That said, I do wish some of these aspects carried over from one level to another and didn’t remain contained to each section. Levels also have their own particular set of new mechanics and quirks that can put a spin on the core gameplay loop and allow for some stellar combinations. While some levels are very clear from the start, others force you to re-evaluate your moves and think before acting. These test not only your reflexes and coordination but also your thinking. All of them manage to explore different moves and obstacles to create incredibly interesting courses. Style varies with each level, giving them a distinct look and personality. Despite the detailed pixel art, smooth animations, and complex environments full of life, it doesn’t generate visual clutter. This game is packed to the brim with beautiful visuals. Developer Rami Ismail put it best in his “ 3 Things I Learned While Making Nuclear Throne” talk when he said that “good design is invisible” – a quote that had already existed, but is here brilliantly associated with these unnoticeable ways games change the experience drastically. What also helps in making the game feel good are some small, short-lived, but impactful effects that can emphasize some specific actions, such as screen shakes when dashing. At no point did I feel like I’d lost control of my character, thanks to these little “special cases” in the code that forgive some of the players’ mistakes. Some examples are the way you can jump even if you’re a few frames too late or how you can save yourself from a fatal death on spikes if you time your jump just right when landing on top of them (elegantly indicated by a quick screen flash and a “pop” sound, blatantly assaulting your senses with joyous stimulation), along with many other details that go by unnoticed but definitely make a huge difference on how responsive the controls feel. It does this with a few special cases added to the movement to make the game feel less punishing. That’s undoubtedly one of the most important things to get right in a game like this.įurthermore, Sunblaze tries its best not to feel unfair. Just moving the character around is extremely satisfying. Despite being simple, it effectively manages to provide immense depth to the gameplay through level design. The movement (that consists of a horizontal dash, a jump, a double-jump, and a standard left or right run) is responsive, smooth, and precise. The moment-to-moment interaction in this game is amazing. The game needs to be good in many other areas. However, the joy of overcoming these difficulties alone isn’t enough to create a fun experience and keep the players engaged. Finally beating that awful level that took you so long feels great and, overall, surpassing the challenges Sunblaze throws at you really makes you feel like you’ve accomplished something. But as it gets harder, your triumphs feel better. It’s a hard game that only gets harder as you progress and, trust me, it doesn’t make an effort to give you an easy time. It’s fun because you don’t know what other fascist dictator you’ll become next, keeping the experience fresh and full of surprises! Keep playing Sunblaze and a few levels in unlocks the option to evolve from Hitler rage into Mussolini-level rage. Does anyone remember that old Hitler rage video? Depending on who you are, your time spent with Sunblaze might or might not have you pulling off a good impersonation of it: “ ZIS BULLZHIT! SCHEIßE DU STUPID VIDEOSPIEL!!! I SWEAR TO ZE GOD I WILL KILL ZOMEBODY IF I DON’T BEAT THIS FICKEN LEVEL- oh, I did it! ”. Sunblaze could be classified as a “rage game”, meaning instead of shooting baddies, your main objective is to not shoot yourself in the head after dying in the same room for the 50th time. The soft cushioned walls will prevent your controller/keyboard from meeting a terrible demise on cold, hard concrete. If you’re not a very patient and reasonable person, you might want to rent a mental asylum room in order to play this game. Sunblaze is a very difficult Celeste-inspired 2D platformer, developed by Games from Earth and published by Bonus Stage Publishing.
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