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Twitch freddy spaghetti
Twitch freddy spaghetti












twitch freddy spaghetti

It’s a shame I don’t like the game more, because visually, INK looks pretty nice. I’m not saying it’s a design choice I agree with, or even one that I like, but if you tilt your head just so, you can kind of see where the developers were coming from. Looking the game logically - assuming you want to look at a twitch platformer logically - it stands to reason that paint-coloured surfaces may be a little slippery. Jumping sends paint flying, and, in the process, illuminates the world around you. The gist of ink is that you’re controlling a little cube who starts every level in the middle of nothingness. While you can get used to those things and plan around them, it makes for a much less enjoyable experience.Īdmittedly, I may be missing the point here. Landings are even worse, since you’re prone to sliding around.

twitch freddy spaghetti

Unfortunately, INK has nothing but room for stuff like that. As I wrote about a completely different twitch platformer not too long ago, games of this type need tight, precise controls there’s no room for floaty jumps or characters who can’t stop on a dime. The problem, however, is that while INK may put these obstacles in front of you, it doesn’t give you the necessary tools to solve them. Its aesthetic may be different (more on that in a moment), but the underlying approach is the same: you have to get from Point A to Point B very quickly, and all kinds of obstacles stand in your way. See, like SMB and its ilk, INK is built around short, very difficult levels. The more of INK I play, the more two things stand out to me:Ī) It’s heavily indebted to twitch platformers like Super Meat Boy andī) It took all the wrong lessons from said twitch platformers.














Twitch freddy spaghetti