![]() See, the game expects your brain to work similarly to its developper and associate "left button" to "go left", but mine associates "press left button" with "push from the left" (thus "go right"), so everytime I need to use these controls, I have to take 2seconds to think about which button I should press. You don't have any control over the input. Why? Did I fall from too high? It didn't seem higher than the jump I made 2 seconds ago.ģ. You'd use your physics bending powers to go to a platform, but your screen turns red, you hear a "argh" and it's a fail state. It feels as though the paths you can walk on are restricted, even though nothing visually says so. A platformer with a timer where you don't feel like walking around because it's too slow and unwieldy feels like a game that should be patched up.Ģ. Your character is a snail that has as much control over its jump as you'd have over Superman 64. But there are a bunch of unpleasant problems:ġ. The idea behind the mechanics is cool: switching the gravity axis to find your way into a volumetric maze, that's neat. It makes the mistakes of some of the worst first-person platformers, and throws in some new mistakes with the weird controls. I may give Pulse Shift some more effort when I'm in the mood, but I'd recommend to avoid. Also requiring first-person jumps onto a single small tile that disappears at intervals, that's just bad. A physical body and feet would really help for jumping in first-person. The first person camera feels really distanced from your character. It's slow by default, but can be sped up with Control-clicks. The main gimmick is rotating, but it feels clunky. I figured it wouldn't be so bad, but several bad design choices lead to a frustrating experience.
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