There is something very tonally haphazard about Decompiled that I'm weirdly drawn to, like a once-groundbreaking Atari game made before people really developed conventions and skill of actual game design. If you've ever played "Pitfall!" surely you know what I'm talking about. That's not to say Decompiled is remotely bad by any convention, but it has that musk of a creator seeing what each button on the dashboard was like even many experienced creators many were doing in early 2.2. All of this is to say that Leal captured this essence despite being a very established creator and the level only coming out last October. Glory to experimental levels!
The general vibe of this level along with the combination of clean and pixelated art is a very weird but welcome one, and the gameplay is similarly strange, swapping between some weird pseudo-minigame sections and relatively normal ones on a whim. I would be lying if I said it was particular fun, but in its one way I guess it works very well? I still have no idea what to think about this level but it was good I think
This is an incredibly experimental level, so obviously not everyone will like it. I think the deco of this level is the peak, and the style is something I want to see a lot more in the game, the more detailed and kind of choppy pixel style. The highlight of the deco were the animations, especially toward the end. Gameplay wise, the sync is immaculate and makes the level very enjoyable, but the part where you have to hold is not fun to play because hold sections finish very fast and give no warning, so you'll have to react very fast.
Also this is surely at least legendary how did it get featured? I'm adding this to my "RobTop Robberies" list. ID: 659602
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sorry about this gang