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Jul 18th, 2019
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  1. Disclaimer: I typically don't play platformers. My skill level is no where near any hardcore SMB fans. So my experience with the difficulty may differ from yours.
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  3. Almost There has a good amount of levels and a very balanced difficulty curve. All mechanics are first introduced in an easy level first and then expanded on harder levels. The game doesn't have any forced tutorials which is great. I also feel that the timing requirements are quite fair but I'm not one to chase high scores in this type of game.
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  5. Controls are very important to get right in a platformer and I think the game does a good job at it. The controls feel quite tight. The wall jumping controls are a bit awkward but it allows you to control your wall jump distance. Some levels even require you to utilize your wall jump distance. The lack of a ledge grab makes for some annoying jump misses every now and then.
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  7. The level design is solid overall. It can be a bit monotonous but that's mostly due to how small the levels are. But that means it's great for playing on breaks.
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  9. I will say that the dash is a bit annoying. The problem is that only some jumps will require dashing and you might not be able to dash if you land on the middle of a platform. It could've been a power up or a one button affair like Celeste. But you can figure out whether you need to dash based on the platform length.
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  11. Graphics are minimalistic but it is not necessary for this type of game. The simpler graphics actually makes it easier to spot spikes.
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  13. Music fits each world but some variety between the tiers of each world would be nice.
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  15. Nitpicks:
  16. 1. There should some sort of visual indicator for moving props (moving platforms, spikes etc). There's a level on the 1st world where you need to wait for a moving platform. And you can easily mistake it for a regular one. It's also impossible to distinguish between different turrets since the y all look the same. Even a subtle difference would help and reduce trial and error.
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  18. 2. Lasers are a bit underwhelming. The solid edges of the rectangle are quite jarring (IF you're like me). There should be some extra sprite at the end of the laser if it hits a platform. If the lasers are done via Unity's line renderer, then this should be quick fix IMO. Also, some sound effects when the laser hits a platform would be nice.
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  20. 3. Some SFX for death, dashing and props(moving platforms,spikes) would be nice as well.
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  22. Overall, this is a very solid platformer for the price. It's not so hard that it would intimidate casual players but has enough difficulty to keep you invested.
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