Bio
1 bad design and poor execution / extremely derivative, with no original ideas / the world losses nothing without it.
2 flawed or uninspired but maybe fun or interesting in some capacity.
3 good game.
4 very good game, a refined formula / brave ideas or themes / a vibe.
5 special place in my heart.
1 bad design and poor execution / extremely derivative, with no original ideas / the world losses nothing without it.
2 flawed or uninspired but maybe fun or interesting in some capacity.
3 good game.
4 very good game, a refined formula / brave ideas or themes / a vibe.
5 special place in my heart.
Badges
Loved
Gained 100+ total review likes
Gone Gold
Received 5+ likes on a review while featured on the front page
Donor
Liked 50+ reviews / lists
Best Friends
Become mutual friends with at least 3 others
Noticed
Gained 3+ followers
Liked
Gained 10+ total review likes
Busy Day
Journaled 5+ games in a single day
Gamer
Played 250+ games
N00b
Played 100+ games
Favorite Games
427
Total Games Played
040
Played in 2024
022
Games Backloggd
Recently Played See More
Recently Reviewed See More
An absolute beauty of a game that the developers decided to ruin by making it stupidly (not a random choice of words here) hard. If game makers had arrived to the realization that your marvelous platformer with a masterpiece of a soundtrack could be easy, Donkey Kong Country would’ve been even better remembered, which is saying a lot. But the insistence in making games hard and punishing even if it doesn’t feel good mechanically nor makes sense with the vibe you’re going for has ruined many games, and will doubtless ruin many more.
Anyway the level design is Rare fucking with you in a way that makes the fun go away. I could call it “what if design” because they seemingly went “what if the player runs up with a new enemy throwing barrels at them that they can’t see if they are going slightly fast”, or “what if we put this enemy in the EXACT POSITION the player would end up in regular circumstances in this section ha ha!”, etc. Or I could call it shit design. Because is shit.
Anyway the level design is Rare fucking with you in a way that makes the fun go away. I could call it “what if design” because they seemingly went “what if the player runs up with a new enemy throwing barrels at them that they can’t see if they are going slightly fast”, or “what if we put this enemy in the EXACT POSITION the player would end up in regular circumstances in this section ha ha!”, etc. Or I could call it shit design. Because is shit.