Alright! I had really been looking forward to this game since its announcement, and so far, I think it has totally delivered.

To start with, I think it's important to not come into this game with unrealistic expectations. It's deffinitely aimed at a younger audience, and that means there's an obvious limit to how complex it can get. That said, so far I've found it to be impressively deep with the tools that it offers.

Having not finished all tutorials, I jumped into free programing and had a lot of fun a game that was both simple and complete. It really calls on your creativity and your problem solving abilities, so in many ways it feels like solving a puzzule or slowly sculpting a virtual world of your own. If you're not too patient a person, this probably won't be for you, since you'll have to deal with a lot of trial and error and keep a keen eye to find the root cause of something not working properly. However, the satisfaction of creating your own world and its rules makes it all worth it.

Despite being aware and accepting of its limitations, there are a few restrictions that I found very frustrating. For example, I was building a game where I wanted the music to change as certain conditions were met. However, I couldn't reach what I had imagined because the game arbitrarily limited to only summoning 4 "background music nodons" at the same time. Seems pretty unreasonable when you consider it's just audio. Similarly, I wanted it to have more enemies spawn after a certain condition was met, but I had already reached the INCREDIBLY high number of 8 enemies, so it didn't allow me to add any more (also, a big gripe I have is that it doesn't offer a color wheel to freely let you change any object's color. It's 2021 and it should be common sense to add a color wheel selection to any game with heavy customization in mind) and any game that. I guess the game doesn't want to push the system too hard, but I think it would have been preferable to have the game's performance dip a little than to compromise the player's creativity.

I find the game's dual nature very interesting. On one hand you have the game world, and on the other you have the game world's blueprint. Any changes on the blueprint will manifest on the game plane. The transition works very smoothly, but there deffinitely are a lot of disconnections that make the blueprints a little too abstract and not all too representative of what's actually going on in the game world. For example, the blueprint works as a grid, so any nodon summoned will be represented as a square or rectangle. However, round objects are also represented as squares and offer no reference of their actual round dimensions. This means you constantly have to switch between views just to see if it's properly placed or not. I think this is to not clutter the blueprints, as they're already prone of getting really messy, but a toggle option would have been very welcome. There are some other oddities that make the blue print navigation very finicky, but I don't want to complain too much. The game as it is works wonderfuly and it's a marvelous accomplishment.

The best thing about this game is that its true potential is yet to be discovered. It's been less than a month since release, and I'm sure that in the coming months, people will start to do some crazy stuff with it. I will say, I REALLY hope that new stuff gets added as time goes on. As it stands, it's light on assets to draw from. I would be really cool to have new objects and even new tools added to keep people coming and developing stuff. I guess only time will tell tho.

Reviewed on Jun 21, 2021


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