The fastest platformer around just got even faster – avoid fatal hazards, dodge hostile robots and use the Level Editor tools to create your own amazing Cloudbuilt stages!
Évaluations des utilisateurs :
Récentes :
très positives (17 évaluation(s)) - 88% des 17 évaluations des utilisateurs dans les 30 derniers jours sont positives.
Globales :
très positives (617 évaluation(s)) - 85% des 617 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution : 20 mar 2014

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Acheter Cloudbuilt

SOLDES D'ÉTÉ ! L'offre se termine le 4 juillet



“Cloudbuilt is a gorgeous free-running game with a touching metaphorical dimension.”
8/10 – Eurogamer

“Could easily top game of the year lists… f*ck this brilliant bullsh*t.”
Rock Paper Shotgun

“... primed to be an intensely challenging, beautifully stylised runner/platformer.”
Total Biscuit

À propos de ce jeu

Too fast, too furious and packed full of action – are you ready for the rocket-powered world of Cloudbuilt?

A game of speed, precision and freedom, use all the abilities of your rocket-powered suit to avoid fatal hazards, dodge hostile robots and reach not just the finish line, but the top of the worldwide leaderboards. Carve your own path through a multitude of mysterious floating ruins high above the clouds and show everyone you're the best!

Now with Steamworks Level Editor tools! Will you create the greatest Cloudbuilt community level ever?

  • Parkour-style platforming combines with action-packed gunplay as you race against the clock to complete each stage
  • Open level design allows you to carve your own route through any stage, then refine it to get the fastest time possible
  • Make your mark on the global leader boards – find new shortcuts and climb as high as you can!
  • Create your own Cloudbuilt stages with the Level Editor and upload them to Steamworks or download levels made by others.

(Please note: Use of level-building assets from Defiance DLC pack requires ownership of Defiance DLC. Minimum specs of Cloudbuilt are slightly higher than shown for those wishing to use the Level Editor tools)

Configuration requise

    • Système d'exploitation : Windows 7
    • Processeur : 2GHz Intel Dual Core processor
    • Mémoire vive : 2 GB de mémoire
    • Graphiques : 512 MB OpenGL 3.2 compatible card
    • Espace disque : 3 GB d'espace disque disponible
    • Carte son : Any compatible soundcard
    Recommandée :
    • Système d'exploitation : Windows 7
    • Processeur : Intel Core i5 (or better)
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : Nvidia Geforce 560 Ti (or ATI equivalent)
    • Réseau : Connexion internet haut débit
    • Espace disque : 3 GB d'espace disque disponible
    • Carte son : Any compatible soundcard
Évaluations des utilisateurs
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Récentes :
très positives (17 évaluation(s))
Globales :
très positives (617 évaluation(s))
Publiées récemment
( 21.1 heures en tout )
Posté le : 27 juin
rocket robots jumpin around on tetris blocks in the sky

A cel shaded third person platformer with a high skill ceiling that is about 65% level-memorization and 35% mechanical execution-- if you enjoy the near nausea of Mirror's Edge, if you enjoy whipping around to a wall and boosting off it only to barely make it to the next platform, this game is for you.

Playing this game isn't just jump arcs and timing like in typical platformers -- you're going to have to get good with camera control as well to do wall jumps and that type a ♥♥♥♥.

You should expect to die a lot, and get a lot of C rankings on your first playthrough. This game is gonna pound the booty meat.

The story is something I personally didn't care to pay attention to, but the message in it is adult, well thought-out, and it isn't super long to the point of making you pull your hair out.

The main draw is repeating levels for faster times, but if you get into that you better be ready to hit the books, there's a lotta speed wizards usin black magic on youtube with this game's top scores already.

The soundtrack is great too.

Really surprised that this game is so well made considering it's an indie game.
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( 3.0 heures en tout )
Posté le : 26 juin
Cloudbuild is a combination of Dark Souls frustration and DeadCore-like speed.
The Graphics are semi-unique and look really good on their own. There seems to be a story but to be honest you don't really follow it since you have to beat each level to progress the story, and if you try to get at least A on every track, that could take time. The only think that I have to address negatively is something so simple yet so frustrating.. It's not even the sometimes wonky transitions from wallruns etc... Rather its the strange decision to force the player to press "space" after a climb to not hang on the ledge. This is really frustrating because if you are dashing up a wall and want to continue, you have to press space everytime you reach the top. It you press to late, its ok, she'll just hang in there and you lose at max half a second. But if you press to early, and thats the real issue here, you will jump away from the wall, most likely killing that run. It's just a weird choice to force the player to press space.. every.. time. I would give it a solid 10/10 if it werent for this issue. The Soundtrack is good and even after hours of listening to it, it kind of never really gets boring. The pace is fun and there are often multiple ways to finish a level depending on your playstyle. Enemy's sometimes really are a pain in the ♥♥♥ but once you get yourself to shoot at them rather to try to evade their attacks it makes alot more fun. So to sum things up, I would give it a 8/10 because the space issues really made me rage more times then it actually should. But for the price now (Steam Summer Sale) It's really worth a grab.
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( 0.5 heures en tout )
Posté le : 25 juin
Beautiful art style, great gameplay, level design and soundtrack.
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
( 3.6 heures en tout )
Posté le : 25 juin
Ridiculous jumps in dificulty and wonky wallrunning mechanics make the entire experience one gratuitously hard, short, unimpressive, frustrating expereince.
Some sections are so hard they can take days to complete through repitition, and considering you have limited lives for absolutely no reason at all, that's a horrible thing from a player's perspective, as going through an area you've already seen multiple times to reach something you don't really want to do but need to in order to progress is horribly unfun. That will happen to you, by the way. Even if you're a gaming god. Cloudbuilt has something hidden up its sleve specifically for people like you.
Enemies serve only to break the flow of gameplay. They make things minutely harder and more annoying in some sections and completely slow the game to a crawling pace in others, not to mention they're pratcically invisible on some graphical settings since they share similar textures to the backgrounds or terrain in some areas.
Glitches still exist since the dev seems reluctant to patch them due to the fact that it might affect speedrunning times, so if you fly through some wall at some point or get stuck on a decoration and die trying to get back to the main course, or even worse, get hit by an unbelivably large hitbox of an enemy which you can't see because you have the graphics turned down, you know who to blame.
The death spiral in the final level is an immediate -1 modifier in itself, since you can know exactly what you need to do and how you need to do it, but still get ♥♥♥♥ed once you hit an area that you haven't memorized because you would need inhuman reaction times to properly charge a shot and hit the 69 things that suddenly block you from progressing. You can't stop during this section either, since you're wallrunning, which I will now explain.
The wallrunning mechanics feel like crap, mostly becuase they rely on you using a limited resource, which sucks, and it, for some reason, expects you not to press space at any point during the run lest you ♥♥♥♥ing fly in a seemingly random direction, which also sucks. It also makes you drop like 20 frames when you're running at some specific angles, which really ♥♥♥♥s with your perspective.
Anything I didn't mention in so far is pretty good, like 9/10 I'd say. Soundtrack, overall visual appeal, the built-in speedrunning mode, oh wait not the story though.
♥♥♥♥ the story, it makes only some sense and tries to be artsy when it just comes across as pretnetious. Maybe I'm just dumb, though. You might like it. The game I mean, not the story. you'll invariably hate that.

Plays similarly to how reading the word bologna feels/10
-Really Weird Analogy magazine
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( 2.6 heures en tout )
Posté le : 25 juin
This is not your traditionnal 2D platforming because it's in 3D!! That's what makes it unique et different. I would recommend it but be aware that you'll probably rage against the game since the difficult level are obviously extremly hard. Look at how much hours I spent into this game and I'm already at the most difficult levels so it's not a big game. If you're looking for a quick enjoyable platforming game, this is the one!
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Lord Fancy
( 2.8 heures en tout )
Posté le : 24 juin
Cloudbuilt is everything good about fast paced platforming.
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( 0.4 heures en tout )
Posté le : 23 juin
i didnt like it and i cannot figure out why. i usually love platformers like this. like its ok, but I cannot justify the price for what little content there is
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Titan of Immdreihimm
( 6.3 heures en tout )
Posté le : 13 juin
looks great, and phew whata movement speed
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( 12.5 heures en tout )
Posté le : 12 juin
Breathtakingly gorgeous art direction (screw you PC gamer, hands down one of the best looking games I've ever played)
Breathtakingly gorgeous sound (solid voice acting, punchy sound effects, stellar orchestral-chiptune hybrid soundtrack)
Breathtakingly fast speed (eat your heart out Mirror's Edge)
Breathtakingly difficult gameplay (and I'm talking Dark Souls-tier difficulty here, easy)
Couple that with a simple but solid story and an excellent level editor and I'm absolutley shocked that this game never took off like it absolutely deserved to.
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( 87.1 heures en tout )
Posté le : 9 juin
Speedrunners wet dream. Figuring out the level and the routes to take, and then CRUSH those by finding glitches and exploding off mines to launch yourself further than intended and skipping whole sections of the level. Super fast paced and challanging.
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Évaluations les plus pertinentes  Dans les 30 derniers jours
2 personne(s) sur 2 (100%) ont trouvé cette évaluation utile
14.6 heures en tout
Posté le : 28 mai
Short review: Cloudbuilt is one of the best twitch platformers I`ve played and I would place it in the same league as Super Meat Boy and Dustforce at the pinnacle of the genre. The clever level design, tight controls and electronic/orchestral hybrid music are all excellent/enjoyable and make for a pleasantly challenging but fair game with a high skill ceiling. I wouldn`t call it an easy game but the fact that there`s usually multiple checkpoints scattered around each level and multiple ways to complete a level means that you can largely set your objectives according to your skill level as you gradually get better and discover the intricacies of the complex mechanics and each map`s layout/diverging paths. There is over 40 official levels and nearly all have multiple modes in which they can be completed (time trial, time trial with infinite energy, reach the end using the least energy possible) and there`s also community levels and a level editor with steam workshop integration. Improving your rank on the leaderboards and getting an A or S rank in each mode of a level will keep you busy for a long time if chasing highscores, character skins and achievements is your thing (I`m guessing minimum 20h-30h at this time if you just want to get an A rank once on everything). If this sounds like your cup of tea I would definitely recommend picking up Cloudbuilt for its engaging gameplay but if you`re looking more for a story or a game you can lazily cruise through you should probably look elsewhere.

Additional thoughts:

When I purchased this game I was concerned that the performance as well as the jet pack and shooting mechanics would be finicky or difficult with my set up (I play on a multimedia laptop with a gtx 850m and a wireless mouse). However, for the most part I`ve been extremely pleased, even impressed, with the performance on my laptop (I believe I`m getting 60fps on high) and the shooting+Jet pack controls feel consistent and usable even on a cramped laptop keyboard. The shooting at times breaks the speedrunning flow of the game but as I`ve gotten better I`ve found that you can often get by those sections by skipping the enemies and turrets. Also, the story, presented in short bits of monologue after completing a level, is not that well presented. It`s unfortunate because I like where the story was going but I just didn`t feel it was develloped properly or communicated well. However, all the story after the intro is skippable (thanks devs) so it doesn`t detract from the game but it doesn`t add much either. My only real complaint with the game is the checkpoint system since, as far as I know, I can`t disable checkpoints when going for a no-deaths run and when I die in a level and want to reset from 0 it doesn`t actually restart the level, it only restarts from the first checkpoint and removes one of my lives, adding a penalty to my score and making me need to "restart the level" using "l" each time I die before the second checkpoint or finishing the level. Overall, it`s a minor issue but it`s a small quality of life thing that I would like to see addressed in Coilworks` next game (also a replay system would be nice if you read this Gafgar or other devs).

If you read this far you should probably just buy it. It`s an excellent game, great value if you enjoy games like Super Meat Boy and Dustforce and I was not dissapointed with my purchase.
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1 personne(s) sur 1 (100%) ont trouvé cette évaluation utile
12.5 heures en tout
Posté le : 12 juin
Breathtakingly gorgeous art direction (screw you PC gamer, hands down one of the best looking games I've ever played)
Breathtakingly gorgeous sound (solid voice acting, punchy sound effects, stellar orchestral-chiptune hybrid soundtrack)
Breathtakingly fast speed (eat your heart out Mirror's Edge)
Breathtakingly difficult gameplay (and I'm talking Dark Souls-tier difficulty here, easy)
Couple that with a simple but solid story and an excellent level editor and I'm absolutley shocked that this game never took off like it absolutely deserved to.
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Évaluations les plus pertinentes  Globales
5 personne(s) sur 6 (83%) ont trouvé cette évaluation utile
2.0 heures en tout
Posté le : 9 mai 2014
"Beaucoup de nouveaux venus risquent de tomber de haut et de crier, avec beaucoup de mauvaise foi, que le gameplay est naze : carrément pas. Bien au contraire même, il a juste ces quelques défauts qui deviennent énormes au fur et a mesure qu’ils nous font perdre de précieuses vies. Il faut juste apprendre à faire avec, à les gérer, pour ne plus les voir et atteindre le bout de l’aventure en autant de vies qu’il faudra."
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2 personne(s) sur 2 (100%) ont trouvé cette évaluation utile
11.7 heures en tout
Posté le : 30 juillet 2014
Cloudbuilt était a 8€ quand je l'ai acheté il y a 3 mois et je l'ai fini en 10h le week end dernier. Surtout ne pas ce fier aux configurations minimum pour le jeu ! J'ai un ordinateur qui a 2 ans d'âge (c'est un portable) il arrive a faire tournoi les jeux tel que Sniper Elite V2, Payday 2 ou encore Nether entre 30 et 60 FPS (et pourtant c'est des gros jeux) et cloudbuilt tournait autour de 10 fps. J'ai pas testé avec les dernières mise à jour sur mon portable mais il est possible que ce soit fixe donc attention quand même.

Pour en revenir au test, si vous aimez Mirror's Edge et le Cell Shading (graphismes à la Borderlands), ce jeu sera fait pour vous. Graphiquement le jeu est super beau que ce soit en high ou low du fait de son style de graphisme. La musique est vraiment énorme, après avoir fait le jeu je l'écoute en boucle depuis 3-4 jours car elle me manque. La durée de vie ne dépend que de votre patience et de votre skill sur le jeu. Une personne n'ayant aucun réflexe ou autre arrêtera très vite le jeu après les 2 premiers niveaux de chaque zone alors qu'une autre continuera, débloquera toutes les fins et partira dans l'obtention des notes S sur tout les modes de jeu et niveau, ce qui peut conduire à une 50aine d'heure je pense. Pour ce qui est du Gameplay, tout est expliqué dès les premier niveau de jeu (tutoriel + niveau en combinaison) mais vous passerez pas mal de temps à découvrir deux ou trois petites astuces pour finir les niveaux en plus.

Niveau difficulté, et c'est à ce moment que l'on touche un point sensible, on passe du niveau que l'on fait pour la première fois (donc en découvrant) en 2min avec 1 vie de perdu au pire à certain niveau en 5min et avec 25 vie de perdu car la difficulté est très grande. Mais cette difficulté évolue petit à petit. Chaque niveau 1 de chaque monde a son niveau de difficulté et ainsi de suite jusqu'au niveau 4 (les niveaux de ending). Ainsi on est sur une difficulté progressive tout au long du jeu même si le niveau Redeployement fait rager sur la fin du jeu :s

Le jeu possède une 5éme zone, Ruins, comme DLC mais elle est complètement gratuite. Ainsi les développeur ont rajoutés de la durée de vie et des heures de jeu sur le jeu pour 0€, ce qui est énorme. Chaque zone possède un thème particulier et Ruins possède le sien également. L'histoire du jeu est aussi lié à la zone que vous finirez. Le personnage nous parle d'une chose qui lui tient à coeur tout au long du jeu en lien avec la zone et chaque ending nous en apprend plus. C'est un peu le story mode à la Dark Souls, ou il faut aller chercher les infos et relire les textes 2-3 fois pour comprendre le jeu.

Pour conclure, Cloudbuilt est peut être une découverte de l'année 2014 qui m'a le plus touché autant par son gameplay, car j'y ai redécouvert un Mirror's Edge, que ça difficulté qui ma fait crié plus d'une fois xD Je le recommande vivement car malgré c'est 2-3 trois défaut il reste un excellent jeu et pour 20€ (il me semble), vous en aurez largement pour votre argent vu le nombre de chose à faire. Si en plus vous êtes friant de succès, vous ne serez pas déçu devant la difficultée de ces derniers ;p
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3 personne(s) sur 7 (43%) ont trouvé cette évaluation utile
4 personnes ont trouvé cette évaluation amusante
4.4 heures en tout
Posté le : 19 décembre 2014
Meuh oui c'est clair
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0 personne(s) sur 1 (0%) ont trouvé cette évaluation utile
3.0 heures en tout
Posté le : 18 août 2014
Graphismes et ambiance magnifiques !

Réalisation impeccable, suivi actif des développeurs : ils ont par exemple créé un itinéraire alternatif totalement dépourvu d'ennemis pour satisfaire certains joueurs qui en avaient fait la demande.

Musique très agréable.

Bref, un jeu très réussi, à avoir absolument dans sa bibliothèque si l'on aime le genre !
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775 personne(s) sur 908 (85%) ont trouvé cette évaluation utile
13 personnes ont trouvé cette évaluation amusante
41.8 heures en tout
Posté le : 20 mars 2014
If Mirrors Edge and Sonic decided that they wanted to have a baby but then megaman x was upset cause he always wanted to have a baby with mirrors edge so he inserted nano machines to make the baby a bit more like him this game is what you would end up with!
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367 personne(s) sur 472 (78%) ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
Non recommandé
3.3 heures en tout
Posté le : 3 avril 2014
Solid core mechanics betray asinine gameplay decisions and "a speedrunner's dream" that ends up relying on memorization more than reflexes.

So, I started out liking Cloudbuilt, minus the plot that adds absolutely nothing to the game. Flashy levels and fast paced gameplay hits you right away as soon as you leave the tutorial, and immediately, you begin to die. You will die a lot in Cloudbuilt, but it takes the Hotline Miami aproach of giving you absolutely no downtime in between lives, a wise decision but one that is ultimitely undone when the game forces you to either restart the level, disregarding any checkpoints you've passed so far. Oh yes, you have lives. Want to know how many lives you currently have? Too bad. While you do have at least 15 or 20, you go through them so quickly, especially when you are first learning the ropes, that getting hit with that menu out of nowhere with those two equally confidence sapping messages can leave you wanting to put the game down for awhile.

Eventually however, you begin to train yourself to fire at mines while wall running, timing the wave cannons, and keeping an eye on the ground for crawlers through any foilage that might be obscurring them. You learn that if there aren't any lateral platforms to jump to, find the nearest vertical wall, because its more than likely you've reached a tower-like segment. That inital building of skill is a wonderful feeling rare in an environment of casualization like the modern Videogame industry.

Then the midgame begins and you realize the game you're playing has changed.

Tracks with clear paths and obsticles give way to tight corridors filled to the brim with mines, moving laser gates, undodgable sniper turrets, homing, shielded laser cannons that will follow you around, and other enemies that make sure you will take damage on your first run throughs, if you can get past them at all. And boy, do they do damage. You have no invincibility period between hits, so your life can be drained in under a second if you hit the right obsticles. And you will because, while the game up until then has valued a fast pace with a look-while-you-leap mentality, obsticles begin to be placed right around corners, on the walls of verticle wall-jumping sections where visibility, manuverability, and aiming is limited, all of this with that invisible life counter ticking away. You quickly begin to relearn the core tenants of what got you this far, at least until you've memorized most of the enemy placements, but thats the problem: Throwing yourself against this brick wall until you learn all of its nooks and crannies sucks any tension, real skill building, and fun out of the whole experience, especially when that ♥♥♥♥♥♥♥ menu forces its way onto the screen.

Its not that Cloudbuilt is a bad game. It just feels extremely unfocused very quickly. Take the jetpack for example: Its your main way of navagating terrain and obsticles, but its charge is limited, requiring you to be on a solid, horizontal surface to charge. This would be fine, except there's no real way to know how much you'll need for the obsticle ahead, so you might use half your bar traversing a wallrunning segment, only to need more than half to climb vertically to continue. This leads to moments where you're standing completely still after a failed verticle climb, waiting for your jetpack to recharge, surely taking damage if any enemies are around.

And speaking of damage, your gun is next to useless. That's usually not a problem because a skilled player can manuver around enemies and their bullets with relative ease, but sometimes the game will force you along a linear path filled with enemies and your gun, which can't even take out most dangerous enemies like the wave canon with a charged shot -if you have enough time to charge it at all, is simply not up to the task of defending you. You might suggest rapid firing the weakest shot ala Megaman, except your gun also has ammunition that must recharge after five shots, as much as it takes to kill the first enemy introduced. God help you if there are two of them. Shooting at targets while moving and dodging obsticles is hard enough, but when the reward for successfully doing so is minimal, it shifts focus to attacking the most dangerous enemy in the area first, which would be fine, but again, before long the level designs become such that you cant see what's coming, leading to more reliance on memory.

It all ends up feeling like its pulling in two different directions. On the one hand, you have the need to traverse the level, kill enemies, beat your best time, and look cool doing so, but on the other you have this whole resource management aspect that, frankly, takes more from the game then adds to it. Balancing these two might be possible if you could see what's ahead and plan your moves accordingly, but again and finally, you can't unless you've played the levels enough to have memorized a good deal of them, and I just don't find that fun.

But you might! Its definitely worth a try, but don't spend your money unless you're absolutely sure.
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213 personne(s) sur 297 (72%) ont trouvé cette évaluation utile
6.5 heures en tout
Posté le : 2 mars 2014

Here is my full review of Cloudbuilt. It is certainly an absolutely outstanding game and may very well be one of my personal GOTY's. My full thoughts can be found in the video above, but I would have no hesitation in recommending this game to anyone!

"Cloudbuilt is a third person platformer which revolves around speed running, in which you have to navigate each level in the quickest time possible, but what makes it intriguing is the fact that there is multiple routes for each level giving you different options on how to complete it."
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193 personne(s) sur 269 (72%) ont trouvé cette évaluation utile
Non recommandé
1.5 heures en tout
Posté le : 22 juin 2014
This is a game clearly made by a team of people that love precision platforming games--that much is obvious, and I will always applaud any team that makes a game out of love. Unfortunately, in trying to make a unique contribution to the genre, they've added a lot of needless complication and frustration that serve only to make the game inaccessible to new players and frustrating for all the wrong reasons. The overall premise is great, and the visual style is very fresh, but being that this is a precision platformer, the devil's always in the details.

First off, while the controls themselves are serviceable, and I feel like I could learn them just fine given the practice, the "rules" for how I interact with the world feel a little loose. Hands down the number one cause of failure I experienced was accidentally performing wall climbs when I meant to perform wall runs, and vice-versa. This interaction is controlled entirely by the angle your mouse is at as you approach it--point mostly straight-on to run up the wall and at an angle to run along it. Unfortunately, being a little too far one way or the other can mean you do the entirely wrong thing, wasting a substantial amount of boost bar at best or dying at worst. This was particularly frustrating when almost every wall in the game is blatantly placed for either climbing or running but not both--I knew what I wanted to do, the game knew what it wanted me to do, but the difference of a few degrees wrecked everything. Again, I know these aren't problems a pro would ever deal with, but as a scrub I'd appreciate some fudge room--maybe let walls that I'm "supposed" to run across fudge the angle a bit so I only run across them unless I come at them really straight. I know I'm a scrub, I won't ever get an anywhere near "good" time on a level without busting my ♥♥♥, but I'd rather fail because I made a bad decision or reacted poorly, rather than because the controls are merciless.

Speaking of merciless, I'm having a hard time seeing how it helps the game more than it hurts to have a limited boost bar. I mean, I can only assume it's limited because so many other games with similar mechanics have limited boost bars, but did the team ever stop to ask whether it was really necessary for THIS game? Any wall that's longer than one bar's-worth of boost has a full-boost-refill powerup halfway across it anyway, and I can still only jump once more in the air regardless of how much boost I have, so what does it hurt? The only thing that would be lost is limiting my ability to run straight up walls, but that's already taken care of in the level design--there aren't any walls that I could "cheat" by having unlimited boost, and if there were, putting a limit on specifically running up walls seems like a better solution. At the end of the day, the only thing the limited boost bar does is send rookies and experimenters plummeting to their deaths when they run out of meter mid-jump because they were a little inefficient--would it be so bad to let them finish the level anyway and just give them a D, rather than let them make ZERO progress?

The inclusion of enemies and shooting mechanics was an interesting one, but there were a number of details to it that were just baffling. First, I still have zero understanding of when enemies shield and when they don't. The fact that they seem to put up a shield when I KILL them rather than when I'm fighting them makes zero sense, as does the rules for when they revive. Is it on a timer? Is it when I get more than a certain distance away? I even encountered an enemy that chases me constantly with a shield up that never goes down until I get hit by it--that simply felt like a glitch, because I couldn't figure out any other way to deal with that enemy, which was a jarring break in the flow of the game. Perhaps the most needlessly frustrating enemies were the invincible missile-launchers that constantly fire persistent but destructible homing missiles. Why, of all enemies, would THIS be the one that I cannot destroy--the one enemy that I don't have the option of outmaneuvering and escaping? The enemy that, uniquely, can attack me from behind if I try to outrun it? In a game all about speed and agility, having an enemy that would EVER force me to stop, turn around, and shoot down an incoming missile seems like a mismatch. Really, the enemies are mostly fine, there were a few that made me question how much thought went into their design.

Perhaps the biggest frustration: why are there limited retries? I understand that If I were actually good at this game, I wouldn't need any retries at all, but I'm not, so I'm perfectly happy just trying to finish the level AT ALL and collect my D-rating. They were smart to include both static and custom checkpoints, AND a one-button instantaneous reset (which is great, and I think it should be standard to the genre) but a limited retry system on top of that serves no purpose but to frustrate the players that need retries the most. And then, paradoxically, the reward you get for getting high ratings on levels is... more retries! Does it make much sense that I only get more retries by proving I DON'T need them?

Lastly--and this is a minor quibble--while I found the little story wrapper that they came up with compelling, the monologues between levels had a little TOO much navel-gazing for my tastes. I always appreciate having a bit of narrative to chew on, but they might have been better served by going for something a little more understated.

Ultimately, I do respect this game for the love that went into making it, but because of its unusually unforgiving systems and somewhat scatterbrained design, I can't recommend it to anyone but diehard precision-platforming fans.
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