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Title: Purple Heart
Genre: Adventure, Indie
Release Date: 27 Nov, 2017
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Awesome game. And it ain't easy boiz!. doesnt have letter "i" F*CK YOU. I wanted to like this game, I really did. And by all means it's not that bad, but having the jump and interact button both A? Made the game unplayable for me. I went to a terminal that was in a small pit, and when trying to jump out, it just keeps interacting with the terminal. I've tried everything, I'm stuck in the pit. I have to activate all terminals so it's necessary to go in there. I'm just not able to progress any further :\/
If the developers fix this then I'd gladly recommend it. But until then, sadly it's a no if people are just gonna get stuck here.. Good concept, but the execution is lacking in many areas. I liked the overall aesthetic with the pixel art style, and the lighting effects were atmospheric and thematic. I lost interest quickly though as the controls were just too clunky. It's a shame because I feel like this game could have been really good - especially for the cheap price tag. A few points of feedback:
Jump and activate *need* to be a different button. Several times I got stuck in an area where there was a console to activate, and short walls on both sides. This is effectively a soft lock as you can't jump away with the console close enough to think you want to press the button again instead.
Need some control over the dash length - the times I got stuck in the corner with the console were due to the dash length being so long that it took me into the inescapable hole.
Jump physics could be better - the player character immediately stops drifting up once you let go of the jump button - this is unintuitive.
Wall jump controls are clunky. As it is, holding towards the wall and jumping sends you straight out - a useless angle in most circumstances. To jump up, you have to hold two keys. To jump up and then out, you have to hold two keys, then swap one mid jump. None of these are intuitive. The mechanic is clearly inspired by Megaman X, and this game could do well to model after their walljump physics.
The developer mistakes lack of visual cues for "difficulty". Hiding spikes behind the walls and not having them show up until you are close enough to die from it is not difficult - it's poor game design. In a good game, the player can see a location\/object and immediately tell whether or not it is safe to be there. Consider dark souls. The player is never wondering whether or not the monster with the giant pitchfork is going to hurt them. The difficulty is not in identifying the threat, but rather with dealing with it.
Ironically, the game holds the players hand through things that are painfully obvious. Example: there is a block with a skull on it. Even if the player has never played a video game before, they should know better than to step on it, but the game unhelpfully reminds them not to anyway.
There are a few gramattical missteps in the dialogue as well.
It's for these reasons that I can't recommend this game. Were the developer to release a patch that addressed the clunky controls, softlock issues, and problems with clarity, it would absolutely be worth the cheap price.. Awesome game. And it ain't easy boiz!. Fun little game that can be quite challenging. Nice music and levels.
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