monkey wrote:17. Splasher (Switch) If Super Meat Boy did a sex with Splatoon, their offspring would resemble this. One of the Ubisoft Rayman people was heavily involved in this and there's a good hunk of that thrown in as well. Mostly very good. 2D platform your way past saw blades, lasers, slime and other familiar obstacles. Your guy has a cannon that fires water (to clean paint), red paint (to stick to walls and ceilings) and, for the final third of the game, yellow bouncy paint which is great fun. Combine these for enemy kills, light puzzle solving, and boinging and sproinging all around the place and dying frequently. It's good and from the hard-as-nails, compulsively addictive, one more go, holy fuck thank god that bits over, Celeste and Meat Boy sub-genre. £4 or so at the moment. Complaints - It's not as tight as Celeste or Meatboy, slightly over-sensitive on the controls for my tastes. Little mid-air course corrections can shoot you off in the wrong direction. It's mostly fine but means if you don't get a jump bang on, you've got less chance of intuitively saving yourself, slightly less fluid than the top-tier examples. Plenty of times I nearly nailed a landing but instincitvely readjusted towards the middle of a platform and ended up over-correcting off the edge. The checkpointing is a bit off as well. There's 22 stages divided by three or four checkpoints. The rough pattern of each of those is mild segments through to really tough segment, checkpoint then back to mild. So you end up spending most of the time rattling through the same mild segments to have another crack at the tough bit. Once you've played Celeste or dealt with the almost telepathic checkpointing in Rive, it's less tolerable (although in fairness both of these games were made after). Some of the collectables you only need to pick up on the first run, some you need to do everytime. So you end up repeating a lot of side-stuff that you've already got, or just getting sick of making the same tricky detour and leaving it. Neither of those issues would stop me from recommending it. The final few levels, it gets properly tough throughout. Run and fire bouncy paint at the floor to boing into the air and fire red paint mid air to stick to the ceiling, but now there's a time activated laser that will fire in a couple of seconds of detecting you, so run across the ceiling firing sticky paint at it as you go, then jump off then ceiling through a narrow gap to fire water at a activation switch to bring up a platform which you'll need to bounce off onto a wall that you have to run up but there's a moving cannon spraying drops of acid at the wall so you'll need to time it right but there's an enemy closing in on the platform you're on so you've got to get that first. If you get past all that there's a small platform where you can stand still for a second and catch your breath, before the next hellish sequence and maybe, hopefully, a checkpoint after that. Ah you jumped a split second too early. Try all that again. [8]
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