Reviews from

in the past


[Reviewing Spark's Chalenge. This review builds off the first two]

This mode is just Fark's story section but played as Spark instead. Spark uses a VR headset to experience Fark's story...the story that's already non-cannon. It's an odd choice, but I don't mind as long as I get more gameplay!

There isn't much left to discuss about this because I already talked about Fark's story and Spark's gameplay, but there are two extra features as well as a review of Wishes Mode.

Spark now only has one HP, with a second hit killing him. This makes traversing through levels much more challenging. I found myself dying a lot, but it challenged me to be as fast and as careful as possible until I found another health pickup or checkpoint. But other than that, how do you avoid getting hit?

Well, this mode also adds a new mechanic to Spark: dodging! It's like Fark's parry, except 1) you can't spam it, 2) it's linked to your dash, so you can't stay in place, and 3) it doesn't add any health or combo bar; it only acts as a way to avoid damage. I would've liked more benefits to the dodge, but I still appreciate the feature, especially when you learn a boss's attack pattern and can predict when to dodge.

This challenge ACTIVELY recommends Wishes Mode, a feature you can toggle off and on before starting the game. If you hold down and dodge simultaneously, Spark spins into a ball still vulnerable to attacks. Move left or right to select whatever power-up you want in this state. Yes, you heard me, ANY POWER UP. So, as I was traversing the game, I found my favorite loadouts.

Regarding power-ups, I usually had Gravity, Sword, Bat, or Knight. Sword and Bat are both fantastic at quickly racking up the combo bar, with Sword having more long-ranged attacks and Bat having extensive reach with continued momentum. Once I racked up the combo bar, I would switch to Knight. When Knight gets a full combo bar, he gains a shield that acts as another Hit point. So clearly, with how little health I had, I stuck to this strategy of quickly acquiring combo bar, switching to Knight, and attacking from afar with my vast ass lance. Lastly, Gravity was just the best movement option for the levels as you can infinitely dash in the air and float in any direction. I don't think I need to explain why that is extremely OP.

And that was Spark's challenge. Overall, not my favorite mode (Fark still beats that), but this is still a fun challenge, even on normal difficulty. I can't imagine how hard these gameplay modes might get when I eventually play the Hard Mode levels, whenever that will happen. All I have left now is Mission mode.

Pretty good but starts to overstay its welcome towards the end. Music is fantastic though

[Reviewing Fark's Story. This review builds off the first one]

This story is non-cannon and merely acts as a testing of ideas, no doubt for the sequel game. Still, it is worth talking about the game.

Months after the end of Spark's journey, robots are still causing trouble. Fark decides to take care of them while figuring out what shadowy voices are talking in his head.

Fark's gameplay is fantastic for speedruns and in general! Think of Fark like Zero or Proto Man from the Mega Man Series. Fark has a three-hit combo that ends in a flurry of strikes, which is excellent for adding damage. Using this attack, you can also stall yourself in the air while moving forward or backward. Once you reach the flurry attack, Fark will strengthen his moves once. The aerial strike has a low range but a suitable frame date, but the powered-up version has more range. The downward strike blasts two explosions close to Fark's sides, which is ideal for crowd control. When powered up, the attack changes to multiple explosions that travel across the map, making it my go-to attack for bosses.

Fark has an energy bar that can be charged twice. You set it by getting off attacks and finding energy tanks. Once you reach at least one bar, Fark can only take three hits, with a 4th hit killing him, and you cannot use powerups. How does he deal damage while being so frail? Easy, the counter system. Fark has a counter that can be used on any attack. The benefits of the attack depend on your timing. A late counter (red) nullifies but costs some energy. Early counter (orange) nullifies damage and increases power. Lastly, a perfect counter (blue) negates damage and dramatically increases power.

Fark is also way faster than Spark, as he has infinite das on the ground and in the air. Moreover, if you hold the attack button near a wall, you can walk on it! This gives players a much faster and more varied playstyle. If Fark has at least one energy bar, you can press down and counter to go into a limited hyperstate, where your attacks will be at max power, your speed will double, and you will be invincible. Moreover, your health will fully heal when activated.

The last thing to note is the best feature to play as. You'll automatically enter your super form if you fill your bar twice. Your aerial and downward attacks stay the same, but not only does your general speed increase, but but your base attacks also do. The first three hits have a huge range, but the flurry hit has a stronger range an attack, being able to extend halfway across the screen. Your strategy should be to earn and preserve energy so you can transform into this state, while keeping the energy for emergency heals.

All in all, I LOVED Fark's gameplay and I plan on enjoying another playthrough on hard!

Sonic the Hedgehog but indie version.

Very fun game, its a mix of 2D sonic speed platforming and classic megaman action with the power ups and boss battles. Definitely also just as hard as those older games too.


I should give a retry one day but not interested

pqp jogo lobotomia que dor meu lobo frontal tá mole

A short and sweet Sonic-like that does it better than the hedgehog himself. Movement feels extremely smooth, the level design is great, and you really feel like you just want to keep moving forward.

The combat sections feels very "meh", but luckily you can skip most of them by just running. Overall very enjoyable.

awesome 2d platformer, much more than just a clone of you-know-who

O jogo é muito bom! Sério misturar Kirby com Sonic é sensacional na gameplay, além da trilha sonora que é maravilhosa a parte.
Se você não tem um PC gamer top, esse jogo vai rodar na sua batata.
Para fãs de Sonic é obrigatório a jogatina.
8/10

I don't even know why I love this game

I've seen people make comparisons to Sonic and Kirby, though I feel more of a Mega Man X/ZX vibe from it. Though quick comparisons aside, really cool game. Fun and fast-paced action with great music is my cup of tea. Every power-up is fun to use, I haven't used one that I dislike. I hope LakeFepard considers getting the series a side 2D game in the future, cause I think this one had something special.

Sort of an eclectic mix of Dimps' Sonic Advance games and Kirby, it's p good! The dash giving you brief invincibility is also a very cool addition, makes half the boss fights feel really tight-knit even if it's very easy to dash by mistake with an analog stick,,

I'll admit I got the entire Spark trilogy mainly to get to the 3D ones but this was cute, there seem to be 2 extra campaigns too so if they're as long as the 4-hour main one, you're certainly getting your money's worth. The main one's already one zone longer than S3&K which was certainly a lot more than I expected.

A pretty fun game! While I prefer Freedom Planet as I feel like it's balance between speed and combat are more naturally formed than Spark's method of handling it, there are glimpses where things hit that balance super well with the speed and combat. The music is also really damn good! Absolutely worth playing this game! Will be checking out Spark 3 sometime in the future!

A combination of platforming cornerstones that manages to find its footing, despite any flaws that come from meshing multiple clashing ideas.

Sonic Mania wishes it went as hard as this.

An okay Sonic inspired platformer. The levels were too damn long (some levels take more than 10 minutes + boss fights), and I don't like the momentum in this game; I hate how you need to dash if you are going up or sometimes you loose speed out of nowhere. The difficulty is weird, with the right combo of powers you can basically breeze through the game, but the Fark campaign was really hard and I had to drop it. The music was ok and the backgrounds were too much imo. If it were a bit shorter, I would recommend it to Classic Sonic fans.

This review contains spoilers

[Reviewing Spark's Story]
Tons of Sonic fan game creators end up making their mascot platformers. Freedom Planet is one, and I enjoyed playing that game twice. This one, Spark the Electric Jester, is no exception.

The story is about Spark, a man who lost his job due to automation and robots. He ends up defeating the robots and getting his job back, and along the way, he finds a deeper conspiracy. The company making the robots wants to destroy all life on the planet so robots can rule it. Spark and the other friends he meets on the way join forces to kill Freon, the mastermind robot behind this plot. So it's a simple story, but where the game shines is with the gameplay.

Spark can move and jump similarly to Sonic or any of the characters from Freedom Planet. Moreover, you can dash multiple times on the ground to keep the speed, but it doesn't build much speed. Spark also has a 3-hit combo that can be used in the air. You also get different effects when you charge up the attack button halfway or fully. Also, when you deal enough hits to an enemy, the combo bar will fill, making the charge attack even stronger once. The main gimmick of this game is that of using different powers. Boxes with powerups are contained throughout the levels, and you can stack two at a time. Be warned, if you have two powerups, you won't have access to your base form; you must also remember that when switching a power out when you have two, the new power will replace the power you have in stock, not the one you are currently using.

The power system is my favorite part of the game because there is so much replayability in how you traverse levels and attack enemies. Attacks and abilities change when you equip one, and while I didn't use all of them, I can at least go through all of my favorites:

Electric Jester (Base): Electric shots can also be used for platforming. When charged up, it can deal tons of damage.

Wind Jester: The best for platforming and speed, as you can dash infinitely in the air and use a triple jump. The attacks are mid, however. Be careful not to drop this item when hit.

Electric Bat: It doesn't have many combos, but you can efficiently deal tons of damage and continue the movement by just using the jump attack. Seriously, it's such a simple yet versatile attack.

Spark Board: The attack is good for keeping and gaining momentum. Moreover, you can boost if you continue moving. It also works to stay above the surface of the water.

Edgy Jester: The sword attack and the charged-up throwing knives are great to use from a distance. You can also dash in the air like Wind Jester.

Megagram Hammer: similar to Electric Bat, it has tons of versatility. Its arc swing in the air is impressive when at full bar. Be careful not to drop this item when hit.

Knight Jester: Probably my favorite power. It has a tremendous upward ark attack on the ground and great range with its spear. You can also charge it to launch forward for a great moving attack for crowds. Be careful not to drop this item when hit.

Mage Jester: Magic ball attacks do good damage, but its main claim to fame is the charge attack that acts like a Kamehameha from Dragon Ball Z.

In terms of levels, they are all great! The level design leaves more options for platforming and speed and finding hidden powers to pick up. However, Near the end, they start adding hallways of enemies you can clear or skip. In the Megarph Fleet/Carrier/Fortress levels, they begin adding bullshit platforming that is much harder due to the screen-wiping nukes that blind your vision and have a large hitbox. That was my most minor favorite level in the game, but the others are a joy.

The music is some of the best I've heard in a 2D platformer. I must find this OST to listen to in my free time because it is great for on-the-go or exercise. My favorite has to be for Smog Sewer, Smog City, Sunset Heights, and Megarph Fleet.

PLEASE buy this game; it is cheap on Steam and an excellent buy for replayability. I want to go to the following games after this.

Shout out to my buddy Parrott for gifting me this game. This game became kind of a meme in our community, like what the hell is spark the electric jester, and who the hell is playing this game. I had zero interest in this game (I'm not a big sonic fan) but to be honest, I walked out of this one pleasantly surprised and had more fun then I was expecting.

99% of this game was just balls to the wall super fun, keep running action. It felt like Sonic but a bit dumbed down which I appreciated, and a cross between kirby and megaman as well. Where the game really kinda fell off a bit for me was right at the end. I think the last stage just grinds everything to a hault, not only with its difficulty but with the precision platforming you're required to do (which was not working on the steam deck, unfortunately, this game runs awful on deck).

I think it was cute that they tried to have a story here, but it just made me cringe more than anything else. Hey though, game was far better than I was expecting. Will I ever play the sequels? Doubtful. But I had a good time.

Spark's Story Cleared on September 20th
Fark's Story Cleared on September 22nd
Spark's Challenge Cleared on October 2nd

Spark The Electric Jester is a game made by Sonic fan creators that brought you Sonic Before and After the Sequel, and as you'd imagine is based on the 2D games while taking aspects from Kirby and Mega Man X to give it its own identity. Obviously Sonic inspired games are nothing new since three years prior we have Freedom Planet which is an amazing game that I think blows every 2D Sonic game out of the water. Right off my review score, you can see that I don't really like it as much, and going into the game, I wasn't expecting it to be on the same level. But I wasn't expecting it to be a bad game either, and in its own way, is an amazing game with only a few minor gripes.

Being based on Sonic, you are able to move fast and jump. But unlike other Sonic games where you attack by bouncing on them or spin-dashing into them, you actually have a dedicated attack button to damage foes in your way and the attacks you are able to pull are dependent on the power-ups you have and there are 10 in the game. You could hold up to 2 at a time and you can find them across the levels, and you have a dedicated button for switching between the two power ups, and not only do they have different kind of attacks, but also mobility and "charge" attacks as well.

In your base form, you have the ability to dash and charge up your attack for a powerful blast, but when you attack enough, you fill up a meter which allows you to fire an even bigger charge attack. When you have power-ups, however, some of these interactions change entirely and I'll review every one of these power-ups to give you an idea.

Bat is a power you come across  early on which is basically the same as your base form as you keep the same charge attack and mobility, but you gain a tremendous physical attack boost and is arguably considered the best power-up for dealing with bosses because the attack power is just that high. However, being more close to your base form, the mobility is one of the weakest in the game.

Wind is a very mobile power and another you can get early on. It gives you an Air Dash which is actually considered very useful in some situations because not only does the dash give you a means to close the gap, it also acts as a parry as well if you are able to time it, so being able to parry even in the air is actually really good. Plus, you get a triple jump, a float that drastically lowers your fall speed and increases air time, and a charge that seems like it does nothing unless you have the meter charged, but if you shoot it backwards, it propels you forward quite a distance.

Gravity is a power that you are most likely going to miss on your first playthrough like I did, but I did get a chance to use it through Wishes Mode (more on that later) and it gives you the ability to float in the air indefinitely and allow you to control the direction of flight too. This could lead to some wacky evasion antics for bosses, but it is balanced by the fact that repeatedly attacking causes it to tire out and just become unable to attack for a couple of seconds.

Board is a power that gives Spark a board to ride on and it will become very clear on the 2nd act of the 3rd level which is designed with the power-up in mind. You just go really fast and upon going fast for long enough, you can achieve speed break which damages foes along the way. You can also attack which spins you around, and if used in the air can give you air-time which might come in handy. Despite only a few levels being designed with this power-up, you can still actually use it as long as you have it in any level in the game.

Sword gives Spark a sword which despite it seeming as such, is less of a melee power-up and more of a ranged one as your attacks swing a cut projectile at the foe, and you can create blue balls that can be swung at the foe. Your charge-up is not an attack, but instead a mobility boost that improves both your speed and jump for a couple of seconds. On top of that, the time window in which you are able to dodge attacks with your dash increases meaning you get an easier time to avoid attacks.

Cool gives Spark ice powers which has some impressive damage potential if you are able to get off a spin and its charge-up can also deal a great amount of damage too. The physics does seem to change to be slippery, but not to the point of being unbearable. You can also walk on water and create a platform while in the air.

Fire gives Spark fire powers which gives him some fire attacks including a Fireball Dash (plus you can air dash as well), Flame Breath, and while he doesn't have any charge-up attacks here, every 3 standard attacks allow for his up or down attacks to unleash blue flames which deals increased damage. But if you manage to keep this ability when you get to the one lava level in the game, make sure you do not lose it because it gives you an immunity to lava and hot waters.

Edgy makes Spark more angtsy in appearance donning a black and red color schematic which I respect because it just embraces the edge which includes giving it a kunai to throw at enemies and when the meter is fully charged, it can unleash a red blast of energy based on Chaos Blast. It's also ironically one of the best abilities in the game because you get a double jump, an air dash, and the ability to walk on walls. It's also not too bad with its damage output either.

Hammer grants Spark a hammer which deals a good amount of damage, but compared to Bat does have the advantage of giving a small double jump and the ability to hurl projectiles by slamming the ground and calling upon rocks which he could swing at the foes although it takes good timing to get the direction you want.

Archer is the true ranged power-up which grants a bow that can fire projectiles although each shot has a short cooldown which means you can't just fire it rapidly... unless if you charged up the meter, ready a charge attack, and only then can you fire repeatedly. The damage isn't the strongest, but it does allow you to chip away foes from a safe distance and the charge attack can allow a few shots to fire explosive arrows.

Magical is a power-up that gives a star wand which acts as a mix of ranged and mobile as you gain an air dash. The damage isn't that amazing, though, but if you are able to get the meter to max, you can unleash a starfall which can good AoE damage. You can also fire downwards repeatedly to increase air time. You can also do this with Archer, but with the unlimited ammo, it is much more reliable.

Knight is a power-up that gives Spark an armor and a spear, and on the surface it might seem pretty standard as far as powers go as you deal melee damage, but it's biggest strength is that it gives a shield which is pretty much a free hit point that can be regenerated every couple of seconds. In harder difficulties when you have Wishes Mode enabled, you might get some value out of it.

Mage is a power-up that gives Spark probably the coolest charge up move in the game and the damage it deals is quite good, but as a whole, it feels remarkably underdeveloped as it does not have any mobility benefits or even an up or down attack which makes it quite possibly the worst power-up in the game. It's not to say "avoid it at all costs" as you can still get good value out of it if you end up with it, but that's because the game is easy at least on standard difficulty.

There's one more power-up you can get, but that's at the end of the game, and in Wishes Mode, you can't even use it until after you've completed every mode in the game. I'm talking about Super Spark which gives a triple jump and an air dash, but also gives you and a spin attack that you can cast as many times as you desire. It's actually not that fantastic in the grand scheme of things, but it does look pretty cool when using it in the final boss.

Bur once you get the final boss down, there is another mode you can do which is playing as Fark which is Spark's robot doppelganger that replaced his job. Just a bit of a note on the story, there isn't much that goes on in it, so if Freedom Planet's story putted you off, then you might consider this a good thing. That aside, the dialogue is quite absurd and believe it or not, the dialogue was actually reworked in patch 1.5 which admittedly sounds really bizarre, but from what I'm told is because they had a new direction in mind for Spark 2 and I guess they didn't really like how Spark was portrayed in 1.0 as he was seen as more brash and arrogant while 1.5 portrays him as kind of a doofus. Also, the entire reason for his journey in the first place is just because he got fired and wants him job back which feels less traditional compared to a character like Sonic or Lilac who fights to save the world, but for a game with a less serious tone, I think the motivation works just fine.

As for Fark, he is the robot that replaced his job and in 1.0, Spark was pretty damn salty about it to the point where taking him down was his main objective. In 1.5, he doesn't take Fark as seriously and is more concerned about the robot takeover in general. But what does Fark even do?

Fark is unable to use any power-ups, but he does have some of the advantages that some Spark abilities have. He can double jump, air dash, and walk on walls like what Edgy Spark can do. He can fire 3 standard attacks and unleash a stronger up or down attack like what Fire Spark can do. Instead of a power-up switch, he can parry attacks which is much easier to pull off than dash dodge and also fills up a meter which at 50% can activate to grant not only super speed like Sword Spark, but grants invincibility and a burst of healing which is balanced by the fact he only has 4 health compared to Spark having 7. However, if you keep the meter at 100%, Fark becomes Super Fark which grants him a larger attack range although not much else to it. Fark's levels are also made harder as you get new bosses to fight and even an exclusive final boss... well, perhaps not so exclusive when you are able to experience everything that Fark goes through with Spark's Challenge.

Spark's Challenge is Fark's Story, but with Spark instead. The game warns you in the beginning that Dash Dodge is mandatory to win because Fark's stages were built with his Parry in mind which Spark does not have. Oh and if you somehow have the nuts to do it on Hard Mode, you only get two hits before you have to go back to the save point. You do have unlimited lives, so you are free to try as many times as you like, but doing Spark's Challenge on Hard Mode is absurdly difficult because pulling off a Dash Dodge can be very precise. Like just when you thought you got down the timing, you end up being a few frames off and now you just took damage or died. The good news is that you are able to use Wishes Mode if you so desire which allows you to access every power-up in the game by pressing down + power-up switch button which allows you to scroll through every power-up in the game which allows you to use what you want for any situation. The game recommends this setting and having endured it, I would argue you are going to need it. You can use Gravity and Wind to avoid a horde of enemies, Edgy to climb up walls while going fast through what I call a Dash + Jump combo, Archer to damage enemies from a safe distance, Magical to clear a wave of small enemies in your way if you are able to fill up your meter, and Knight as it gives you a free hit point periodically.

As cool as it is, I really do not like how you have to toggle left and right between over 10 power-ups. This would be one thing if it were 4 power-ups, but with that many power-ups would warrant a Quick Select wheel like what Ratchet & Clank does, but in this game, switching power-ups can be a hassle. So if you need to switch from Wind to Fire, you need to get to a safe spot, press down + power swap, and repeatedly tap left or right to get the desired power-up. You also cannot move while switching power ups either.

Another problem I have with the game is its sense of momentum which is different from Sonic which isn't bad on its own because Freedom Planet has a different sense of momentum, but at the very least that game doesn't have you slow down when you are going up a slope even you are going fast which means you are forced to spam the dash button to go through loops. If this sounds like its by design to add use to the dash, it wouldn't devalue it since other than being used to dodge, it does build up an initial burst of speed and for some power-ups, it's useful for closing the gap with an Air Dash or for Edgy and Fark, you can pull off a massive burst of speed with by pressing dash while in the air and immediately after pressing jump to leap a massive distance. I understand the game is more combat focused and yeah, you do get those high-speed thrills often enough, but the momentum could've been so much better.

I've also ran into technical issues including Frame Rate drops as well as the inability to actually pause in Level 14 as it shows an error message, but nothing game breaking as far as I'm aware. I heard there were much worse bugs on initial release, but have long since been patched. With how extremely precise the Dash Dodge is even with Sword active to the point where it feels inconsistent, I don't even know if I'd recommend doing Spark's Challenge at least on Hard difficulty and not only that, but because you have two health, you have to be wary of your surroundings, but sometimes you can be met with a barrage of enemies, get camped from the higher ground, or even get goobed because of that one enemy that teleports and airstrikes you from above.

But regardless of my problems, Spark the Electric Jester is actually a really great game that I would rank up there with my favorite 2D platformers. I actually like it a lot more than Sonic, as ironic as this sounds. It wore its inspiration and was still able to deliver a memorable experience with a simple and well-designed character in Spark, and an amazing soundtrack with having one of my favorite final boss themes in any video game I've played.

Really cool take on the Sonic formula. I know every has mentioned the Kirby/Megaman/Sonic influence already but DAMN it's really cool taking such phenomenal aspects (Kirby moves and abilities, Sonic movement and speed, Megaman... x abilities kinda?) and putting them altogether for a playground to blaze around in.
The tunes were godlike, the boss fights are some of my favorite in a Sonic-like game, and the gameplay was really fun and satisfying. My only gripe is the dialogue (a lil iffy, sometimes weird) and the enemies in the second half of the game. The enemies especially hamper the later half since they're everywhere and stop the flow. I just want to run through things but it's constantly stopping me to fight enemies that have a lot more HP or are just too hard to fight without taking a hit (since your moves can be pretty slow). I think it slows down the pace of the game, whereas the first half is pretty great with when it wants to stop you with enemies.
Worth a shot if you're a Sonic fan!

I've played a fair amount of indie offbrand Sonic-style games, but Spark is my favorite so far. The core mechanics are really solid--the high level pitch is that it's Sonic meets the Kirby games. Spark moves fast through the levels like a blue hedgehog, but he also has alternate forms with unique move sets he can unlock by finding powerups scattered throughout the level. It ends up working really well, and imo better than most games that try to make a more actiony Sonic-style game.

The game is also longer than I expected, but it never outwore its welcome. Every level has its own unique gameplay mechanics that keep the game from getting stale. There are two different campaigns to play as well, both with their own unique mechanics.

I did encounter a few minor bugs playing on Steam Deck, but nothing game-breaking. Definitely worth picking up if you like 2D Sonic games at all.

um bom jogo, mas desnecessariamente longo.

Only beat the main story mode, but enough for me. I love plataformers but i never really got into Sonic, i found this game to be pretty fun. The gamplay is fun, the ost awesome, and the characters likable.
This type of game is still not my thing but i enjoyed my time with it, i'll probably play the sequels in the future.


Really fun game overall, but it has some notable problems. I found the second playable character to be easily the best part of the game.

First, the game has framerate issues, there's an easy to follow guide on Steam that worked for me, but this shouldn't be a problem in the first place. Framerate issues are really bad for this game too because of how fast-paced it is, so it's important to fix this yourself before playing.

I found the gameplay to feel like a combination of Kirby and MegaMan X, but there's also a lot of loops to run through at high-speeds similar to 2D Sonic games. You have a variety of powers that all have unique functionality and are fun to use, but I personally found a few to be more useful than the rest. The Bat, Knight, and Edgy powers were the ones I found to be the most useful, the Knight in particular was super helpful on the Spark Challenge difficulty's bossfights because it gives you a shield allowing you to take absorb a hit without taking any damage. The second playable character doesn't get to pick up and powers, but has a parry ability combined with a static meter that is some of the most fun I've had in a game recently. The parry is the most satisfying move in the game and combines with the static meter to make you go super form when maxed or get a temporary powerup that also fills your health that you can use when your meter is filled up to half, but it completely depletes the static meter, making a really good risk vs. reward balance.

The music is pretty good overall, I especially liked the rock music with vocals that plays during certain bossfights in the second character's story. Other than that, the rest of the music fits the mood of their respective levels very well.

There are some pretty annoying enemies here, but they're usually only of consequence on the harder modes. The combat really shines during the bossfights, all of which I found to be really fun.

The story is fine, I like how the story doesn't get in the way of the gameplay, but the story feels more like an afterthought. I also feel like the cutscenes try a little too hard to be funny and much of the jokes don't land.

Overall, this is a really fun game with a number of big issues. The biggest issue is definitely the base game's framerate drops, other than that, some of the enemies are annoying and some of the platforming can be awkward as well. But the strengths far outweigh the weaknesses and this game is mostly really fun to play. I think it's worth a playthrough, but make sure to give the second character's story a try after beating the main game.