by far some of the worst platformer gameplay i have ever touched. the repetition gimmick is interesting, and its fairly easy when you get the hang of it, but the gameplay is constantly being obstructed by the very good decoration. wish i could only talk about the amazing design this level has, but the worst sin it commits is by far making the actual obstacles nearly IMPOSSIBLE to distinguish from decoration elements. half of the time you have NO idea what are you dying to, and honestly, it’s a bit janky to play as well. cherryteam, please stick to harder levels, because at least half of them arent this bad
I do like the gimmick idea of having the same gameplay over and over again with different styles. However, it feels like absolutely 0 thought was put into the base gameplay which was really odd since it’s very clear that a lot of time was put into the deco.
Thomas Kinkade
Thomas Kinkade ahh level
Yeah just a bit of a mixed bag unfortunately. Some of the texturing and design here is great. Winchester showed me a bit of his section beforehand (he made the blue crystal section and also hosted the level) and yeah I think he did a great job. I feel like it might be his best work in the game. Kisss's section is also nice although its a bit static and I would have liked some subtle animations like moving grass and also a stronger foreground parallax. I'm not too big a fan of Culuc's departure from the previous styles, as well as the clash between certain visual assets within the room. Konsi's part might be the weakest imo. I appreciate the rendering idea on paper, but in execution its supremely messy and very hard to distinguish what is and isn't a platform.
Conceptually, I didn't really vibe with this. The different rooms really needed better tie-ins to one another, like how "Between Worlds" by xloco presents its different segments by sprinkling in common visual motifs. I also feel like there was a lost opportunity to express the degradation of an environment; It's admittedly hinted at but nowhere as focused as it should be.
Honestly my biggest issue, and something many people have brought up, is that the gameplay really felt like an afterthought. Bugs and unsightreadable hazards everywhere, and the main gameplay of the repeated room felt very clunky and awkwardly structured. Winchester's pretty chill though, and I do appreciate that he and cherryteam tried doing something different.
I don't really care for platformers, but this one caught my eye. I think this level has great deco with great use of lighting and does the realisticish style (idk what to call it) well. My biggest complaints would be the use of rooms which feels a bit redundant because its been done a billion times already.
despite that its very good overall.
gp repetition is nice but i didnt realise it before someone pointed it out to me. the deco isn't just overly representational of realistic trees and plants so it gets a pass from me. like there is some fantasy element in this that i like quite a bit
the gameplay is unfortunately extremely obtusely designed in this one. i would like the repetition gameplay much more if the gameplay didn't feel like really nerfed and shortened extreme demon gameplay. little indication of where to go and also poor indication of hazards which is really bad considering that the deco has a lot of jagged edges so hazards are by default made super unclear. also most of the ball part comes down to waiting for the saws to rotate in the right orientation which is unengaging at best. (3.5)
i really like sink's video review on this. very well made https://youtu.be/MCKM0nC9Jjs?si=i-c8MUFcyeofUxIK
The concept is really cool but the execution is really boring.
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sorry about this gang