Octahedron reviews

Translated by
Microsoft from Spain
Octahedron is one of those high-design and playable indies that were unjustly eclipsed by other games of the year that were given much more relevance than they deserved. The plot is simply an excuse to get into a world of Neon with psychedelic dyes (and Plataformeros) from which we must escape. The key to Octahedron's design is freedom of movement and that the levels are vertical, unlike the vast majority of games of this genre. At These levels we must go up and/or descending collecting flowers, dodging obstacles and getting other collectibles (which are optional and are by completing, to be an extra challenge and to reward us with hidden levels that we can give More lives or some improvement) with some bars or platforms where we can "surf" (so to speak) that are generated after a jump and keep us in the air for a few seconds, expanding both our horizontal and vertical movement and Allowing us to reach places that with a normal jump we would not arrive. Also, as we move forward this bar is acquiring new defensive functions and utility, added to the game is introducing new elements, obstacles and enemies that require that we use these improvements. Although it has a system of lives, it never feels unfair since it costs enough mistakes to lose a whole life. If Miss a life go back to the checkpoint, but if miss all you just have to restart the level from the beginning. For Each level we adjust the number of platforms that we can use consecutively in the air, which expands or limits our movement, this being a decision that allows us to adjust more to what we require the level itself, but also something strange Since I find no other justification for limiting or deliberating our mobile capacity at certain levels. The challenges in general are varied and require us to apply what we have learned so far (all through the design of levels and without many tutorials) thus building a good learning curve. My few complaints can be referred to that there are some segments of the game that contrast a little with what was said here, because they require too much precision and be completed in a very specific way (and with lots of timing) which is a little bit with the freedom of Movement that I mentioned so far, seeming even from a different game (although these segments are scarce). On the other hand, the last levels are somewhat crude with the enemies that introduce and the final boss gives you much margin of error, resulting in a challenge not so demanding (but not so badly designed, since it tests several of your knowledge on the platforms D The game). Even with these details, Octahedron is a platform game that I think deserves more recognition than it had last year, mainly because of its intelligent level design. Note: 8.0 If You liked the mini analysis, I recommend you go to read more to my page http://criticalcret.blogspot.es/, as this is part of a top games of the year I wrote recently
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