I think Bennet Foddy thought that pitfalls in videogames are unfair: there's always something to grab on during a fall. But, at least for this game's rules, it depends on the magnitude of said fall and the direction you're falling.
It's more entertaining to appreciate this the more you understand the cauldron, the man inside it, the lever-hammer he holds and the spacial conception of the architecture around these three "things" to interact with.
Because you cannot die, every state and mean of victory and failure becomes a discovery of its own, and something to contemplate (and move on). That's what this platformer has that makes it stand up for me.

Reviewed on Sep 01, 2022


Comments