[Reviewing Spark's Chalenge. This review builds off the first two]

This mode is just Fark's story section but played as Spark instead. Spark uses a VR headset to experience Fark's story...the story that's already non-cannon. It's an odd choice, but I don't mind as long as I get more gameplay!

There isn't much left to discuss about this because I already talked about Fark's story and Spark's gameplay, but there are two extra features as well as a review of Wishes Mode.

Spark now only has one HP, with a second hit killing him. This makes traversing through levels much more challenging. I found myself dying a lot, but it challenged me to be as fast and as careful as possible until I found another health pickup or checkpoint. But other than that, how do you avoid getting hit?

Well, this mode also adds a new mechanic to Spark: dodging! It's like Fark's parry, except 1) you can't spam it, 2) it's linked to your dash, so you can't stay in place, and 3) it doesn't add any health or combo bar; it only acts as a way to avoid damage. I would've liked more benefits to the dodge, but I still appreciate the feature, especially when you learn a boss's attack pattern and can predict when to dodge.

This challenge ACTIVELY recommends Wishes Mode, a feature you can toggle off and on before starting the game. If you hold down and dodge simultaneously, Spark spins into a ball still vulnerable to attacks. Move left or right to select whatever power-up you want in this state. Yes, you heard me, ANY POWER UP. So, as I was traversing the game, I found my favorite loadouts.

Regarding power-ups, I usually had Gravity, Sword, Bat, or Knight. Sword and Bat are both fantastic at quickly racking up the combo bar, with Sword having more long-ranged attacks and Bat having extensive reach with continued momentum. Once I racked up the combo bar, I would switch to Knight. When Knight gets a full combo bar, he gains a shield that acts as another Hit point. So clearly, with how little health I had, I stuck to this strategy of quickly acquiring combo bar, switching to Knight, and attacking from afar with my vast ass lance. Lastly, Gravity was just the best movement option for the levels as you can infinitely dash in the air and float in any direction. I don't think I need to explain why that is extremely OP.

And that was Spark's challenge. Overall, not my favorite mode (Fark still beats that), but this is still a fun challenge, even on normal difficulty. I can't imagine how hard these gameplay modes might get when I eventually play the Hard Mode levels, whenever that will happen. All I have left now is Mission mode.

Reviewed on Dec 04, 2023


Comments