Very mixed feelings on this. It had some real moments of brilliance and I can see how if you put the time in you could have some real fun stampeding through the levels in one combo. The levels felt well designed but very samey, very quickly blending together. I can't criticise the story or art design too much; a bit plain and not my cup of tea but not enough to put me off. Overall I would say I "liked" it... although I'm comparing that to my partner who bought the game Day 1 based on the trailer and rage quit after the second world.

I have two main gripes. One is that it's very finnicky and a tad glitchy. I died more times than I can count because of awkward camera angles, depth perceptability issues, glitching through walls, or trying to throw my yoyo at something that's just out of reach.

The other is that the game feels like it doesn't want you to be good at it unless you're already experienced with this specific type of platformer. It explains what the buttons do, but doesn't teach you how to combine the actions in the way the levels demand. I'd have really appreciated a sandbox level to learn things in, or even better specific levels geared around different techniques akin to Mario Wonder's badge stages. Just something to say "hey this is how we're expecting you to play" to avoid levels becoming a total slog.

I'd also have liked to see the game focus more on the feeling of momentum, rather than tempering it with the collectathon side of things. Jumping around to collect things can be really hard and really slow if you're not confident in the controls. I think a more focused game could have been a lot more satisfying, and made it a lot more obvious how it's meant to be played.

Worth a look if you're super into this kind of thing, but probably not one for the casual player.

Reviewed on Mar 11, 2024


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