Why We Can't Have Nice Things, or Tragedy of the Commons: Steam Edition
When Why So Evil was on Steam Greenlight, I voiced my concerns politely, but clearly. The developers did little to assuage my concerns, but I am nothing if not forgiving, so I decided to pick this title up and give it a fair shake. This game goes to show exactly what purpose Steam Greenlight served, because now that the gate has been torn asunder and the guardian slain, all manner of hellspawn issueth. And I don't mean in a good way.
This game has a 3D take on the Super Meat Boy style of challenge: unforgiving difficulty with unrelenting learning curve. I ended my first playthrough at Level 9, and I feel like, even in my short time with the game, I got a fair feel for how I'm going to like it long term.
First, the good: The designers show a good head for iteration. Each level (from 1 to 9 admittedly) showed decent improvement challenge-wise from the last. The game was, indeed, challenging, but with a game like this, being unable to beat it is not a fair argument for it being TOO challenging. For now, I will say that I got to level 9, and that level was too frustrating for me to beat at this time.
Now, the bad. The user interface on this game is bare bones, to say the least. Think "Air Control", but slightly better organized. There is no title screen, no introduction, just gameplay. While I can appreciate a minimalist approach to fluff before gameplay, one should seek to emulate Super Crate Box, not SkiFree. The physics in the game are very easily identifiable as Unity's base physics engine, with little safeguards applied to ensure regulation of movement. To be clear, I'm not complaining that the game is hard, I'm complaining that the controls are sloppy.
Now, we move on to the "Ugly". There's a "2P" button which doesn't actually function or do anything, though I don't know if I'd be willing to subject a friend to this experience anyway. The assets in this game seem thrown together, and prebought. I would have appreciated primary colors and shading more than neon floors in a winter background.
Now, let's talk about "no saving, no check points." When I asked the developers about this design decision, they told me they had decided it would make the game harder. This is, ladies and gentlemen, an example of "artificial difficulty". Level design done properly is "real difficulty". Making a player lose all of their progress for a small misstep is just frustrating. A game should be fun to play, even if it's hard or challenging. Now, some people enjoy the concept of hard core, permadeath style gameplay, and I can appreciate that. That's why you add a MODE for no check points and no saving, not make it central to the game. Hell, give people a special achievement for finishing in one go!
My real quandry with this game is I actually want to like it. The level designs I actually experienced seemed pretty interesting, but the thought of starting over at level one again didn't so much as frustrate me as it bored me.
Ultimately, whether or not I will recommend a game comes down to one question. If the developers offered me a refund and I never got to play the game again, would I take the refund? With this game, I would say "Absolutely." Take your $5.00 (Or 2.50 if it's still on sale) to greener pastures. Hopefully the devs will come to their senses and patch this game, and should they do so, I would be happy to revise my review.