Playdate Season two, part three
Welcome back my friends to the show that lasts for three more weeks. We are now at the halfway point. Any profound observations? Nope! Here we go:
Okay, we start with a rhythm game, which isn't necessarily a bad idea--the system DOES have a robust sound system. In this one, you control, Otto, a sea slug* who has to visit different planets to play songs with aliens. You control a paddle on the right of the screen that you can move up and down with the crank. Notes approach from the left and you have to make sure they go over the paddle and then press A. I realize that it can actually be quite difficult to describe slightly unusual gameplay like this. At any rate, do this a dozen or so times and bazang, you win.
*I swear, I had NO idea what Otto was supposed to be. Dog? I was thinking. Cat? And then I looked at the game's playdate page, and there you are. It's safe to say that I paid extremely limited attention to the story here--but even if I'd been more responsible...would I have gotten that he was a sea slug? I have my doubts! Anyway.
-----
I had an odd journey with this game. When I first picked it up, I went through the tutorial and then when the main game started very quickly put it down, because even the first two songs are just impossibly hard. I finished the first one by the skin of my teeth, but the second--nohow. So I just gave the whole thing up as not for me, and further, I resented the fact that you have to use the crank to move your paddle, when it would obviously be SO MUCH EASIER if we could just use the d-pad. The crank can enable interesting new kinds of gameplay, but when it's just making easy tasks hard, I say: no, sir!
But then, I decided to go back and try it one more time before I passed judgment; to see if maybe there was just some little thing I'd missed. And suddenly...the game was A LOT easier. I don't think that's just subjective; people were complaining about the difficulty level, and the developer I think had adjusted it in some way. So...yeah. The crank is still pointless, but it doesn't really matter now. The casual mode, which had been close to impossible before, is now downright...casual. It allows you to play through and mostly enjoy the varied songs and silly but fun-enough story. Hard (yes, we go straight from casual to hard) is harder, but not, from what I saw, impossible, though I didn't go too far. Insane may in fact be impossible.
One very odd thing, though: I was toying with the idea of playing through it on hard. But the thing is, the game doesn't acknowledge that you've beaten different levels on different difficulties. That is to say, if I beat a level on hard, I can't impress my little friends down at the schoolyard by showing them the star next to it, because I can't prove I got that star by beating it on hard. It could've been easy. YOU don't know! I dunno; I could play through all the levels on hard if I wanted, but I need some motiviation, however small. Like when you played Perfect Dark and you got more stars for completing higher-difficulty versions of levels! This is how games work, people!
To its credit, the game DOES also include a bunch of bonus songs--taken from other Playdate games, which may blow your mind if you're as mildly stoned as I am. That's good! There's apparently even a way for people to make their own levels and share them, but that's a bit too much for me to bother with. That's on me, though; it's still a nice inclusion. I'm not kidding, though: I think the developer REALLY missed a trick by providing no motivation to beat every song on every difficulty.
Still, a lot better than I thought it'd be at first!
So here's an action-puzzle thing with some clear Snake DNA. You control a weiner dog; your child owner throws a ball, and you have to retrieve it--but first you'll have to look for food, to increase your length, to get over long gaps and whatnot.
One thing I DON'T like about this game: whenever you complete a level, you have to do a little cranking to make the dog shit, according to how much stuff you've eaten. And why is this there? I mean, obviously, because it's meant to be funny, and I'm not going to act like I'm too highbrow for such filth or that I'm trying to be a prude, but look, come on, this shouldn't have to be something I need to explain or justify: just don't include dogshit segments in my videogames, okay?
HOWEVER, other than that, the game is pretty fun. I found the controls quite awkward at first, but they work well when you get used to them. You have a time limit, but the only result if in runs down is that this Baron-Von-Blubba-style ghost dog appears (it also appears when you grab the ball), and it can't actually kill you; it just momentarily stuns you if it touches you, and also takes the ball back if it can. That's fine, though there was one instance where a bug required me to restart the level: the dog just going apeshit on top of me, and me unable to move or react in any way.
I really wanted to play more of this, but alas, I got stuck on the seventh (or eighth? the game has a level zero, so I get slightly confused) level, and I'm not at all sure if that's my or the game's fault. There's a pit that you can enter, and you can get a few food items there, but then there's no apparent way to leave, and I cannot for the life of me find any more accessible food. Extremely frustrating.
Still fun, still worth playing, but I maintain that level seven is, at the very least, poorly clued. Seriously, after writing the above, I went back to see if I could figure it out if I just tried ooooone more time. That turned into several more times, and the answer is: nope! Come on, man.
VITAL UPDATE: I tried again, and this time I figured it out! Boom! My problem was that I'd forgotten about this sniffing mechanic which can net you extra food; I'm pretty sure this is the first level that requires it. The fact that you can so easily soft-lock yourself in the level is STILL a bug, though.
Oh yeah, we also have Blippo+, which continues to mildly amuse. Um...excelsior!