![]() The aesthetic hearkens back to the Yoshi’s Island series, which is very easy on the eyes and lets the player see exactly what’s happening on screen. The overall level design, on the other hand, is where this game truly shines. Oh, and a designated run button would’ve been nice too. It may sound like I’m trying to nitpick here, but this one jumping mechanic will definitely start to grind your gears over time. You can, of course, use a ground-pound to fall straight down, although it doesn’t always solve the issue. The thing is, every time Pablo leaps to the left or right, it pushes him a bit too far for these sections which can cause the player to tumble off the side of a platform. The only issue I had was with some of the enemy encounters, where you’d have to jump within the confines of a small platform to land a knockout bonk on their heads. Not to say they’re bad or anything at all, they work almost exactly as they should. #Grapple dog zipSince it can only be aimed in three directions above our doggo friend, Pablo, it’s a breeze to zip across parts of the stage.įor the normal jumping controls, however, I felt like they slightly missed the mark. Sooner or later, players will be swinging across chasms, linking one shot into another, all the while adjusting the chain length to add extra momentum into jumps for the trickier platforming sections. Since it can only be aimed in three directions above our doggo friend, Pablo, it’s a breeze to zip across parts of the stage. It can’t latch on to all surfaces, although the grappling hook is very easy to use. ![]()
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