devonrv

I had vague memories of seeing this game back on Screwattack, so I decided to check it out and WOW, this game is terrible.

Platformer. Left/right movement has momentum, but only on the ground and not in midair; jumps are floaty and forced-full (you have to hit the down button mid-jump to stop your jump and fall back down); your default projectile attack is okay, but enemies take several hits to kill, so you’d think “oh, I’ll buy attack upgrades” except equipping those upgrades causes your gun to use energy, and if you run out of energy, you can’t double jump or slide, both of which are needed to avoid certain boss attacks. You also have lives, and if you run out, you have to replay the level from the beginning.

When the level design isn’t bland, it’s cheap. Even in the very first level, there are low-flying planes in the background that’ll shoot bombs into the foreground, and both are small enough that your character can block visibility while you’re dealing with the enemies in front of you. Parts of the game have “low lighting” so you can only see a few units in front of your character, and it doesn’t take long for a vertical shaft to drop you into lava (and this whole level has frequent screen shaking for no reason), and the second or third low lighting level has an enemy right over a pit causing you to get hit and fall down, only to later have a flat hall with spider enemies that jump at you not-fast, but faster than you can get out of the way or counterattack. Water will slowly damage you, but the ship level has you swim through multiple underwater rooms (some of which also have low lighting) while also having a bunch of health pickups to offset the forced-damage you’ll take. The jail level’s second room has a 3-way shooter in front of you on your level so you can’t duck below the bottom shot, and if you try to go back far enough to slip between the bottom two shots, you’ll trigger the screen transition back to the first room and respawn any enemies you killed. Later in the jail level, there’s a seemingly empty all with a row of blocks in the middle, but if you walk under the blocks, you’ll run into another 3-way shooter and you’ll notice that the space is just small enough to where you can’t dodge the shots unless you walk back and jump over. The Berlin level was the closest the game got to having fair-yet-not-bland level design by having you make short-hops under a ceiling of barbed wire, but that segment starts with the barbed wire curling from the wall to the ceiling, and the corner piece’s hitbox is much larger than its sprite suggests.

The bosses started off fine, having patterns you can actually react to and avoid despite the controls, but they tank, too. The ship boss does short hops that can only be avoided if you slide (uses energy), and it also has a move where it throws a projectile forward and charges, but when you try to jump over the boss, it’ll suddenly do an uppercut, and you can only avoid this if you double-jumped (uses energy) beforehand. Also, this boss can block your shots every time it takes one hit, and these bosses already have a lot of health. Not long after this boss is a boss that says still most of the fight, but it’s all underwater and the boss regularly summons more damage-sponge enemies. However, the part that made me give up was the transforming tank boss in the mountain level. it starts off where you can hurt it, but after it shoots one missile, it goes into tank mode and chases you. Shoot the front, it’s invulnerable; try to get behind it, it turns around immediately so you can’t; try to wait it out, nothing happens and it just keeps chasing you forever. I even tried to look up a walkthrough to see what I was supposed to do and couldn’t find anything, so I just quit.

Absolutely not recommended.