26.2 hours played
Written 2 years ago
For a precision platformer with mouse controls, it definitely could be worse, but it could also be improved.
From the trailer one may or may not get the wrong impression about how hard the game really is. It can be summed up as just carrying this blob from start to finish by boosting it between platforms. Here the difficulty lies in the fact that the blob can only stay for so long on a platform before dying so it has to go to the next one to recharge a meter shown on the left side of the screen. Furthermore, there are 3 sets of 25 levels, each introducing various obstacles and changing the main colors, hence the title. Simple enough, right? Well not exactly.
You see, as soon as one starts getting into the hard stages, which doesn't take long, it becomes more and more clear that the meter empties at an alarmingly fast pace, so the reaction time demanded becomes more and more taxing. Not only that but expectedly the levels require more and more precision to be traversed as they go on, leaving less room for error. Nonetheless, my biggest gripe however comes with how the game forces you to not take shortcuts.
There are various levels where one would be tempted to stray off the given path in order to avoid some unnecessarily hard routes. Maybe one would even wonder if they could reach a platform to the side that it's near the finish and should be to do so considering the meter. The reality is that the meter empties at a greater pace if you do that, and there's no indication that should be the case. In other words, the player is limited to take the intended route even though the game conveys otherwise. And that can become frustrating.
Now, the review is positive but barely since once you get past that hurdle and accept how it was designed, you can get better at it and eventually beat it, no matter how many deaths and sessions it takes, considering the target audience. The music is decent enough but it can become too energetic to my taste after retrying the same level nearly a thousand times. There's also the simple pixel art presentation that shines on brief cutscenes and a cryptic story, in case you're interested in that.
So to sum up, I do believe that the levels or the mechanic itself could have been more polished to make amends to the player in terms of the level design, but it certainly has some good aspects going for it.