This game didn't make it for me. They wanted to have their own platforming style using big jumps and glide, but it was too clunky.
I will be honest that during the whole game, I didn't know what I was doing. I was collecting stuff without knowing what they do. I was woundering in levels to any doors I could find only to find out that sometimes, it brings you back to a same room that you already did. In the later levels, I was to lost that I've decide to use a guide and to my suprise, you can change colors in this game. When I've first started, I tried every button to know what they do and couldn't transform. I guess that collecting something will help you with that.
It was a real pain to complete, wasn't instinctive enough of a game and the controls were awful. This game wasn't for me.
Game #28 of my challenge
I will be honest that during the whole game, I didn't know what I was doing. I was collecting stuff without knowing what they do. I was woundering in levels to any doors I could find only to find out that sometimes, it brings you back to a same room that you already did. In the later levels, I was to lost that I've decide to use a guide and to my suprise, you can change colors in this game. When I've first started, I tried every button to know what they do and couldn't transform. I guess that collecting something will help you with that.
It was a real pain to complete, wasn't instinctive enough of a game and the controls were awful. This game wasn't for me.
Game #28 of my challenge
Joguinho simples, repetitivo e sem muita graça. Dá pra entender como funciona sem o manual, mas o loop é cansativo e o design arcaico não anima muito.
O ponto de design que mais me chamou a atenção é relacionado ao salto. Apertando o botão uma segunda vez durante a subida faz com que o personagem interrompa o movimento e inicie a descida.
E durante a decida é possível bombear o salto pra se manter mais tempo no ar. É uma dinâmica que permite, com mais habilidade, desviar dos inimigos com maestria. Bem difícil, entretanto, por conta da velocidade geral dos inimigos.
O ponto de design que mais me chamou a atenção é relacionado ao salto. Apertando o botão uma segunda vez durante a subida faz com que o personagem interrompa o movimento e inicie a descida.
E durante a decida é possível bombear o salto pra se manter mais tempo no ar. É uma dinâmica que permite, com mais habilidade, desviar dos inimigos com maestria. Bem difícil, entretanto, por conta da velocidade geral dos inimigos.
Interesting idea for an exploratory puzzle platformer and Bomb Jack feels ok to control, but man this is like impossible with 3 lives and no continues, definitely plays better when you're save-scumming at the start of each stage. Of course, it'd have helped if Bomb Jack wasn't a one-hit kill as well. They want you to learn the layouts and secrets but also one fuck-up and your dead whoops.
Played this after Mighty Jill Off, and I still like the wild, floaty jump and how chaotic that can be. This is if anything more masochistic than Jill Off, with less focus on specific platforming and instead just throwing you in chaotic NES enemy sprite mayhem. Still, it's a lot of fun, if a bit repetitive, even if you don't find any of the annoying hidden treasures and bullshit.