![]() Sometimes I'm just going through a level and the only way to know if I'm still on my first combo is by looking at the score to see if it's still 0. Play a tune every time the multiplier goes up and use a higher pitch as it increases like when you bounce on enemies repeatedly in a Mario game. Throw sparks everywhere while grinding or when I land a Perfect trick. The tricks should also have more pizzazz: Burst colorful particles every time I make an advanced trick and make an even crazier version for special tricks. Take for example The Metal Forge, a level that runs through a factory: The "story" has no stakes at all, you're going on a tourist route instead of an adventure. The tricks loose some impact due to the weak visual and aural FX. The chilling music ends up becoming background noise. The pastel palette that is used everywhere makes everything look same-y and the different levels really struggle to acquire an individual identity. Gameplay-wise, it's awesome.īut the setting and flavour of the game is "too nice" for my tastes. It's really easy to link cool moves together and the game has a low floor but a ceiling as high as you want it to be. However, once the initial adaptation period was over I started to really enjoy the game. It wasn't love at first sight, in fact for the first days I had mixed feelings because the controls weren't working too well for me: Releasing the left stick to jump was a bit strange and felt less precise and less snappier than just pressing a button. ![]() After seeing so many recommendations about it in a GOTY Indie game thread a couple of weeks ago I decided to pick this up.
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