Leo’s Fortune is an award-winning platform adventure game where you hunt down the cunning and mysterious thief that stole your gold. Beautifully hand-crafted levels bring the story of Leo to life in this epic adventure.
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This is your run of the mill platformer. At first I was asking myself why I was playing this but I enjoyed it the more I played. The levels are pretty well designed, I like the optional challenges like collecting everything and not dying etc. The music is pretty well done and Leo’s voice, even during gameplay, is pretty charming. I still decided to quit. The controls are weird. Sometimes you experience situations that don’t feel right. Some moves are not explained well. You’re going to need them more later in the game. I made it to world 4(/5) and quickly noticed the challenge went up a notch and I don’t feel like dealing with the rest of the levels if the controls are like this on the iPad with a DualShock 4. Also each world has one mini game. Honestly, they seem pointless and shouldn’t be part of the game.
At the end of the day, the rest of the content is not good enough to put up with the flaws. There are better platformers out there.
At the end of the day, the rest of the content is not good enough to put up with the flaws. There are better platformers out there.
Cute game with a funny overarching story but very simple gameplay. Understandable, since it is originally a mobile game that was ported to consoles, and thus the controls are very simple.
Levels flow nicely and feel great to speedrun. And despite each level on its own being very easy to complete, finishing a Hardcore run took a couple of attempts, as every run takes roughly 45 minutes and staying focused was not always easy (and losing a deep run meant having to play again through the first really boring half of the run).
Levels flow nicely and feel great to speedrun. And despite each level on its own being very easy to complete, finishing a Hardcore run took a couple of attempts, as every run takes roughly 45 minutes and staying focused was not always easy (and losing a deep run meant having to play again through the first really boring half of the run).