Can we survive a journey through Wonderworld? (Probably not.) Support Rerez and get cool stuff! / rereztv #SquareEnix #BalanWonderworld #Review #Arzest #Switch #PC #PlayStation #Xbox #Gaming #VideoGames #JustBadGames #Balan
@@auralunaprettycure A little too human-like, but hey, if we have Meloetta, we can have Balannio. He and some of the other characters would make awesome Pokémon or Ultra Beasts for sure.
The development of this game can basically be summed up as "literally everyone was doing the thing they're not good at." Yuji Naka is great at designing games but here he focused a lot on the story, which has never been his expertise and he even admits as much. The development team he had were used to making story-heavy RPGs instead of platformers, so they were outside their comfort zone at having to design levels and weren't able to tell Naka 80 costumes was a bad idea (and again even he was surprised they actually did 80). The one and only person who was doing the thing they're good at was Naoto Oshima, and surprise surprise the visual style of the game was the only thing that worked.
@@gaylordfocker7990 how's he overrated the guy you've been talking just pointed out like 6 sonic games (which doesn't count anywhere near to being overrated) and nothing else. How is that overrated it's like saying Keiichirō Toyama is overrated when he only made one selint hill game
@@gaylordfocker7990 all those games minus blaen wonderworld have had positive response to both audience and critics. And i also checked his work and the games he's been apart of most of them never were great games just because he's famous for being a programmer for the first sonic game doesn't mean he's going to be perfect in every game.
That intro - I looked on Wikipedia and it says: "Both are troubled; Leo isolates himself from social contact due to an argument with a friend years before, while Emma suffers from anxiety about what others might be saying behind her back.". I mean, it could have taken 10 seconds to show this, but nooooooo.
I’ve read another comment and they said that Leo can’t make friends because he is so good at dancing and nobody can compete with him. Man this game is so stupid.
No one has that issue with Smash Bros Brawl’s Subspace Emissary! At least the dialogue free cutscenes are structured so that they’re easy to understand, showing you context clues about how certain things play out.
@@kaydwessie296 It's more of a Disney move. That's exactly what the Star Wars sequel trilogy had to do because it was a mess with no plan. And even then the explanations they give in the novels suck too.
If you have a story, tell it properly. This is 2021 not 1980s. Technology is here to at least write some freaking bios or a little section in the menu to explain the back story. Just WRITE IT INTO THE GAME as free text for all i care! It's not that hard!
@@bioticninja2170 Yeah, it is. It really is such a bad game that looks so fake and cartoony, that honestly, it should've just been a fake game that people in said cartoon would create themselves, or just watch someone else play in the background of another cartoon, or the same cartoon, like the person above my other comment said, or like the person below your comment said, or a sitcom. But, don't rule out it could've also been a fake game that's played in the background of a GTA game, or in a Saint's Row game, on one of the TVs in the background, presented as a bad kid's show parody game or something. Also, this has nothing to do with anything, but nice username, dude.
What's funny is how the Balan book which is nearly 300 pages explains every bit of detail for the story. For example, the reason Leo at the beginning suddenly got upset was because he is so good at dancing that no one can keep up with him which makes it harder for him to make friends as a result. Or something along those lines
So in the book leo is upset because he's egotistical while in the theater book its because he was hurt by a past friend and is scared of letting others in? Balan pick one
@@star22sally67 so let's fuse it together. Leo is an egotistical dancer who's so so good nobody can keep up with him and one day his only friend called him out on his arrogance and it made Leo unable to let other people get close.
If I was the level designer of this game, I’d probably tell the director, “Nah you don’t need to put me in the credits... No it’s okay I promise... No there’s nothing wrong... I’m just under witness protection.”
The plant eating your "Tims" when you're not looking is something that would work well in a horror game. Think how terrifying would be to have a friend following behind you, turn back at them and there's a giant monster munching somebody alive.
Kind of like Creepy Watson only malicious instead of just creepy. I wonder if the culprit here is the same as it is there: animations that weren't completed in time so the devs only have it happen off camera.
Apparently, Yuji Naka is awful to work with, and only caved to the cutscenes we did get after the Square Enix developers badgered and begged him to add them. He initially intended to make a game completely devoid of any cutscenes or dialogue at all... kind of similar to NiGHTS (which worked there because the story was so bare-bones).
Best thing about this game is the entire plot is contained in an unadvertised novel. Yep. A novel includes *the entire plot of the game and explains who everyone is, what their problems are, and actually lets them interact with each other* Also some cutscene characters are actually the same person as another person in Wonderworld! But it's only explained in the novel. Because of course it is.
@@michaelnelson1127 In my opinion: No. It explains the lore at least but the dialogue is downright terrible, none of the characters feel like humans, plus it's super repetitive It does at least have some additional artwork though, so it's not a complete waste of money 😂
@@MerlinCross13 From what I've seen, the Tims never die- there's no fail condition associated with them. The Tims actually help you in combat, and while they are connected to the end goal, you never need to escort them to the exit. In fact, with how overpowered most of the costumes are, you can practically levitate straight to the exit- leaving your Tims entire continents behind you, and they will show up at the exit no harm, no foul when you reach it. They have no problems at all with finding the exit.
I figured out why there are costumes with similar/the same ability. It was their solution to losing costumes. Add more costumes. Instead of reworking the costume system. Wow.
You know what just occurred to me? How have they screwed up the "powers you pick up in the level" gameplay mechanic when Kirby came out swinging with it THIRTY YEARS AGO?
I'd say Kirby is still the better example as having a ton of different powers with different specialties is the series shtick Puzzles requiring one/one of a few abilities is a staple. Difference is none of the main abilities leave you kinda helpless like the costumes can
By outsmarting themselves and trying to be "innovative" instead of sticking to what works and going from there. Its okay to steal ideas from other games. If it works, it works.
Yeah, the costumes feel like they’re trying to ape Mario’s captures, but get it totally wrong. In addition to each costume and the base form having minimal functionality and being easily lost, the big issue is that Balan lets you bring costumes anywhere, including places they shouldn’t be. Mario’s captures are based on the available enemies, so the designers can give you access to only the captures you need; that way captures with limited functions like Chain Chomps don’t overstay their welcome or feel useless outside of specific areas, redundant captures are okay, you can’t bring a capture with inappropriate abilities that breaks a puzzle or abilities that can’t be used, and you can design specific captures and puzzles for each other without worrying if that capture will break other puzzles. Balan, however, lets you bring basically any costume anywhere with its inventory system, which completely makes hash of any plans to design areas for specific costumes. Hence why everything is so samey.
Imagine being a voice actor for this game and your boss is just like "Ok dude all we need you to do is speak giberish in the mic that's all you need to do."
And I’m not saying this is a bad thing, but it worked because they embraced the whole made-up language thing by doing a fantastic job on the rest of the worldbuilding. It actually makes sense to have gibberish and the music actually sounds good, Balan tried and failed to do the same thing by making it inconsistent and not having any good reason to do it in the first place
Maybe Balan Wonderworld is a good example of the old saying, "too many chefs in the kitchen, ruin the soup." As in no-one was willing to compromise on their ideas, what to leave in, what to leave out, so they just crammed all of it in there, willy nilly.
@Rodolfo Ramos combine every costume that does the same, or does something so similar they should be the same into one. And buff the Costumes that are underpowered, like apollo, letting it actually move, or hover for a short time. Reducing the Change animtion lenght, etc.
The Balan costume makes sense as a post-game bonus costume, to be unlocked by either beating the final boss or collecting 100% of something (or both). It doesn't need a convoluted luck-based unlock that requires players to read a guide to know it exists.
*Old thumbnail:* giant eldritch horror Balan creeping on two children. *New Thumbnail:* _"THIS VESSEL HAS WITNESSED YOUR SIN, AND SEEKS _*_VENGEANCE!"_*
There's a novelization which is the closest thing we have, i heard is good, by a lot. it's hard to compare it because they're different media, but when it comes to present the story, the novel is a better experience in any possible detail you can compare with the game, plot wise.
There are bad games were the devs had no chance at winning. Titus and Superman 64 was sabotaged constantly by Warner Brothers malicious intent. Big Red Button and Sonic Boom was crippled by Sega's jaw dropping stupidity. etc. Games like this however, had all the chances in the world. Seasoned, competent devs. Full backing of their publisher... and we still got THIS!
One word: *Hubris.* This game oozes with Yuji Naka's hubris. And as @MalekitGJ said, no one told him no, they let him do whatever he wanted, and he did. It sucks so much after the game got released and bombed, Naka started blaming others, when he was the one taking decisions and everyone else forced to following through, even after the studio told him they didn't know how to make his ideas (the team had no experience with platformers, just RPGs). But hey, maybe Naka was too busy committing frauds using his position inside Square Enix at the moment Balan was in production...
Wait a minute I just noticed the male protagonist is.. well it's.. it's just Sonic. He's doing the crazy spin dance stuff like Sonic would do, and even has Sonic's head spikes. He's literally a human equivalent of Sonic, it's like someone's DeviantArt fanfiction became canon.
Fun Fact: Multiplayer Breaks the games, Because when the two players are stuck to each other their "Powers" effect each other, so if you both don't have costumes you gain the mot powerful ability in the game, a Double jump. This let's you jump as any costume no matter what your outfit is, because if player two is always human, they can jump and so can you
The thing with this is, I really like Balan's design. He looks really cool, has a great design for a hero or villain and looks like he could have some neat lore.. Shame his design ended up being wasted in a poorly made game with no observable plotline.
In an interview, Naka himself said that he wasnt good with story based games so i feel like enix could have chosen someone that was with their company.
His stories are very simple and kinda innocent. No one complained about his writing in Nights into dreams and Billy hatcher, and no one ever gave a crap about stories in platformers in general, so why do people care about this game's story all of a sudden?
Things don't have to be comprehendable to be enjoyable, I guess. Not everything need a reason. Your imagination and interpetations can fill the gaps, just like kids do when they don't fully understand something. That's how I saw that game's story, and I found it kinda cute to be honest.
So, Balan kidnaps two children, a boy and girl, who enter a bussiness he operates, and then places them into a fantasy world they have to escape? So, basically this game is an unoffical remake of I.M Meen.
This really had all the possible ingredients for a truly iconic game... and somehow it became a vanity project for the devs instead. It's pretty obvious they came up with the visuals and songs first, then just tried to shoehorn them into... whatever this was.
I just had a thought after considering the single button aspect. Can you even call this game a "platformer"? I mean, yeah that's what the creators call it, and I guess there are platforms in each level to jump on, but only a handful of costumes actually have a jump mechanic which is, you know, A REALLY IMPORTANT MECHANIC FOR A PLATFORMING GAME. Hell, some of the costumes, like the Balan costume and ghost costume let you just float/fly over all the levels or required areas due to broken game design. Essentially, they prided themselves into making a platformer game, and even made it the selling point, but couldn't even get that part right. Greeeat..
I tried making a video in the Wonderworld demo, and while I didn’t finish it sadly I did actually reach the same conclusion as you. It feels like Balan Wonderworld is actively trying to *not* let you platform between the single button controls, one ability only costumes, and level design
@@NoahDaArk Exactly. An ambitious project that was trying to hard too be so simple yet 'ground breaking', that it completely lost the point as to why it even exists to begin with.
correct me if I'm wrong but I'm pretty sure under that logic you also wouldn't be able to call super mario odyssey a platformer since like half the captures in that game also don't have a jump
@@jemuzuthestrangebear I'd consider Odyssey to be a different case, where the transform mechanic was done better. Even if half of them didn't have a jump, they had a different ability that either made up for it in full, or made it so that jumping wasn't even that necessary to complete the level (Not even touching on the fact that the levels are actually created to properly utalize the specific captures, while Ballan's levels clearly weren't, at least not as well). Plus it's not like 90% of the game is just you playing as enemies like how most of Ballan is just you playing one-note-costumes, with almost all of them not having a jump button and little to really make up for not having one.
It really is disappointing how bad this game is because honestly, everything about it's surface looks incredible with it's scenery, plausible (albeit confusing) story, and its aesthetic... THEN you get to the game itself and realize.... yeah....
@@mr.incognitoyt2235 OH no, they do have explanations, just not in game. Don't forget the literal novel of story they thought should be a side thing. That novel reads more like a screen play then a novel by the way.
@@blackheartzerotheundergrou3225 Well, lets hope that doesn't happen here, and the usage continues to be spaced out and tasteful. Corporate Commander, also, is a far more drawn out skit than the Money Ghosts, typically speaking.
@@blackheartzerotheundergrou3225 so far it is safe because the money ghost isnt used that often with the exception of the DDI episode where it is make sense why the money ghost have more screen time there.
Yuji Naka was a one hit wonder, much like Keiji Inafune. He went from threatening to quit Sega because Sega America wanted to use an engine to help them develop a Sonic game for the Saturn, to basically saying "I don't even know why Square Enix let me develop this turd"
Inafune's Megaman series at least went on to span multiple series and have dozens of quality games over two decades, and he also worked on Onimusha and Dead Rising 1/2, which are good game series. Yuji Naka made Sonic, and that's really about it, and Sonic hasn't had a proper "good" game for a LONG time
@@jack90054 sonic mania was pretty decent. Sonic Colors too. Generations wasn't bad either. Then there's a pretty expansive dark age between Sonic Adventure 2 Battle/and the Sonic Advance games and the ones I mentioned earlier.
i love how NO ONE has figured out why balan bouts needed to exist in order for states to exist. like why not put statues in hard-to-find places to reward imaginative/good platforming or places you can only get to by bringing a later costume to an earlier stage???
The weird thing about the costumes is, they had the potentila to be something really fun! They should of scalled down the amount by a lot. Have some costumes that have the same powers, instead be an alternative costume; letting you choose how it looks. Some useless powers being unlockables for other, more useful costumes and even the idea of getting hit should of been changed to "if you get hit, that costume slot is disabled until you find ANY costume item, to unlock it again; that way you can keep the costumes you chose and it will never change. If they wanted you to not get stuck, how about the 3 slots having specific type costumes: Travel, Combat and Utility? Meaning you will always have 1 costume that is needed whenever you want!
Also, I would like to add don't make a costume that takes a ridiculous amount of effort to get just for it to be useless and can be lost because of stupid gameplay mechanics and/or a glitch.
With the costumes, it feels like they were trying to hit the BoTW weapon system, where your weapons are disposable but you can keep finding more and some have unique abilities that actually help you to explore. The problem comes from the grinding, Zelda doesn't let you carry infinite weapons so you never have similar weapons until you reach the end where you keep only 2 or 3 types with multiples of each. This game feels like the developers kept adding ideas to fix problems with other ideas with zero consideration for balancing and removing unnecessary bits.
the problem with this game is that the heads of development had stupid ideas like the one-button design and the exact number of 80 costumes engraved in stone and would not budge from them even if it was obvious that they didn't work.
I feel like it was more trying to ape Mario Odyssey’s captures, but screwed it up in a bunch of ways. Most notably, the issues like redundant costumes, costumes only useful in specific areas, breaking the burning floor area with the ghost costume, being stuck with costumes that don’t help with combat, etc are mostly caused by being able to bring any costume anywhere. Odyssey’s captures are based on the available enemies, so designers can control what captures are available in specific areas, letting them make captures for specific areas without them breaking other puzzles or feeling useless outside their area, give captures with limited abilities like the Chain Chomp a limited screen time, and could design areas to require specific captures since they could ensure they were available.
Yet another proof that creative developers really need people who challenge their ideas in development and gatekeep production money from dumbest ideas.
and also to stop people to working on a thign they never worked on on this high profile of a title... like having someone who is known for designing Games focus on the story.. And a team who is only Made Story heavy RPGs focus on designing Level sfor a Platformer..
@@KyleEvra this wasnt about it being easy or not This was about people SPECIFICALY being put into positions they have no prior experience in, instead of the positions they are known for and are quite GOOD at..... yes a developer can and SHOULD be allowed to try other things..... but not on a game thsis high profile
Definitely. I can totally see ego getting in the way of an awesome game, and when you have two game design legends with a staff that’s scared to say no or suggest things you’re gonna have problems.
I don't know why they just didn't have an upgrade system, for example with the Lucky egg, you could had that as the default costume as the Lucky Egg and then when you unlocked the upgrade it replaces all the Lucky Egg costumes with the Lucky Bird. It seems Naka is great with character designs, but fails to understand the actually game making aspect.
Because nobody had the guts to criticize the “Masters”……normally some of the Devs or a publishers guy realizes that a game mechanic, that looked good on paper, didn’t work. They talk about it, and change things. But in this case they were to much intimidated by the big names….and that counts twice for Devs in Japan. You don’t criticize your supervisor, especially not such big names supervisors.
From what I heard Naka wasn't really heavily involved in the game design. He was mainly in the story department, which I would guess was probably just as disconnected as the actual game's story. This is hearsay though, so take it with a grain of salt.
The costumes honestly could've been like the Copy Abilities from Kirby (heck, the upgrade idea is something Kirby would eventually do in Forgotten Land).
@@MabuseXX Adding onto that, considering that the dev team is Japanese, being critical to the seniors is frowned upon IIRC. So I doubt it ever went that far. Though if this past few years have been of any indication, many of these bull-headed business types prefer to double down on their idiocy over admitting that maybe a thing wouldn't work as they would think.
I have literally never heard of the tim-eating plants or the English versions of the songs in any other review. That makes this the most in-depth review of Balan Wonderworld ever.
So if someone could mod the game by; 1: Getting rid of keys and key mouse and make costumes free. 2: Get rid of useless costumes. 3: Add more controls so that costumes would be more usable. This includes adding jump on some costumes, making randomly turning off and on actions activate by the press of a button, and randomly attacking costumes have a button and a jump. 4: Make it easier to change between costumes. This game would become maybe easier but more playable.
Honestly, the Lucky Egg and Lucky Bird costumes make me think they could've used some of those similar costumes like an upgrade system, where you start out with a weaker costume, and over time could upgrade them into better costumes with more powerful versions of its abilities. Heck, in terms of some of the more restrictive and gimmicky costumes, those could even work being relegated to challenge levels entirely based around them, where you wouldn't be able to bring in other costumes.
This is a game that I just pity more than despise. With a few alterations to the game, like better running speed, two button gameplay in which one button is a jump at all times (like Kirby) and remove the Balan Bouts and the game would have been passable. Not the greatest, but passable, like a 6 or 7 out of 10
Just make Balan's Bout to play like NiGHTS. I mean, Balan is obviously based on NiGTHS, so why not use the gameplay as well? That's the weirdest thing for me.
Kirby should’ve been the main gameplay model. Suits are for different COMBAT styles. They should only sometimes be used to solve puzzles and only for special extras.
The beginning of the video is far more sadder and rage inducing the moment you read the article on how Yuji Naka had been screwing over game dev's that worked for Sega in the USA by trying to poach developers, fire the rest of them and steal any of the tech they we're working on to apply to Sonic the Hedgehog.... Yeah, at this point, feels like Yuji Naka had his failure coming to him and it was long overdue.
Now that he’s arrest for illegal insider trading, this game should serve as an example of how Yuji is not the creative genius who’s departure killed Sonic or something that he likes people to think of him as. He allowed Sonic 2006 to come out the way it did by bailing on Sonic Team.
I listen to this podcast called why I hate this album, and there's a running gag where one of the hosts, Tim, has to support anyone e!se named Tim and the Isle of Tims sounds like a joke he would make.
@@daneray9594 considering that Sony allowed masterpieces like the life of black tiger, skyrange free guacamole, and who can forget gilson b pontis games, I wouldn't be remotely surprised.
I imagine the fact that the cutscenes having the "bowling pin people" aside from that one cutscene is because it's meant to represent the character who the cutscene is focusing on isnt paying attention to the people around them.
This game is like the inverse of Sonic '06: it's mostly sound from a development standpoint, but the design was a pile of hot garbage from the start. It's like a finely polished turd.
Yeah, Sonic 06 took the things that worked in the Adventure games and broke them (ex: Amy and her weird useless move set, when in Adventure 1 the only complaint was that she was too slow), this thing is weirdly confusing. The costumes should have worked like minis in the Lego games, change on the fly, if they wanted so many of them, many interchangeable. Take the Chao system from the Adventure games for the Tims. And very importantly, use more than one button. The story, I think was supposed to be "artsy", but it doesn't really work. I think a simpler product, then improved from that, could have been better.
The costume concept reminded me of Little Nemo: the Dream Master on the NES. Except that one did it well. Everything was just properly streamlined without wasting your time.
Kirby and the Forgotten world does what Balan tried with costumes and sticks the landing where it crashed and failed. Instead of 80 at once, there's only 12 copy abilities, but collecting schematics unlocks stronger forms, sometimes with a new attack or gimmick to give them extra oomph. This is much more manageable and in fact makes those upgraded versions more fun to get an use by simply expanding the more consistent roster.
I find it funny, the Balan Costume is something people would love in any other game. Heck the double jump glitch in Spyro 2 letting you get outside of levels was awesome! ...Balan is just so bad something people love to do is actually bad.
18:24 At least the Genesis Sonic games did the single action button scheme right; even in Sonic 3 you know what pressing the button will do. When playing as Sonic, it'll activate the shield ability you have if you have a shield and are currently in the air. With Tails, pressing the action button in midair makes you fly for a limited time. With Knuckles, you can glide. You'd think Yuji Naka of all people would know how to make a one button controls method work properly in a game.
it doesn't always make sense to talk about "how to fix this broken game" though? with balan wonderworld, you have a really compelling idea and a lot of great design, let down by some honestly pretty obvious gameplay issues. with a lot of the other games in this series, you just have mistakes and problems across the board and basically making the game again from scratch would be easier than fixing it
This game is the equivalent of the 2004 Lakers or other "superteams" that had rosters full of all-stars, but there was a lot of infighting and ego and it caused them to underperform. Same thing here, you had a team of really talented developers but there was no oversight or veto, so basically everyone's ideas were crammed into the game, making it a huge mess.
It's a shame. This could have been a decent game. It seems like they needed someone to reign in and cut some of the ideas. It's like someone wanted to make platformer, anther wanted to make an adventure / exploration game, someone else wanted to do a mini-game compilation / musical or something (?), and it made the end result an incomplete, unfocused mess.
Maybe it was that confused messiness, and the devs trying their darnedest to make it sort of work, that led to the lack of quality control. I.e. the bugs.
This pairs so well with Matt McMuscles' Wha Happen? on this. They cover different sides pre release troubles and gameplay. Matt's explains why the game is like it is and this shows the result of that tragedy.
Lots of people say that the makers should have just made an animated movie. Something that really sucks is that Balan and Lance(That other Balan-looking guy) are actually really cool and interesting characters, and they honestly deserved far more than the shitshow that was this game.
Honestly for the level cutscenes you still don't really even need dialogue, real or fictional language, to tell a story. Like... purely visual storytelling is a thing. They just... failed at it
its actually really easy to make palette swaps & male 4 different cutscenes for 1 character model because you can easily swap the textures without touching the model
For in-engine cutscenes, yeah, although prerendered ones do require a new render each time, and code to check which cutscene to play. It's still not that much extra work, but eh.
The whole thing with the demo is the funniest part. It doomed the game before it even came out. And the feedback was so bad that the official response was that they could only address some of the technical issues (obviously not all of them given that there's still plenty of bugs). The game was then put out by Square with barely any promotion, left to squirm about, and then the demo was yanked from online. It's the "Blunder of the Century" scene from the Simpsons, with Square crying on the ground and Yuji Naka is spinning around in his monstrosity.
When I saw material for this game, I thought it was some indy game from a country that didn't usually create video games, and somehow SquareEnix picked it up to encourage game development in such countries.
For any "newcomers" into this video after Naka sued Square... Please, believe to Naka lies less. Most of game problems are his ideas and ambitions. Like 80 costumes that doesn't work and he had no inspiration to do, but team wanted to include all of them anyway, one button simplistic gameplay "just like sonic" oh and "I don't write stories for the games" all his fault. Square actually tried to save this mess by ordering near the end development to make all the story cutscenes with their top studio, to throw in there some story after testers responses. And the story, that could been there if Naka wasn't stubborn, get into a novel that actually good enough. So yea, Naka is a big fat liar that just trying to sue Square for trying to save Balan from him.
I could swear I remember hearing somewhere that the story cutscenes weren't even supposed to be in the game. Something about somebody making them on their own time and them being put in the game at last minute? I can't recall the specifics, but I def remember hearing they weren't originally meant to even HAVE those cutscenes, and you were supposed to guess what's going on by what's happening in the level + from the boss at the end.
I mean it not bad game for me. but I will say some of the gameplay it might be the gameplay look rough. here my list of things to do for the game to be fix. 1: fix the game play and control. 2:make sure the dance scene are playable. 3:and finally make sure the game is great. now the game is great. but can we agree that we ,the fan. can fix this game. who with me?
That balan costume is honestly an amazing idea that's horribly underused these days. Giving players cheats for getting 100% or overcoming a big obstacle or, in this case, figuring out a really obtuse puzzle is something more games should do. It gives you a real sense of accomplishment and I can appreciate the devs not caring how much the cheat would break the game because at that point the game is usually all but beaten anyway. This game didn't execute it very well, but I respect the attempt nonetheless.
@@kyuven I mean, I kinda want to play it just to mock it, in a "so bad it's good" way, like The Room, because the bugs and the plethora of abilities that do not really fit in the levels could make for some hilarious situations... That has to be better than a game so unfunny that you can't even make fun of it, innit? Plus, it's easy on the eyes, so you can stare at it for a while without wanting to gouge your eyes out... I guess.
Yeah, it feels like they threw a random number of costumes and they spent a huge part of the development time just coming up with different ones. Like, from what I saw 20 costumes, maybe even less would have been enough. Also the story was never added into the game, instead they released it separately on a novel probably because they didn't have enough time.
@@txcforever Ten to fifteen costumes with small move sets instead of 80 that do exactly one thing (often removing your jump in a platformer) would be ideal.
The most important aspect of a game is gameplay. Jumping is very important in a platformer game, all the buttons perform the same action which is just fundamentally broken. Sure there are platformers like Lode Runner and Captain Toad: Treasure Tracker where you can't jump, but at least the level design in those games work. Here, the level design just doesn't feel right.
The important thing is that those games have their levels specifically designed around the capabilities you have, which are capabilities that you don't just lose pointlessly.