GameSpew's Reviews
As with every upgrade you achieve, the ferocity and volume of the enemy just increases, meaning you are pretty much always facing a losing battle
There isn’t any wall-jumping, double jumps or any other fancy manoeuvres, just pure precision platforming
Unlike other famous entries into the genre, with unique and conflicting level designs to offer a break from the monotony, 140 lives on that repetition
While plenty of levels will look like a Super Mario Maker level from hell, they more often than not are so intuitively designed that you may understand its complexity before you even realise it
At first King Oddball seems to be quite simple, and you assume that there isn't that much to it, but oh, how wrong you can be!
The action is expertly metered against moments of exploration and light puzzling, creating the right balance of highs and lows that promotes extended bouts of gameplay
The whole time you feel you are playing through a disjointed connection of apparitions that tie a loose story together, all a bit too far removed to create any meaningful attachment
Repetitive level formatting is a curse many roguelites have to contend with to some degree, but it rarely strikes as soon as the one hour mark
I have to give credit where credit is due and that lies mainly in the consistently stunning visuals, the beautiful graphics, and the interesting variety of music
[DOGOS is] an exact middle of the road kind of game that could have been something great for the genre if the execution was better implemented
It’s the sort of plot with so many layers, so many questions and so few definitive answers that it’s likely to keep you up at night
Inversus is a shining example of simplistic excellence, a beacon of indie hope amongst the AAA disappointment
[Emily Wants to Play] achieves what it sets out to do fantastically – scare the absolute bejesus out of you
It’s an interesting mix between butt-kicking horde fighting and resource-managing tower defence that challenges you to find the right mixture between the two
The bosses are easily forgettable, and are so simplified that the fights are actually more mindless and tedious than traversing your way through a level
Many of the puzzles, for instance, are poorly conceived or utterly obtuse, and there's an awful lack of direction that frequently puts a halt to your progression
It is unfortunate that the game is a rehash of almost every popular indie game from 2012 onwards, because it starts off fairly well
When a game has such a unique premise in terms of its gameplay, I find it disappointing to see it limited by the same traditional modes as in the average fighting game
The incredible proliferation of options when it comes to routing your way through some of the larger environments is a clear standout…
The vehicles radically change the gameplay but are in keeping with the outrageous power and unpredictability of Worms combat