

Some skills are also tricky to execute, making it hard to finish some enemies. The fast movement speed turns to be more suitable in combat although controls need some improvement – it is easy to press the wrong button by accident with the current setup. Combatĭespite some problems, the game does a wonderful job in this aspect. Fortunately, the game is more focused on combat later on, and the power-ups that you’ll learn as you progress the game can help you to pass through these areas quickly.

The lack of power-ups to control your landing also prove to be problematic at the beginning of the game. However, some platforms tend to be very small or far from each other, making them hard to reach with the character’s fast walking speed. The Game ExplorationĮxploration is mostly linear with minimal backtracking as long as you know where to go next. It seems to be made that way to leave room for a sequel, but I’m not sure if I’m interested in the continuation at this point. However, the writing is too bland to my taste, and the weird ending doesn’t help either. Luckily, the game offers a shorter, more concise version of the dialogue from the objective list so you don’t have to worry about not understanding them.Īnother story tells about what was happening before the game starts. Moreover, characters tend to mix their dialogue with coding terms – people who have little understanding of the subject will need more time to process the dialogues. Everything that you need to do will be told right after you enter a new area, giving too much information to process. Storyĭialogues tend to give more information than necessary. Fortunately, it is only happening in the first area with its blue-colored theme. Although I noticed the difference eventually, some areas are also not very clear when it comes to hazards and platforms. The visuals also make it hard to distinguish between walkable and dummy platforms – both look similar apart from a white-ish line that is added on top of it. Some tutorials are hard to notice because of this, especially since buildings tend to have a similar color to the grey-colored button. The game offers an option to disable the said filter, although it only changed the display into a flat-screen instead of a curved one with a slightly reduced blur.

The game tries to emulate the look of CRT displays, but instead of presenting the screen with scan lines, it uses a blur effect instead, making it hard to appreciate the detailed pixel art behind the filter.
