1. This is one of those games that was just made by some random person. It's a small and simple package and that's not a bad thing.
2. It probably could have used another random person to iron out some technical issues. This shit entirely crashed my computer the first time I ran it; it doesn't go into full screen on my high resolution monitor; makes you dive into a menu to manually switch between controller and keyboard and mouse; and it really hates when you alt-tab out if it to impulsively check your Skinner box of social media like the rat you are. I kinda hate to harp on this stuff straight out of the gate but it's the first thing I noticed playing it and makes it feel more like a proof-of-concept than a finished game.
3. That said, consider this concept proven. Defy Gravity twists the standard platforming formula by giving you no means to defeat enemies, only a gun that shoots gravity wells that manipulate the game's physics. This is primarily used to alter your jumping ability but also moves certain enemies and platforms. It is not perfectly polished here but it clearly works.
4. And it's good it has the gameplay mechanic going for it because it does not offer much else to reel you in. Defy Gravity's graphics are plain and never change throughout the game and its narrative content is sub Super Mario Brothers level.
5. The soundtrack of catchy electronic tunes is a high point. Worth having a listen even if you don't play the game. It is an impressively diverse collection of tunes and the variation helps keep things feeling fresh as you play through despite the graphics looking exactly the same throughout.
6. Platformers normally feel best w/ controller for me but I liked the mouse and keyboard controls here. It is just easier to aim. Unfortunately, since the game doesn't go full screen, it is also easy to get the cursor off the field of play. Also, the aiming reticle is small and easy to lose track of. It frustrated me more than a few times but I got through it.
7. The first half of the game is an extended tutorial and after that it gets really hard extremely fast. It you warns you of this so I suppose it was intentional.
8. It's not really tough because you get new situations you have to wrap your head around. The gameplay just gets more twitchy and difficult. It's got a way of making you get buttons switched up in your brains that makes it feel really good when you can execute a series of touchy moves w/o slipping up.
9. I do wish the puzzle solving elements in this were better fleshed out though. Tough platforming is satisfying but I kind of prefer when this sort of thing becomes easy once you've figured out the right way to go.
10. Or, better yet, allow both methods. Let people use their twitchy platforming skills to sequence break and find secrets but always allow for a thoughtful approach that lets people work their way through w/o having too much of a challenge on the reflexes.
11. Or don't, whatever.
12. It struck me that there were tons of opportunities for speed running this that could be really fun. For starters, it'd just be extremely challenging to get through w/o dying. There's also lots of potential for using really risky strategies to save time. You could also limit the number of gravity wells or just try for the lowest number possible. I am not saying I really tried any of this stuff, I'm just saying there's potential.
13. Defy Gravity mainlines a simple gameplay idea right to your game nerd veins in the most direct way possible and doesn't make any pretenses of being anything else. It is bare bones to the point of being rudimentary and makes that a strength rather than a weakness. This is probably not going to go down as some historical landmark in gaming but people w/ interest in game design and specifically 2D platformers would do well to take a few hours to check this out.
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