Indie pixelart? Check. Good ol' platforming? Check. Engaging storyline? Check. Immersive music, self-aware jokes, nationality of the authors? Check. Check. Czech. Only problem I've had was the inability to set difficulty - when you get stuck, you're stuck. The crow could give hints after several unsuccessful attempts on lower difficulty. Otherwise great fun.
This game surprised me. It reminds me of the original Prince of Persia, without the swordfighting but with fun puzzles (there is a bit where you can "fight" though but I won't spoil...).
When it comes to running and jumping, reaching for ledges and climbing up, timing your jumps. It has very similar mechanics to Prince of Persia and they are smooth! The controls are tight. The difficulty curve is perfect, it starts out easy and gets harder as the game progresses but it never becomes too hard.
The story is fun and has a lot of humor and makes you think about the reality of what's going on in the game... There are some trippy parts. All in all a very fun platformer experience!
This was a great puzzle platformer. It's got a 1984 vibe while also having a great sense of humor about itself. For the whole thing, I only found one puzzle that I was a bit clunky (turned out I was doing the right thing but at the wrong time). I honestly can't wait for these guys to put out their next game!
"There's always enough space for a new wall in the hearts of men." On the surface of it, this is a slow and somewhat pedantic platformer that still needs exact timing and near-pixel precision at times; a game set in a surveillance state whose history is more holes than plot and presented in often unskippable dialogues; and the humour is such that the show's basecamp is called HOT GULAG. Ouch! Yet, during my two 6-8 hour playthroughs, including 567 deaths in total, it really grew on me.
For one thing, it's immensely satisfying chaining together those methodical Prince of Persia style motions to complete an arena (to say nothing of solving puzzles with your sewer-informed body odour). For another, the game is a lot more conceptually coherent than it might seem. You may roll your eyes at cliché signs pointing out the total surveillance and required behaviour, but when those same signs have an F or an arrow pointing up, you thankfully obey yourself by pushing the respective keys. The eye that always watches the protagonist is of course yours- but together with the rigid controls and the consistent breaking of the fourth wall, the game challenges your superiority from the start.
On the last day "reality really becomes real," meaning you now jump through film sets instead of the places they're meant to depict. Also, the game suddenly seems to offer you a choice between paving your way with more civilian bodies, or going out of your way to spare some of them. Or maybe show runners and game devs alike just upped the stakes a bit to keep you engaged? The country has been divided long enough that it's told about in murals (walls praising walls), but somehow the hero's wife lives on the other side- or is this just the tragic backstory you expect from a nameless reality show contestant, granting you carte blance to kill your competitors? Are bad words in dialogues censored for the Wall Show or for Twitch? When have you last been actually in control?