I always say it's usually not a bad thing to give the player more power, because you can always, always come up with a way to make the game harder to compensate. This is a great example.
I always say it's usually not a bad thing to give the player more power, because you can always, always come up with a way to make the game harder to compensate. This is a great example.
Janky, but like, in a really really good way.
IT'S SO EDGY AND COOL
[SPOILERS AHEAD] lol
Some of the puzzles were irritating, but I solved a lot of the game by clicking every possible thing on every other possible thing. I didn't like that there was no tutorial explaining that you can combine inventory items. I beat the game without a walkthrough, but only because I knew to try combining items until something worked. Combining the bone and the rock, specifically, seems a bit silly to me, I never would have guessed it, but I found it at random. I don't think I would have gotten that if I hadn't played point-n-click adventures before.
I like how you turn one lock and something entirely different opens. That's very Wonderland. The story is also rather good.
Although many of the puzzles are somewhat random, and can be solved by clicking items on everything in sight, some of them are reasonable. The final puzzle is particularly good, because you have to uncover a story to solve it. Forcing you to determine that the notes on the wall were written in order, because that's how you know the order of the combination numbers? Genius.
Overall, I did enjoy the game, although I complain a lot about the puzzle design. The graphics are wonderful, the story is dark but also a bit silly, and I'm certainly going to play the sequel.
It's short but I can see how it was carefully designed. If the character had a variable jump height like Mario some of the puzzles wouldn't work as well. If you move a tile by a single square it can totally change a puzzle. I'm impressed.
Simple, challenging and well-designed. It's a simple premise but you explored lots of level designs and really made this game shine. The graphics are slick, too.
I was cringing with sympathetic pain as soon as the game started, which is fine because that's the joke and it's hilarious; however, the gameplay didn't hold up well enough for the game to stay enjoyable. The concept is pretty fun in theory: you have to bounce constantly and you can ground-pound to attack enemies or bounce higher than normal. Unfortunately, the first boss battle of the game doesn't feel fair at all because there is almost no margin for error which is a problem because the first boss is literally the entire game (after a few introductory rooms). In the first part of the boss in particular, I felt like I could have timed my jumps better if it didn't depend on how close I was to my next bounce compared to where the boss was, and sometimes it just didn't line up to where I could really and a hit on him. The rest of the game continues to be painfully hard (pun intended) to the point that you have to basically memorize all the sequences. This kind of ruins the experience since the only other redeeming quality was the comedy, which amounts to "you have giant balls which you use to get around and the villain wants to cut your balls off".
This might be one of the hardest games I have ever played.
Eat, sleep, listen to loud music, and make art!!!
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Albuquerque NM
Joined on 6/6/06