3 reviews liked by ItsJustaOreo


People tend to overstate the importance of movement in platforming games. While it's the number one most important aspect, a lot of people have the wrong idea on what exactly makes these games fun or interesting. Having many chainable air actions that 'flow' together doesn't necessarily make your game good. Nor is that actually fun. This game is essentially just a more convoluted version of Mario Odyssey in terms of stringing together moves. It was already cumbersome in that game (cap jumps weren't interesting after the first couple times you did it. there's basically no skill to it either unless you're doing esoteric trick jumps off slants that hardly ever work because the game's physics are terrible) but this game makes it more of a chore.

It's commendable in a way that this is a game that tries to not rely on scripting so much though. On top of having actual slope physics. But it's disappointing that just like cap jumps, the main thing you can do in the game kind of only really works in one way; And it isn't engaging within the context of the environment almost ever either. People get the wrong picture about movement because it's more specific than just having moves, or being able to traverse great distances freely.

The game is ok, it has great artstyle, nice music and some good animations, but it's not really what I expected. I expected it to be faster, the controls takes some time to get used to, and I got bored in between worlds. It was a bit disappointing but it wasn't a bad game, just kind of boring.

This is a big disappointment.

I really tried to get through it but couldn't endure it any more.

Penny's Big Breakaway has some fun ideas, but is mostly a tedious, repetitive and quite cheap-looking and feeling platformer.

Going off the back of something as stellar as Sonic Mania, I really expected at least an interesting game from this team's next effort. But this got mindless and boring way too fast... It asks you to go reallt fast to keep up a combo, but also to slow down and find secrets at the same time. The cutscenes and bosses have a really B-tier feel to them that I really didn't expect.

Anyways, you can still see a uniqueness in the ideas presented and the Dreamcast-era visual style. They just really need to focus the work on making a better designed game next time around. I just hope this game's shortcomings will serve as stepping stones for that.