I think my problems with this game arises primarily from its hyperlinearity; levels are designed in segments, meaning you have to clear the objects of one segment before being catapulted into the next. Seeing how the game's design is so clearly derived from KATAMARI DAMACY, I can't help but wonder why Esposito chose this approach to level design in favor of DAMACY's more free-form one. Here, the levels play themselves – chances are that if you just swirl around with the hole in a purely haphazard manner you'll still clear the course in five minutes or less. It's a puzzle game that requires little input, and even less thought, to beat. A sort of anti-puzzle verging on anti-game. Flabbergasted at how such a tap-in idea can result in such a nothing experience.

Reviewed on Feb 28, 2023


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