I've never been very interested in GD platformers, so this review will be something new for me. My biggest issue with platformers always tends to lie within the level's skeleton and design, as platformers rely far more heavily on game design skills than classic levels do. However, Rose Garden does a very solid job of being a standalone project, with rooms flowing nicely from one to the next, solid platforming and puzzle solving aspects, and cool extra content like the coins. The level's theming and overall interactivity with the player are good, nothing spectacular but the aforementioned coins, the spike gimmicks (especially the reversed spikes in the moon rooms) and the backgrounds are all very good. Additionally, pretty much every visual element contributed to the level's namesake theme - the rose tunnel is ever present throughout most of the level, the large multicoloured spikes and moon rooms feel almost like stained glass shards or windows, and overall the level feels very cohesive.
My only major complaint is that I just don't find it very fun to play. The gameplay is quite one-dimensional and linear, not giving the player much control over when or how they approach each room. This contributes to a noticeable lack of replayability with the level (other than to obtain the coins). Less linearity to the room order, more optional rooms, and randomised decoration/encounters would all be great things to try and implement to address this. Aside from that, the rose rooms could have used some more visual variation, as well as something to connect them to the moon rooms stylistically, but that's a bit more nitpicky and a minor flaw.
Despite me being the World's Biggest Platformer HaterTM, Rose Garden impressed me with its visuals, theming and interactivity. I hope that in the future, more levels follow in similar footsteps and create better standalone platformer experiences for players who are interested in them. I'd love to see this get featured or epic. Well done!
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sorry about this gang