OrangeRKN wrote:Lotus wrote:Other things like the controls and platforming are very basic though. Basic controls aren't bad per se, but for what seems to be a platformer at heart, it's strange that you're quite limited in how you can traverse the levels, even with the costumes.
I mean, I think they probably are. Movement speed is painfully slow, and I think this is partly responsible for the lack of horizontal distance you can get from a jump (there is also not much air control I think because gravity is quite strong so you get this steep curve on the drop). If moving and jumping isn't fun or effective then I think it fails on platformer fundamentals. None of the costumes I've used have passed that same test, like how the sheep's whole gimmick is floating in the air but the floating speed is
glacial. The delay on switching costumes kills any momentum in trying to chain their use together and makes the frequent requirement to switch a chore. There isn't any variation or moveset beyond jump and whatever one power a costume has, even down to things like jump being fixed height regardless of length of button press, no edge grabbing, no movement acceleration up to a sprint. Things like a lack of double jump aren't platforming necessities but they are popular mechanics for giving the player much more control and mechanical depth, so if you don't have them and opt for mechanical purity you should ensure the mechanics you do have are highly punished and fun to use. They just aren't. Also the camera is pretty janky, not exactly a surprise for the genre but still a valid complaint!
With this I meant that basic controls in general, in any game, aren't necessarily a bad thing, but in Balan Wonderland they seem too basic for what the game is and what you're expected to do in it. I was getting annoyed with the camera too, although I think that's partly down to me and a weird thing I have with the vertical camera controls (far too boring to go into) which doesn't help.
I definitely started out thinking the game was intriguing and oddly appealing, but that feeling waned as the demo went on (and it sounds like I barely scratched the surface of the demo).