It was pretty fun, great concept and good execution for the most part (I'm not a fan of platformers where pressing a direction for more than a frame sends the guy all the way across the screen), and some very impressive level design. I wouldn't buy it at 15 bucks, but if the price drops, I'd consider it.
Even IF the game gets harder, there's only 3 more guys for me to rescue and like 70% of the trinkets left to find.
$15 is CRAZY steep for this game. I suspect a lot of people would like it to hit Steam because they frequently have nice game discounts and this game really only seems worth $5 at the high end.
On a positive note, Torchlight has proven to be worth FAR more than the $5 I spent on it. Sure, it's not all that hard (at least not on "normal"), but sometimes I just want a fun distraction to fill a good chunk of time.
It's like Flywrench in that it's really difficult but includes immediate respawn so it's not frustrating; it's not like Flywrench in that the frustration revolves around consistently cool and imaginative, almost Braid-level "wow, how cool" moments rather than just ballbusting difficulty for its own sake.
It's like Metroid in that the game derives a lot of fun from the joys of exploration; it's not like Metroid because you traverse the world in a really quick, unusual, and somewhat strategic way (rather than just backtracking for the sake of backtracking).
I likened it to those games as a shorthand for people who want to know, on a very basic level, what the structure and goals of the game are; I said it's nothing like those games in a larger sense because I didn't want to depict the game as nothing more than Metroid + Flywrench, because it's much greater than that.
Also, is it safe to say the main character's name is "Vanilla"? Just a random thought that crossed my mind.
Jesus -- in that case, you're just fucking lazy. Considering I regularly admit to my own pretentiousness and the fact that you didn't point out anything in the actual review as being convincingly pretentious (unless liking things that you don't like is pretentious, I guess?), you're just being a goddamn schmuck.
That, unfortunately, is likely not a phase you'll get through.
Ideas are great, but don't see how this is better then other flash games. Unless the story becomes some sort of mind-blowing thing to overshadow the "been there, done that" feel of the game, I fail to see how this is worth $15. Music is bloody AMAZING though.
And this is coming from someone who actively supports indie gaming, even though his only PC is a virtual machine. Meaning I have bought games I can't actually play just to support indie developers. A thought.
10's are reserved for AAA titles only, lets never forget the tragedy that was cast upon as today.
It must improve dramatically in the rest of levels, to earn a 10.
@Dr. Milkdad
A 10/10 for a game without bump mapping!? FOR SHAME!
That said, from what I've played of it I certainly think $15 is a bit too steep for this. That's coming from someone who usually has no problem dropping $20+ on indie games. Shame, as I met Terry Cavanagh at Eurogamer Expo and he was a nice guy.
I'm not going to deny it's a great indie game - I loved the demo and bought the soundtrack, but $15 is not a price I'd want to pay for it. $10 sounds about right.
The soundtrack IS pretty fucking amazing though.
(Re: Anthony's EPIC display of 100% justified sass unleashed upon LoopholeJumper above)
I just played through the demo and I LOVE the level design, aesthetics, and the game mechanics. Unfortunately, I found the controls extremely frustrating, and while I thoroughly enjoyed the game in spite of this, it really hampered my experience. I felt most of my deaths were not the result of misjudging a "flip" but rather misjudging how long of key press I needed to get from point A to B. The top speed of the character is very fast (and I'm fine with that) but the acceleration curve is very steep and very short. This means if I tap the right arrow key for 0.2 seconds I'll move only a couple of pixels, but, if I hold it for 0.5 seconds I'll fly by the point I was aiming for into a wall of spikes. I felt like this cheaply infused artificial difficulty into otherwise cleverly designed puzzles. Unlike in Braid, where the challenge was manifested in actual puzzle solving (and some precision timing), I felt I was repeatedly being punished because my avatar was not doing what I wanted him to.
I wonder, did anyone else experience this or do I just have weird control preferences?
Maybe it needs the whole game to get a proper feel of the exploration aspect or maybe the characters will later turn out to be very charming, but the demo seemed a bit uninteresting to me. The controls are top notch and the game mechanic is brand new, but I feel a longform game needs a bit more depth to keep me playing.
It harks back to the days of the British spectrum game, and that is by no means a bad thing. It's prolly better than Jet Set Willy, too.
This is why I don't like the number reviews... they've so subjective. I know why you use them, but I hate them and would much prefer the Buy/Rent/Forget it system you used to use, with the Editor's Choice tag used for exceptional games... Ah well.
I'm going to assume most people are hoping for the inevitable Steam sale, but in addition to that for me gaming on my PC and Steam are almost one and the same. Like XBL with the 360, it's just nice to have that overlay to see who is online, what they're playing, be able to quickly send them a message, and get a multiplayer game going. I know you can get non-Steam games working through it, but that doesn't always work.
Anyways, looked at the site to buy it, which is charging the rather odd price of $15.08 CDN (which is like $14.58 US atm). I liked Don't Look Back so will at the least demo though.
bought the soundtrack!
love it
maybe i'll grab the game later
Inertia is always nigh-impossible to get perfect in games like this, but I think Terry nailed it.
anthony burch giving a game a 10 is the same as anthony burch telling you 'hey, this was awesome, you'll probably be a happier person if you play it because i sure as hell am.'
This game gave me the same feeling that Mario did when I held that controller in my hands for the first time. It's not an entire reinvention of the wheel, but it's using the wheel in ways that I've never seen before.
Fuck the number score people. READ THE TEXT. If Anthony gives a game a ten, it's his way of selling the game to you...and if it does that then 10's abound my friends.
Long story short, VVVVVV is ABSOLUTELY worth the $15.
Anyway, this game is great. The demo is but a small portion of the game, and it took me about two and a half hours to beat the game and get 12 trinkets. Also, there's speed runs and a mingame, so it's not like you're getting a one hour game for $15 bucks.
I have to say, Ant, you and I couldn't disagree more when it comes to editorial views, games as art, etc etc, but goddamnitall if we don't somehow have similar tastes in games. I haven't been this stoked about a platformer since moneyseize. I didn't want to comment until I'd finished it, but seriously, if you like platformers or chiptunes at all, go buy now. Do eet.
The Vini, Vidi, Vici one was a good hour and 700 of those deaths. I've never been so frustrated or so addicted. I finally got it... it was amazing.
Got to check out the demo of this one.
4.5

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