Publisert: 18. oktober
After beating the game (afaik, got to the credits minus all the hats) I think I can put down some thoughts on this accurately enough. If you want to make sense of the story, stop. It's there, something is happening, there's no time to explain. So on that note, mechanics are what I really want to focus on.
Mechanics and level-design wise, this game switches between two modes: great and tedious. There really wasn't a lot of middle ground. You move around and jump a bit and always have a gun or power that allows you to propel yourself across the level with some momentum functionality. Landing on solid ground makes that spot your respawn point, it allows some room for trial and error.
For the normal 'obstacle maze' levels, the game is at its best when you can figure out the puzzle and move past it at your own pace and style. I have no complaints about most of the levels because they let you do exactly that. The game mixes up the means to propel yourself around often enough with a variety of alternate-universe/timeline versions of you, each with their own different guns or powers. It's really fun playing with a new character and exploring their mechanics (I loved the 'are games art?' level mechanics in particular), and if I had a complaint it would be that most are only used once and then never show up again.
The tedious parts begin when you run across a 'standard' level that actively stops you from moving at your own pace, either though resetting the entire level on death instead of the solid ground respawns or having no solid ground past the first point, making you trek through the entire maze every bloody attempt. Basically, the levels that turn it into a reflex game over a puzzle game. The failed clone level with nothing but a maze of spikes springs to mind here (you can stick to walls/ceilings but annoyingly enough that doesn't count as a respawn point), as well as that really obnoxious inside-the-body stage that made you have to stop and jump-snipe to progress. Even though some of levels that did this were easy enough to beat, like the wood platform ones, the reset mechanism is still tedious compared to the rest of the levels. It would have been better as an optional difficulty setting that applied to all of the stages for the people who like challenge runs.
I've used the words 'normal' and 'standard' above because there are some levels that have completely different mechanics reminiscent of other games, eg side-scroller shooting or bullet hell or fast-paced obstacle runner. No real complaints on any of these, the switch-up in playstyle was welcome and a lot of fun. Could have had some instructions on the runner bit, though, as it changes the jump button without telling you.
You'll also run across some issues getting the game to actually work properly. It suffers from horrible lag with some setups, I have an upper-middle tier computer and couldn't get it to run double digit fps at first. After some searching it seems to be mouse cursor related but even with fixing that it doesn't seem to run very well in general, I just ended up running it in windowed mode as fullscreen kept freaking out on me. At least it pauses the game when you click out of it. The resolution option gives NO information whatsoever. I mean, none. It's a freaking + and - toggle and that's it. I suspect it's actually the quality setting but who knows. The fullscreen/windowed mode toggle also seems to freak out every time you change resolution. Ugh. Just get the options settings working to the point where the game runs then deal with them as little as possible.
All in all, very short game but when it's fun it's fun. Noticeable bunch of obnoxious issues but only a few are actively gameplay related. First review on steam, I think I wrote a bit too much but did well enough.