

The more I played past a certain point, the more it felt like a chore. If only a few levels were designed like this it’d be easier to dismiss that feeling, but after the halfway point most of them start to feel this way.Īnd while the environments and backgrounds might be fun and colorful, much of the playable level design is repetitive and uninspired. When I finally managed to land in the right place and stay put, it didn’t feel like I’d mastered the obstacles of that particular level it felt like a lucky run that I wasn’t sure if I’d be able to replicate. Other attempts ended after I landed on one of the higher platforms and bounced right off again. The first time, I was thrown directly into a connecting pole and bounced off the map before I even had a chance to move. Because you can only tilt the camera up so far, I couldn’t see where the finish line was - instead, I had to roll onto a ground-level platform that thrust my ball upwards and try to figure it out in the air. That’s exactly what happened in one of the levels that made me want to pull my hair out: before me stood a towering theme park ride made up of platforms connected to a pole in the middle. Early levels might challenge you to make your way around a winding path or keep your momentum going long enough to clear a gap later on, you’ll be thrust into the air by spring-loaded platforms and fail the level before you even have a chance to adjust the camera to see a hazard you didn’t know would come at you from that direction.

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