Context
Aaru's Awakening is a hardcore platformer, with a unique, hand-drawn graphic style.
I first saw this game featured in GameJolt, and assumed that it was a result of a game jam.
When I saw it come to Steam, I was pretty excited to try it out.
Unfortunately, this is a game that seems to be constantly in an internal conflict regarding exactly what it's trying to achieve.
I've completed the game in about 3 hours, and then played a bit more to get some better times, and look around a bit more. If you go for the leaderboards, you'll certainly take fairly longer. There's also an hardcore mode that seems infuriating.
Presentation
The game is beautiful. I just played Child of Light, from a much larger company, and this game still looks pretty damn good!
Everything is highly detailed, the creatures look alien (in a good way) and the Bosses have a really nice design to them.
The menus and loading screens are also highly stylized, and give the game a very unique vibe right of the bat.
Even the animation is very nice! The main character follows the mouse-point/analog stick, with different walking animations depending on where you're pointing.
It's a pretty rare thing, especially with indie games. It's very well done!
However, despite being a beautiful game, it completely misses its target in regards to its genre :
hardcore platformer.
I'll go over some crucial aspects of the genre (regarding its visuals):
Conveying information
quickly, making it very clear what will kill you and what will not;
Good differentiation between foreground and background elements;
Keeping distractions to a minimum;
Clear hitboxes;
The second and third are, of course, to aid the first, the most important.
Of all of these, this game only manages the last. Its hitboxes are well limited.
All of the rest, unfortunately, has been largely ignored, it seems.
The game uses mostly one color palette, per worldOf course, it's an aesthetic choice. And the game looks good. BUT, when everything has very similar colors, you simply cannot convey information quickly. Many, many deaths have happened because I couldn't see the obstacles.
In a game that requires fast reflexes, obstacles are usually identified by peripheral vision. This game has none of that, resulting in a very
trial and error experience.
There's also the fact that some foreground elements seem obstacles, and you can never be sure until you run into them.
There's no time to appreciate its visualsIt's a fast paced game, with leaderboards. Your objective is to cross the levels as fast as you can. So... where exactly, does the player take the time to look around and be amazed by the game's amazing style? ... There's no time for it. Even the bosses. I've looked at them, but not for long at all -- otherwise, I'd be killed.
And it's really unfortunate. The game is beautiful, but it's mostly wasted potential.
The visuals are in complete conflict with the gameplay, instead of taking advantage of each of their highlights.
Other than that, feedback could be stronger, but isn't too much of an issue, as you die in mostly 1 hit. The "death screen" is also kind of annoying, but hey...
The
Music is also pretty good! It's very passive, though, with mostly eastern sounding melodies, with some
tribaltextures. I enjoyed it, and it loops well enough. It also doesn't restart when you die (that I noticed, as least), and usually keeps playing, even when you go to the level select screen. I would have liked it to be a bit more active, but it's mostly personal preference. It works well in the game.
I'll give the
Story a paragraph, this time around. I think it was cool, to give the game some context, but I also have 2 issues with it.
The story is "original" (i.e. not taken from somewhere else), but it was pretty cliché. What it did, however, was give a bit of flavour about the mythological nature of the game, which is cool! And it has a nice cyclical theme to it.
One of the problems is that it was very barebones -- which is understanding in an hardcore platformer. However, I would have expected some more to go along the visuals.
The other one is that it's told
exclusively outside the game. It's just a narrated piece of text between each world...
General Structure & Mechanics
The game has 3 tutorial level, and then 4 "worlds", with 4 levels each, plus a Boss-fight in the end.
Your character can walk around and jump, with a couple of abilities. The first is a
Dash, while in the air. This dash can break some types of walls, and otherwise works as a double jump, essentially.
The other is
Teleportation. You shoot a little ball of light, and then teleport to it. This ball richochets some surfaces, sticks to others, and can also be destroyed by some (and enemies). You can also kill some enemies by teleporting directly inside them.
With that, it's mostly a game of avoiding enemies, spikes, and pools (and other hazards).
It's also
sort of physics driven. I say sort of, because the physics are extremely artificial, and often cause more problems than it solves.
In-depth look mechanical issues
Teleporting into enemies to kill themEnemies kill you with one touch. I think the problem is self evident. If you do as much as miss the enemy by a pixel, you'll touch them after the teleport and simply die. This happens quite a lot. There's also the problem of "enemies that can not be teleported into" not showing any sign of that. So, you can also repeatedly try to kill them until you realize why you can't.
Enemies also shoot projectiles that will kill you and the teleportation ball. It's often a mess, with several enemies on screen.
Countless cheap and unavoidable deathsBack to trial and error. There are enemies that come from off-screen. There are other that walk into you immediately, when you reach a new screen (usually Boss fights that rely on teleporting into another screen).
Then, there are huge spiked balls that fall when you enter a new area...
The game is full of these deaths. You're focusing on one particularly challenging section, and when you're almost reaching the end, the game "surprises" you with more death. It can be annoying, since it's just about memorization.
Artificial physics The game has some ramps to accelerate you, and throw you into a fast paced section. However, these don't actually function according to physics. When you touch them, your speed simply goes from 2 to 50. Even if you touch the extremity of it, you gain exactly the same speed. If you want to slow down and do the section in another way... tough luck.
Then, there's falling acceleration. Of course, your speed gets higher as you fall. Unfortunately, the teleportation conserves that acceleration, which means that successfuly pulling a second one in the air is virtually impossible. I could have seen some interesting sections, if you could teleport and reset your speed... Yet another limitation.
Too punishingLevel design-wise, the challenges seem to long. Usually (and I've mentioned this in the Yury game), platformers have platforms that make you safe. This game seems to think that's too easy, and almost every platform falls. This stretches the challenges a lot, at times, and makes the game quite frustrating.
There's one chance for everything. You can't recover from your mistakes. If you miss a jump, too bad... Everything falls and everything is designed to kill you. It's simply not fun. And it's not a fair challenge either. (Super Meat Boy is one of my favourite games)
Conclusion
It's an ambitious effort! But, for the reasons above, the negatives far outweigh the positives.
Ultimately, it's made of pieces that don't fit together... Still, the talent it clearly there, and I'll look forwward to their future games.