Translated by
Microsoft from French
Microsoft from French
The principle here is to have wanted to make a BTU where the speed affects the damage dealt. Basically, the faster you go, the more you hurt, so you make the gameplay dynamic, and it is, but unfortunately, everything in the game seems to be under-exploited.
On the one hand, there is finally not really need to exploit this mechanics to complete the levels, or even get the gold medals. Moreover, it lacks interaction or possibility to play with and on speed. We can just make a dash, make a dash by resting on a wall, or make a dash by taking a pole as a support to increase its speed.
The level design is pretty sketchy, and many levels end up looking alike.
At the level of the bestiary also it is quite poor, because finally we have a lot of swap color, with possibly a small change in the nature of the attack. You take a monster, you paint it red and give it fire-type attacks, and here you have a new monster. And even so, they all look too much alike, we end up having the impression of always typing on the same enemies.
At the level of the game modes too, it's poor. You have the main events, where you just have to move as fast as possible until you reach the battle zone, where you will chain waves of enemies in order to continue. Other modes are added to this. For example, you have a mode that consists of just crossing the level as fast as possible, without fighting, destroying targets by passing or slaloming on poles. Since the platform game side is ultra Basic, and as the gameplay based around the speed is just as much, it has little, see no interest. And the other fashions are no more interesting.
The game also features a very basic inventory system, with three object locations per character, to increase their stats. Again it's quite limited, and not interesting. In addition, if we increase the stats, in the end we need even less to exploit the basis of the speed-based gameplay to quickly crush his enemies. And the money collected during the missions, supposed to allow us to buy items at the shop, is still not very useful, the game is not particularly hard. The equipment won over the missions will suffice most of the time.
You will ultimately have 6 different characters to play, but apart from a different special and ultimate attack, they don't really offer any particular gameplay compared to each other. You will hardly change the way you approach the fights by changing characters, even if the game seems to have wanted to go in that direction, with for example a character that will be more effective in the air than the others. But again, something far too underutilized to be truly concrete. A character like you would do with others is ample enough.
The possibilities of combos are also limited. Dash, strike, special attack, attack by changing the characters. There is no quick strike and powerful strike, and the characters have only one special attack.
In conclusion, the game starts with a good idea, but everything is under-exploited, and there is a cruelly lack of content. This gets pretty fast enough, while the pretty nervous gameplay makes the game yet fun at first.
If additional content is later on, both on the bottom and on the form, it is not impossible for me to swap color at the thumb.