I'd put down a 2.5/5 if i could, but between 2/5 and 3/5 i honestly had to pick the former. Really fun concept but requires far too much of the player without really signaling it to the player. Most games that are ridiculously hard, like IWTBTG, make it very apparent that this is intentional in how it presents itself both before you buy and within the game itself, but the basic presentation of both the store page and the game itself left me feeling insane and unable to tell if I was doing something horribly wrong or if the game really was just that ridiculously hard, and I only felt peace when I looked up reviews and found the consensus that this game is in fact "NES hard", though I'd argue it goes far beyond that. I got stuck at several points and was unable to finish.
Huge lack of Quality of Life features result in a game that requires such exact inputs that I can't help but wonder if the developers are either super-human or exclusively tested their game with the same stuff as tool-assisted speedruns. Several sections expected super-exact swing arcs (and I mean literally exact, you're expected to line up swings to hit multiple targets in a row several times over) that were extremely impractical, and some left it completely unclear what the intended path even was, requiring massive trial and error before I could even begin the process of attempting the correct path. The rope cannot be climbed up or down, and has no elasticity whatsoever, while sufficient momentum cannot be created while already hooked by swinging back and forth the way you would expect to from other grappling hook-based games. If your rope is just too long and you end up hitting the side of the platform just one pixel too low, there's no climbing up or moving back, you're just dead. The grapple also is a projectile that moves in real time when you press the fire button, creating a delay between firing and actually latching onto a surface that adds the need to predict in advance. Aiming the grapple is done using your movement, meaning you might need to rapidly switch between directions in order to grapple into the right direction while still keeping your momentum. Tack on high movement speeds and small screen space mean the platforms you need to grapple on could pass you right by in milliseconds, and add onto that a boost pad mechanic that triples that same speed, and you get a game that's nearly impossible to finish.
I don't think this game is a lost cause, but for any kind of followup, focusing on QoL is essential. As is, the game is either intentionally insanely difficult without warning that it becomes obtuse and unfun, or so lacking in polish that i cannot tell the difference.
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