STORE COMMUNITY ABOUT SUPPORT
login | language
简体中文 (Simplified Chinese) 繁體中文 (Traditional Chinese) 日本語 (Japanese) 한국어 (Korean) ไทย (Thai) Български (Bulgarian) Čeština (Czech) Dansk (Danish) Deutsch (German) Español - España (Spanish - Spain) Español - Latinoamérica (Spanish - Latin America) Ελληνικά (Greek) Français (French) Italiano (Italian) Magyar (Hungarian) Nederlands (Dutch) Norsk (Norwegian) Polski (Polish) Português (Portuguese - Portugal) Português - Brasil (Portuguese - Brazil) Română (Romanian) Русский (Russian) Suomi (Finnish) Svenska (Swedish) Türkçe (Turkish) Tiếng Việt (Vietnamese) Українська (Ukrainian) Report a translation problem
You can use UP and DOWN for the hover board (the prompt appears on top of the screen), are these not good alternatives to spacebar and "shield" i believe?
So, what caught my eye into trying out the demo is the visuals in the first place, it's exactly what I like.
Then, when I was confronted to the unorthodox gameplay, I thought: "ok with time i can master that" but my fear is regarding the levels, so here's my question: is the entire game a succession of 20 seconds sprint-through mini sequences or was that only the beginning that serves the purpose of an introduction?
Thing is, I didn't even feel the need to kill anything, the ennemies simply can't react fast enough to your full speed, which is maybe the goal in itself. Being fast, unseen as the scoreboard seems to suggest.
I'm pretty sure the story and storytelling side are well done and had care put into but I don't think I can appreciate the game if the action sequences are 20seconds long with a door to reach.
Other than that, well, I wish you all the best ^^