Translated by
Microsoft from French
Microsoft from French
A platformer with a fairly original basic idea, your character (Finally, your little ugly ball) grows constantly across a level (which in fact for you materializes rather by a level that narrows around you), which changes the way to approach the Passages. Visually, if the game is pretty generic (/ugly), the Visual effect of the level that shrinks around you is rather successful, it's hard to explain it must be seen in action. From a gameplay point of view, it is much less interesting than expected, there is the possibility to control a little its pace of growth to make speedruns wild by calculating its size at best to Dodge as many obstacles as possible, but it stops there, in standard game it is planned for you to be at the right size at the right time and then voilou.
It's still relatively fun (and anyway pretty short, a handful of Grand Max hours for a 100%) for little that you like platform games/obstacle and speedruns, and it started from a good idea that is finally relatively well implemented, it just turns out that in action it makes less well than expected, too bad:D
Translated by
Microsoft from French
Microsoft from French
Since the release of Super meat boy in 2010, we no longer count the clones. More or less inspired, more or less respondents, more or less funs. With electronic super joy, I add growing pains to my list with "honorable mention but could still do better."
Hard not to think of the little red meat cube in the handling of the apathetic ball that serves as a character here. Soft but supple, the wall jumps are done the same way with a good feeling on a dosage that responds well. Likewise, one can slip on the walls to calibrate a jump on the platform opposite. Only, if it were enough of that we would soon let growing pains in a corner, but it is not counting the little twist that makes the difference here: the fatty seems to never stop growing in size; so much so that each of the rooms is virtually Timaeus. Taking too much time, we might not get out of it in time.
http://steamcommunity.com/sharedfiles/filedetails/?id=627797846 it is therefore necessary to imagine the scenery shrink slowly on itself, thus making its difficulty variable in real time. Indeed, being small makes it easy to pass the obstacles but a contrario magnify allows to move more easily in the levels. The jumps then leave more leeway, and no need to reassemble the walls to join the coveted platforms.
Since this idea of game design was not enough to make the game totally refreshing, we are left with the ability to play with the growth rate of the BLOB. The RT trigger makes it possible to inflate it at the risk of playing with the fire, while LT allows to stop its development provided that there is enough energy in a dedicated gauge. The levels are long (usually composed of 7-8 rooms) but you have a dozen lives.
http://steamcommunity.com/sharedfiles/filedetails/?id=627799578 it will be regretted that this demanding plateform offers only 9 levels, but the different thirds of difficulty allow the bravest to remake them in demonic version. We will count 3 hours (and a 100% to the key) to glean all the gold medals, in which case it will remain only the steam workshop or the race to score to find its account-there is a leaderboard like any good game with scoring that respects. At low cost, the lover of die & retry will find his account for a very honest frustration/pleasure ratio, despite an aesthetic and music all but particularly memorable.