devonrv

Sometimes, when I give up on a game, I decide that it isn’t worth its own post since everything wrong with it can be summed up in a sentence or two. For example, once you get past the tutorial in Chaordic, the first level has you jumping up procedurally generated, constantly descending platforms that also disappear at random, making it nearly impossible to avoid getting hit (even with the game’s built-in savestates).

Then there’s Grass Cutter, which manages to take Pac Man controls and make them even more clunky: you can be halfway between two tiles, but when you turn 90 degress, you’ll slide backwards and end up on the previous lane! Despite this, the instant you touch a tile with a hazard on it (even if you’re 99% on another, safe tile), you die, which makes even the levels without any moving hazards a chore to play (and that’s to say nothing about spikes that can pop up behind wall tiles or wind that exacerbates all previously mentioned issues). EDIT: Oh, and the game has its own unique achievement graphic that’ll block a chunk of the level from view, so you randomly won’t be able to see certain hazards/walls.

That said, I do try to make a post whenever I actually beat a game, so here:

  • AntiPodal

    22 minutes playtime

    no achievements

Platformer. Left/right move, but you can only use the left stick, not the D-pad. Besides that, A jumps and R toggles which side of the screen you’re on.

Besides the toggle mechanic, it’s your basic platformer: short levels, some tricky jumps around spikes, no moving hazards, 21 levels total. Honestly, the main cause of the game’s difficulty is that your character has momentum. The second main cause is that level 21 (the final level) is at least thrice as long as previous levels, then it decides to have some very tight platforming around the middle. This means that each time you die, you’ll have to redo that entire first part (which is about as long as a standard level, even if it’s pretty easy). After a while, I decided the “normal” way wasn’t worth doing and instead slipped between some spikes that let you skip that part of the level (but it’s still a very tight, tricky jump due to the aforementioned momentum–on top of being a blind jump, so you won’t know which side is safe).

I don’t think I’d recommend this one. It’s almost okay despite the momentum, but I think that last level took things a bit too far.