These passages were so long that it made the game feel like part platformer, part walking simulator. This is typically where he started narrating a lot about his miserable past and how he deserved his fate. Maybe a very long bridge or past a small town. Sometimes a cannon had to shoot a seesaw to get it in position or I could fly a small airship for a while, pressing one button to thrust it upwards past the saw blades.īut then as a sequence of this was done, our hero was merely wandering along for minutes and minutes, no jumps, no nothing. The game was for the most part easy and only offered more or less dexterous jump puzzles. There are several good things to be said about balancing tough challenges with streaks of nothing to gear down, but this game felt like it was overdoing it a lot. I was controlling an alcoholic detective yearning for his lost daughter, and he was narrating both this story as well as various findings on my way. It was constantly raining hard, the grass was waving, and the 3D engine added multiple layers of surrealistic shapes. This one lasted barely two hours and turned out to be one of those art games with more mood and style than gameplay. Fraps wouldn’t grab any screenshots as it was essentially a Flash game.ĭeveloper: Ayyo Games | Released: 2014 | Genre: Platform, AdventureĪnother Saturday, another shorty. I got 104 out of 123 cards and 42 out of 53 achievements. It took me about four hours to get complete it. Not a lot of dexterity was required to get through this game. There was one section here that kind of simulated a shoot’em up by alternating clicks on a floating character versus incoming enemy icons, but it wasn’t difficult. Without spoiling too much, I only controlled one of five in the last level of darkness. There was a leaf in my inventory that functioned as sort of a map, but I didn’t find it necessary to refer to it. The penultimate level contains a staggering amount of screens, so many that the developers felt it necessary to put helpful icons on each exit. The game generally felt easier than Machinarium, but some of the later levels had quite a few screens or items to collect, such as 14 chickens from small huts all over. Everything is shown with animations or signs, there is no language involved in the gameplay. Sometimes I even had to choose one of my team members for a specific task. Pointing and clicking is not the only thing, I also had to nudge floating or swaying items. Some of the screens just have weird creatures to interact with for entertainment, others would eventually reward me with an important item or open up a new passage. The game is filled to the brim with hilarious animals animated in an even more hilarious manner, and the sound effects performed by humans match perfectly.Įach of the half dozen of levels consists of a large number of flip screens to traverse.
DREADOUT GAME LENGTH SERIES
Made by the creators of the Samorost series and Machinarium, I controlled a small team of five weird inhabitants of a tree culture, walking along branches to solve puzzles or collect items for a broader purpose. Irresistibly cute and easy on both ears and eyes.
Burning out all attacks of course means death.įor most of the game, this system just didn’t click with me.ĭeveloper: Amanita Design | Released: 2012 | Genre: Adventure, Point & Click Emptying the health bar temporarily burns out an ability slot, forcing me to use other means of attacking.
This goes back to me wanting to kill as many as fast as possible, and if my queue doesn’t deliver enough damage, I may take too much damage in the real-time part.
Because of the huddling nature of the confined combat areas, it’s easy to get pummeled left and right, even when zapping around with a teleport ability I earned early in the game. The queue needs some time to recharge itself and you are extremely vulnerable as things are now real-time. The gist of the game is a turn-based part where you stack “functions” (abilities) in a limited queue and them fire them off with super speed, making you feel like The Flash. The combat was innovative and polished but was still problematic for me.
It took me about 6 hours to complete this one but I was seriously considering abandoning it after an hour or two. Fallout 4, added great Art Deco parallax graphics, a sword with staccato comments, and atmospheric music that often have singing on top as well – and you basically have Transistor. Imagine if you took an isometric action RPG with a smattering of Robotron, changed the action to be mostly like V.A.T.S. Developer: Supergiant Games | Released: 2014 | Genre: RPG, Action