1 Review:
UbersawMedic
Flawed but interesting!
A short, single stage-long game with focus on Celeste mechanics. You have air-dashing and wall-jumping. They interact really smartly with the kid's default move set. Instead of using a separate charge, dashing uses up your double-jump, making you have to consider which one of the two to use, but you can keep it by wall-jumping off walls. This allows the move set a lot of creativity in traversing through screens and even allows playing with momentum, which is always a great inclusion.
There are also a bunch of gimmicks imported from Celeste, like the dream blocks and the moving platforms. Both work as well as the originals, with the fun bonus of the controllable moving platforms feeling reminiscent of Kill the Guy's blue bullet bills.
As good as the groundwork is, though, the game suffers from a lot of flaws. With how ambitious the new move set is, it feels very janky at times. The only requirement for doing a wall jump is to be touching a wall (even if you are grounded yourself!), which will sometimes make you careen backwards straight into a spike when you didn't mean to. The momentum of dashes and wall-jumps feels unwieldy and hard to get a handle of, and sometimes up-diagonal dashes last more or less time without much consistency to it.
If the platforming were more lax, that wouldn't be much of a problem, but the other issue is how overly precise this game gets. Despite how momentum-heavy this game wants to be, it's plagued by gates and diagonals and tight maneuvers that have to be done while zipping all over the place, which can make for some really frustrating situations. And even worse is that most of the time the hardest part of a save is just a normal, tough, named jump, making it so most of the time you aren't interacting with what makes this game unique. There are a lot of end-of-save choke-gates and even a water diagonal for good measure.
To add to that, the levels get too long for how precise they are on the second half of the game. The fun drops off dramatically when you start going through the trade-marketed Celeste "Press multiple switches" levels, which, while the first one is cute, they quickly become tedious to get through, plagued with too many precise jumps that end up feeling like a chore to get through. Putting four multiple switch levels in a row makes it feel like mush very quickly.
All in all, even despite the controls feeling a bit janky and the levels being too precise for what this game tries to be, it still was a really interesting time! With a bit more polish and more open, fitting level design to the controls, this could really shine.
[1] Like
A short, single stage-long game with focus on Celeste mechanics. You have air-dashing and wall-jumping. They interact really smartly with the kid's default move set. Instead of using a separate charge, dashing uses up your double-jump, making you have to consider which one of the two to use, but you can keep it by wall-jumping off walls. This allows the move set a lot of creativity in traversing through screens and even allows playing with momentum, which is always a great inclusion.
There are also a bunch of gimmicks imported from Celeste, like the dream blocks and the moving platforms. Both work as well as the originals, with the fun bonus of the controllable moving platforms feeling reminiscent of Kill the Guy's blue bullet bills.
As good as the groundwork is, though, the game suffers from a lot of flaws. With how ambitious the new move set is, it feels very janky at times. The only requirement for doing a wall jump is to be touching a wall (even if you are grounded yourself!), which will sometimes make you careen backwards straight into a spike when you didn't mean to. The momentum of dashes and wall-jumps feels unwieldy and hard to get a handle of, and sometimes up-diagonal dashes last more or less time without much consistency to it.
If the platforming were more lax, that wouldn't be much of a problem, but the other issue is how overly precise this game gets. Despite how momentum-heavy this game wants to be, it's plagued by gates and diagonals and tight maneuvers that have to be done while zipping all over the place, which can make for some really frustrating situations. And even worse is that most of the time the hardest part of a save is just a normal, tough, named jump, making it so most of the time you aren't interacting with what makes this game unique. There are a lot of end-of-save choke-gates and even a water diagonal for good measure.
To add to that, the levels get too long for how precise they are on the second half of the game. The fun drops off dramatically when you start going through the trade-marketed Celeste "Press multiple switches" levels, which, while the first one is cute, they quickly become tedious to get through, plagued with too many precise jumps that end up feeling like a chore to get through. Putting four multiple switch levels in a row makes it feel like mush very quickly.
All in all, even despite the controls feeling a bit janky and the levels being too precise for what this game tries to be, it still was a really interesting time! With a bit more polish and more open, fitting level design to the controls, this could really shine.
Rating: 6.5 65
Difficulty: 60 60
Jun 30, 2025
Delicious Fruit
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