Nice game concept with a rather good execution, and a very creative interpretation of the theme.
I do have a couple of gripes with it.
Firstly, there’s not much feedback to indicate progression towards accomplishing the objective - pretty much meaning that releasing the good endorphins in the game doesn’t really cause those same juicy endorphins in real life (ludonarrative dissonance moment 🙃). This also makes completing the game feel a bit less satisfying, because the end just kinda happens out of the blue, seemingly arbitrarily, with a reaction of “huh looks like that was the last one” rather than a feeling of satisfaction.
Secondly, I’m not too keen on the two dead ends in the level, mostly because getting cornered in them whilst looking for the yellow endorphins which spawn in them feels a bit cheap. This is especially problematic with the lower dead end (the longer one). When the yellow endorphins spawn there, the only thing which indicates that they’re possibly down there is the lack of yellow endorphins elsewhere - but even then, they might not necessarily be down there (making going down there an unnecessarily risk). And when going down there, it’s incredibly easy to get cornered by the blue endorphins without any means of escape. Sure, there is the strategy of ‘luring the blue endorphins far away and then try to outrun them in and out before they can corner you’, but that’s working on the theory that there won’t be any more blue endorphins spawning in whilst one tries pulling off this maneuver. However, the feeling of being pretty much required to tank a hit in this situation, regardless of one’s best efforts, does feel somewhat frustrating.
That said, still an amazing game overall.
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