Zamieszczono: 29 kwietnia
I can get past the ultra-pixelated graphics; the a
bfxr-generated sounds; the boring, repetitive level tile sets; the clunky inventory management; having to pick up your own score points and the nonsensical randomized level design (find a secret room with some random enemy inside and nothing else); but the combat falling flat on its face just throws it all down the drain.
There’s no strategy, skill or tactics involved in fighting enemies, a decent beat-em-up will have wind ups, cool downs and stuns for both the player and enemies. Knowing when to attack, move out of the way and pulling off a nice combo as a reward is what it’s all about.
Instead we have a mish-mash of half-baked ideas and genres that simply don’t mix (at least the way it’s been implemented): the player melee attack does have a small windup and cool down but most enemies damage you by simply touching you, the strategy is to simply wail on the mob of npcs, hoping your hp outlasts that of the enemies’ and that you’ll find enough apples to heal up for the next encounter. And of course there’s plenty of items, potions and helmets that the game does a pretty poor job at explaining what they do exactly.
I also heavily despised the player’s walking animation, the workaround for such a low-res sprite is having both legs never cross each other when moving, and making a very short but irritating stop after the character takes a step.
At least the lighting effects are pretty.