), and after that you have only 1 song for 73 extra levels, which wouldn't be so bad except that of those 73 levels, 10 are time trials, 30 are difficult levels without checkpoints that ask you to exploit all the movement mechanics and/or wait for cycles, 25 are arena fights against enemies that last about 7 minutes and if you die you must repeat everything (note that you die in one hit) and 8 of them are levels where they put annoying filters with interesting level designs but don't give anything.

The combat system is interesting at first but incredibly annoying later on, as you can't do damage, only knockback enemies into spikes and things that instakill you. Enemies can also attack you doing exaggerated knockback which is almost always going to guarantee you die with an instakill due to it being a game with momentum in the movement. At the beginning the knockback is almost zero, but then they put armor on the enemies and annoying movements and if you don't remove the armor you barely push but removing the armor leaves you vulnerable to the 4 enemies in the circle and you are surrounded by instakills, so don't be surprised if you die 33 times in each arena after the first world (And let's not mention the extra arenas).

The checkpoint system works in a freeform way where they let you set those checkpoints and they are limited under the excuse that "being able to teleport between them is very strong" (it's not). The big problem with this is that you never know when a checkpoint will actually serve you because there are places where enemies spawn as soon as you touch a trigger. If you're greedy, you won't want to use checkpoints until you die many times in one part, but that can mean losing about 2-3 minutes of progress and waiting for cycles and platforms to rise and disappear and zzzzzzzzzz.
the point is that it's not easy to recognize when you're going to need to set a checkpoint. I remember in one level there is a sort of teleferic with platforms. This intimidated me so I decided to set a checkpoint to be safe. After 1-2 minutes of standing still and waiting to climb to the top, there was just danger there; which meant that if I died, I had to wait 1-2 minutes standing still EVERY TIME, so I decided to put ANOTHER checkpoint at the top and you can't pick up the others so I reached my limit and had to do the whole rest of the level without checkpoints.

This is something I don't understand either, the game seems to be for kids but it's not, however it reinforces you later that yes but no but yes but no, and its difficulty level is clearly not so "kid-friendly", it's more like a game for all ages that constantly reminds you and reinforces you that it's not for kids !!! it's for all ages :-) which I find super cringe
the most obvious example of this is the voice acting, which is super annoying and screechy + the protagonist talking every time you hit, jump, get hurt, take damage, get hurt, slide, enter a level, exit a level-- the latter can be turned off (thank god) but it doesn't remove all the chatting, it just leaves the entering and exiting a level + the jumping sounds and the whole thing, doing basically nothing (revision edit: there's a literal jumpscare in one of the return levels, making a parody of Jeff the Killer. I understand that it's crappy, but the way it's presented I wouldn't call it "kid-friendly" at all lol)

The game has stuttering problems (only in the hub) with 0 FPS peaks when turning the camera (which in a platformer is VERY important) and I thought it was my problem or my specs, but apparently it's a problem that happens to everyone, to the point where speedrunners optimize their camera to move it as little as possible. It's horrible.
And that's another thing I don't understand since normal levels are usually gigantic; why is the hub so poorly optimized? The game also has an emphasis on speedrunning to the point where each level has a time "goal". If you take less than that, you get a trophy (necessary for 100% of the achievements) and there are times when even optimizing your movement and all, it's still super hard to get and annoying. If you die, you have to wait a total of 10 seconds before you can re-start the level (retry) and it's completely and utterly disgusting as it gives you almost 0 margin of error. I don't have much of a problem with it because I don't find the game that complicated once you pass the level at least once, but it's boring to have to tryhard that badly.

The bosses are interesting but often annoying and long. The second boss took me 18 minutes the first time because it switches between different types of attacks; the last one being an instakill that restarts the entire PREVIOUS phase.
Another problem it has is that it gives you a choice between manual or automatic camera, but there is literally 0 change because every time you activate a button, lever, finish an arena, respawn a ball, or whatever, your camera is going to lock to the place where you have to go, many times while you are jumping and this breaks ALL your momentum, causing you to get an instakill almost instantly because of the camera and there is nothing more frustrating than losing 5 minutes because of the camera, or having to practice speedrun how not to die because of the camera.

Demon Turf is a very flashy and visually entertaining game, but its gameplay has all the problems that Mario 64 (and its outdated game design) has, and I know a lot of people will love that, but I personally prefer more accurate platformers like "The End is Nigh" or Crash Bandicoot. It's a personal preference... absolutely, but it's this and all the other problems that make me unable to recommend Demon Turf without a giant sticker warning how frustrating its level and core game design can be.

Edit: I played for 10 more hours after I finished my review. While a lot of my issues went away with the skill for having played more, it's still a game that can be very punishing and unforgiving at times, making it especially frustrating because the game forcefully moves the camera for you to where you need to go even though you have it on manual.

Demon Turf is a game that is best enjoyed casually when you're in the mood for a platformer as it's simply not a good one to play for several hours at a time.

Edit 2: I've been playing SM64 and wtf was I talking about? that game feels 10 times more polished than this one in its movement. Hell, I would say Demon Turf feels more clunky

fun game, enjoyed the movement possibilities and it was cool when I managed to pull off difficult jumps, choosing where to put your checkpoints is also a cool idea

it artificially lengthens the game by making you do almost every single level (skipping a maximum of six) a second time in order to be able to challenge the final boss, and I wish those were just optional, combat's also not good, which makes bosses very annoying (though it's not much of an issue in regular levels)

Tons of great ideas (challenges, memorable environments and flag mechanism), but let down by some level design, confusing, uninstinctive controls and characters and universe hard to connect with. It's hard for me to pick it again

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.

Floundered execution. 2d/3d mix artstyle actively hurts precise platforming, and looks kind of ugly overall. Combat is unique but feels unresponsive. Movement is slow when levels are large and empty.
I think this game suffers from bloated scope - there is a lot to do, but the core on offer is badly tuned.

Demon Turf: Neon Splash on the other hand is really fun. Go check it out!

Didn't like It. Looks off and the controls are too floaty


It's an alright platformer. May pick up again in the future.

If you turn off the Voices, it’s a great Mario Sunshine successor

This game has an unfortunate tension in its design. Every world is a set of levels that must be completed to face a boss and clear the world. once the boss is defeated you unlock a new set of remix levels to clear in that same world. The remix levels are the best the game has to offer and the platforming really shines, but unfortunately the standard levels to get to those remix levels are much less engaging and ultimately lost my interest.

Game Highlight: The Soundtrack is excellent. Also the jumps feel pretty good.