Let's see: energy (water) system to limit free gameplay, farmville-style pay-to-clear timers, homebase town that unlocks parts of the game through resource-gated construction, upgrade systems are far more complex than the actual (minimalistic) gameplay, progression that starts out laughably easy but with an increasing difficulty to force players into expensive upgrade systems, pseudo player-vs-player mechanics to catalyze character growth via competition, and a cash shop designed to make all of these annoying mechanics easier to deal with...for a price. Yup, it may be in beta, but no amount of fixes can change the fact that this is yet another by-the-numbers, predatory pay-to-win game. Sorry, just being honest about what I see here.
This was a fun, relaxing, and overall enjoyable game that made me smile. Then, the last level happened and every last ounce of goodwill this game built up with me came raining down in splinters of shattered hopes and broken dreams. This is the level that should've been called "are you mad?"
As amusing as the theme of this game is, there's some lag issues as well as balance issues. The hippo/hamster match was way harder than anything in the ultimate faceoff bracket and even a few matches in the hydra battleset.
For those having trouble with the perfect jump badge, try this: Ignore every segment of your coaster aside from the first car--it's the only one that matters. You want the first car to land as close to the edge as possible. Jump early if you have to and tap for smaller jumps when necessary. Good luck!
For a 72 hour project, this was pretty decent and enjoyable, although I'll admit, I'm starting to grow phobic of platformers where there aren't any enemies to kill. After all, no enemies to kill means something far more sinister is lurking in the shadows--the dreaded "overly tricky wall jump boss."
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