I feel like you could madlib reviews for some of these Nitrome games. In particular their 2D platformers: because they tend to suffer from the same strengths and pitfalls. The core strength here is in its central mechanic: pressing the action button to send you careening through the air (like a proto-VVVVVV) walking on the walls and ceilings to find your way through the level. It’s well-realized on its own, and the extra enemies and mechanics do well to vary your approach and provide some frenetic moments but Jesus what’s even the point of having health if over half the obstacles one hit kill you? What’s the point of finding pickups to restore it if you place them before it’s even possible to take damage? How am I meant to experiment and figure out what I need to do if I get instakilled within two seconds of reaching the next part of the level? Like, maybe if it just did damage and levels were a bit more of an endurance test I’d be able to live with it a little better, but it feels so fucking draining to get sent right back to the start despite being on full health, especially given how long individual levels get after a certain point. And I get that maybe I’m just repeating myself at this point but I feel like this is like, the fifth game with these exact problems. I certainly don’t regret doing this project — and even here it’s so fun to see just what exactly I remember playing these games when they were originally released — but at this point I could stand to play something a bit different. It's a bit clear that there's a consistent design ethos between all these different games.

Reviewed on Jan 18, 2024


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