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…and here’s the other reason I chose to play Yo Noid:

3D parkour-style platformer. Left stick moves, A jumps, and X grapples onto a nearby grapple point (if you’re not close enough, pushing it does nothing). You can also wall-jump, as well as wall-run.

You don’t need to know anything about the first game to enjoy this unofficial sequel. In fact, I even doubt the dev(s) know that much about the first game because only its plot and first level are referenced, and only for this game’s first level! Everything afterward has nothing to do with it, making it clear the only reason it was chosen was to reference the Noid’s status as a (former) pizza mascot. Heck, even the genre is different, being a 3D parkour-platformer with no enemies instead of a 2D action-platformer with no switch-hunts. The same way the original Yo Noid was a reskin of another game, this game could have also been reskinned into something else and nobody would ever make the connection.

The parkour mechanics aren’t even well-made. You can’t jump from a grapple-swing, nor can you use the momentum to carry yourself upward after letting go, so the only way to make certain jumps is to drop down a bit and re-grapple so that your connection is longer and you can swing further…and sometimes you have to do this while the game automatically tries to reset your grapple length back to a predetermined length! Wall-runs are also finnicky as you can do basically the same thing only to have your descent happen earlier and you not make the jump. It’s not too huge an issue for the first level and 2/3 of the levels in the hub, but for that one remaining hub level, the difficulty spikes and the problems become undeniable. You’re told at the start that the level will be a challenge, but you’re not told it’ll be because of the controls. The dev must also know that the game mechanics don’t quite work like they should because every time you fall into the void (the only way you can die), you respawn on the last platform you jumped from, even keeping any collectibles you got between the platform and the pit.

The final level is arguably easier, but it’s also very dark, obscuring where you have to go. It also has a boss fight, but of course, it’s nothing like the bosses in its namesake. The ground lights up with red/pink tiles before switching to blue ones that electrocute you, and you have to avoid being electrocuted for long enough that dice fall down. Then, you grapple a dice, spin yourself around, and toss it in the general direction of the boss; rinse and repeat enough and you win. Oh, and the game ends on a cliffhanger that will probably never be resolved given how long ago the last update was. Then again, maybe the cliffhanger was just meant to be another joke.

One more thing: the three hub levels have little pizzas scattered around like coins, and if you collect all the pizzas in a level, a chime will sound and the level’s hub box turns gold. However, if you beat a level WITHOUT getting them all, they don’t stay gotten, which is extra frustrating given how finnicky it is to get certain ones in the difficulty-spike level.

Overall, this one’s hard to recommend. I’m already not a fan of parkour-platformers, but this one’s mechanics are a bit finnicky as well. That said, the game is free and very forgiving about deaths, so over half of the levels end up being kinda okay (though the ones that aren’t okay are really not okay). You can get the game from here: https://dustinbragg.itch.io/yo-noid-was-ahead-of-its-time