Short review: Don't buy this game, even on sale. This game is bad.
I got the thing for free, no idea how, and will be deleting it off of my pc because I would rather have the empy hard drive space than own this game.Controls:
I don't know what people consider to be accurate terms for describing controls. Tight? Loose? Responsive? Floaty? The only way I can think to describe this game is "slippery". Your character controls like... other characters might in an ice level of a traditional platformer. Playing through eight levels of this game, I never got a handle on how the character actually controlled. When I jumped a gap I hoped they'd land where I wanted them to go, but could never feel certain. Vertical jumps were hit and miss; I'd make ones I didn't think I could, and miss ones I thought should have been easy.
But what about the character's attacks or special abilities? I can't comment on that because I have no idea if there even are any.User Interface:
It is at an absolute bare minimum. This game looks like it was made for a smartphone, with five massive buttons on the splash screen, all of which are just symbols. Want to know what the controls are, or change them? Too bad, no button for that. At least, not one that's readily apparent. Games don't have to have prompts to tell you how to do every little action all the time, but at the very least you should be able to look up your control scheme.
The hud is fairly bad. Your health-meter is a giant heart on the top-right corner of your screen. I have no idea how many hits I can take before I die, because it just gets smaller. You'll never be looking at it anyway, as it's pretty much opposite of the level time which is just a counting-down progress bar at the bottom of the screen. So yeah, everything is just vague.Art style: General:
Many of the elements of the UI and such look like they were made in Flash. Now Flash can be a great and amazing program; when I say "made in Flash" I mean "made in Flash and put on Newgrounds in 2002". Much of the art uses things like oval tools and such in it's construction, such as the cow-head logo. You know, like you'd use to make art in MS Paint? It looks lazy and amateurish.Art style: Character:
Character looks like they took a larger image and resized it at an unequal aspect ratio. No one wants to play as an ugly character unless you're playing a next-gen first/third person shooter ooh-rah.Art style: Enemies:
Some of the enemies look alright, but many of them are things like little green mice and other cute things. They look like they should be rescued by you, not that they'll harm you. Hit boxes are fairly hit or miss as well.Art style: Level / items:
You know, this is where the game is best... or least-worst. A lot of the art elements for the level design actually look pretty great. But there's a mixture of styles. You have these great shaded in-depth elements like rock pillars and platforms, or treasure chests, then off-set by cartooney coins or very flat-looking mine carts. It looks like several different people worked on different art elements and they just combined them together, rather than working together with one specific art style. It took me about four levels to realize that the pillars of flame shooting from the ground wouldn't hurt you but were actually just torches to light your way.Level design:
It's just platforming, nothing too amazing, right? Well there are parts where the game screws this up too. Some areas are only accessable by one route. That's fine for extra stuff, but when you have to transverse 2/3rds of the level to reach an area, then fall due to the poor controls, and have to start over again... in a game that's focused on timed treasure collection, that's fairly inexcusable.Story:
As far as I know, there isn't one. But games don't always need a story if they're fun. But since this game isn't fun the lack of story harms it more.Playstyle:
There is no consequence for dying. There isn't a lives counter and your health meter is totally ambigious. So you could die a few times in a level and not even really realize it. When you do die, you often respawn in odd locations; there are no obvious check-points.
When you are hit by an enemy you have invincibility frames, that's pretty great right? Except that you can't hit enemies during those frames either. So you may get hit by an enemy and then try to jump on another enemy, only pass through that enemy and "rematerialize" inside of them, which makes you take another hit. And sometimes you just go invisible, which isn't great in a game where you can't control your character very well when you CAN see them.
Oh and remember those minecarts I mentioned earlier? In other games you'd jump in one and it would "catch" you, like a bucket. Not in this game. You can slide or walk out the side of them. That's just poor programming.Final verdict:
There are elements here that could make for a good game, if more time had been applied, more experience been used... I really don't know. I can't tell if this was made by amateurs who gave it their all, or by a company that just slapped something together to try and make some quick cash. That's the boggling thing about a game like this; you don't know if it's failures should be depressing or infuriating.