mspasta
BACKER
2014
2022
2024
I've realized my preference when seeing a mysterious mural in the background of a game is to wonder, what does this say about the fiction of the world? With Animal Well, I'm not sure there is a fiction of the world, and any vagueness + open-endedness I might like to dream into gets co-opted by gameplay puzzles with definitive answers. Where's my sense of wonder?? The level design is also very utilitarian. Why does this place exist? To enable accomplishing my video game objectives.
It's a neat game!! Certainly an A+ for some folks with tastes different than my own.
It's a neat game!! Certainly an A+ for some folks with tastes different than my own.
2013
2023
This review contains spoilers
Really fun exploration-based platformer, and a perfect ~7-hour length! Not too hard in either platforming or puzzles; both provided just enough friction to be quite satisfying... overall a very smooth ride from front to back, disregarding the final boss which was extremely annoying.
Sorta early on I discovered a way to jump really high, much higher than the high jump you eventually unlock, which allowed me to skip a few sections / complete some challenges easily. The timing was difficult at first, but I could do it reliably by the endgame. It was really gratifying to do it accidentally at first, and over the course of a few hours, work out the sequence of button presses and timing so I could use it to explore all over the dang place.
Finding hidden (?) movement tech also felt in the spirit of the game. Cavern of Dreams seems to promote such small revelations, like the ways areas can preview each other, or when you first put it together that you can carry an item from one area to another. I think I would have liked the game a lot without this discovery, but I can't deny that it heightened my experience.
Sorta early on I discovered a way to jump really high, much higher than the high jump you eventually unlock, which allowed me to skip a few sections / complete some challenges easily. The timing was difficult at first, but I could do it reliably by the endgame. It was really gratifying to do it accidentally at first, and over the course of a few hours, work out the sequence of button presses and timing so I could use it to explore all over the dang place.
Finding hidden (?) movement tech also felt in the spirit of the game. Cavern of Dreams seems to promote such small revelations, like the ways areas can preview each other, or when you first put it together that you can carry an item from one area to another. I think I would have liked the game a lot without this discovery, but I can't deny that it heightened my experience.