24 Reviews:
Leo
This is a beautiful short puzzle game, wow. I hope your 2023 is good as well, maker :D
[0] Likes
Rating: 8.5 85
Difficulty: 33 33
Jan 7, 2023
Chatran
The screen with the tall spikes towards the beginning of the game was a struggle to figure out for me, feel like the details in the visuals obscured the solution a bit but nothing too bad. Rest was super cool, a bit fulljump heavy at parts but nothing I minded much. Think a more fleshed out game in the style of this would stick with me more, but as a sampler it's exquisite.
[0] Likes
Rating: 8.5 85
Difficulty: 52 52
Dec 30, 2022
TheNewDerf
Moments of fun gameplay, bogged down by tired gimmicks and often-annoying level design.
For a quick review: I'm a fan of the moving platforms -- I think they are fresh, and generally used to create satisfying movements. Sadly, I find toggle gimmicks boring and worn-out and so did not enjoy their usage. Some screens have really enjoyable pathing and jumps -- but more often than not I find that they include weirdly precise / unintuitive sequences, or are bookended by screens which are frustrating. Overall the experience is dampened.
People have pointed out Section 8, the homing apple screen, as being awkward and unejoyable. I agree, however, a screen I find more representative of the game's quality is Section 15. At the beginning you have to hit a switch while moving up, full double jump, and then hit the switch moving down -- it's uninteresting, precise and annoying. The rest of the room after this is trivial compared to the rooms that have come before it -- probably as a concession to how the player will feel after beating the first part. The rest of the room is also *fun*, but it was hard to enjoy after the opening section.
All in all, I felt the same way about Gokoku's last game. Looks great, but the gameplay isn't there for me.
[0] Likes
For a quick review: I'm a fan of the moving platforms -- I think they are fresh, and generally used to create satisfying movements. Sadly, I find toggle gimmicks boring and worn-out and so did not enjoy their usage. Some screens have really enjoyable pathing and jumps -- but more often than not I find that they include weirdly precise / unintuitive sequences, or are bookended by screens which are frustrating. Overall the experience is dampened.
People have pointed out Section 8, the homing apple screen, as being awkward and unejoyable. I agree, however, a screen I find more representative of the game's quality is Section 15. At the beginning you have to hit a switch while moving up, full double jump, and then hit the switch moving down -- it's uninteresting, precise and annoying. The rest of the room after this is trivial compared to the rooms that have come before it -- probably as a concession to how the player will feel after beating the first part. The rest of the room is also *fun*, but it was hard to enjoy after the opening section.
All in all, I felt the same way about Gokoku's last game. Looks great, but the gameplay isn't there for me.
Rating: 5.0 50
Difficulty: 50 50
Dec 30, 2022
voraciousreader
Homing apples aside, excellent design! I really like this style of gimmick platforming, it's so fun to plan in advance what you have to do and then execute it :)
[0] Likes
Rating: 9.2 92
Difficulty: 45 45
Dec 28, 2022