There are a lot of things I could say about this game. The story is nonexistent, the camera constantly gets caught on things other than your character with inconsistent motion, the powerups are simultaneously clunky and incredibly underutilized and the voice acting sucks, but it's got some nice creativity in places; I like the giant's house level, there's a good amount of effort into filling each room with some new fun puzzle, and there's a couple satisfying platforming gauntlets with a good amount of challenge.

Really, it's the final boss that's the kick in the teeth. While a lot of the platforming elements are difficult, but manageable with enough grasp on the controls, every aspect that makes this final boss hard feels like fake difficulty. I genuinely would've given this game a 4 or 5 if the final boss wasn't so shit.

It's a multi-phase fight, with no checkpoints in between phases. Phase 1 is a mook storm where the method to succeed is spamming one attack over and over for three minutes, hopefully not sustaining any more damage. The mooks blend into the floor so it can be hard to see them as you're trying to spam this one attack. Then the boss turns into a giant spider. An absurdly fast giant spider that can jump all over the place and engage in inconsistent patterns. The spider can even animation cancel if you fudge a tiny hitbox window to reset its pattern. Even when hitting the spider, it does a massive lunge attack where the dodge for it was incredibly inconsistent. You have a maximum of three hits, and dying here sends you back to the mook spawning phase to go through all of that again just to try another shot at the spider form. It genuinely feels like he wasn't playtested because of how overclocked his animations seem.

That this alone made my opinion go from mehness to shittiness really goes to show the impact of a final boss, and how major a factor it can be in final determination of quality.

Reviewed on May 19, 2021


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