| BengaBenga said: I really like it. I don't think I'm the right gamer for this though. My reflexes are too weak, lol ( there's a reason I like RPGs). It's very fast paced, especially the Challenging Mode. Really cool idea. I wonder how the other game modes play that are shown in the commercial afterwards. |
I find it more about mouse control than reflexes. Nothing really "surprises" (everything moves in a predictable pattern), just about getting the mouse in the right place to hit that combo.
Compared to the full game, the demo levels are a mixed bag. The challenging level is reasonably challenging (although way too easy for me now :P), with the "fun" level probably matching level 10-15 into the game. There are 5-6 training levels in the full game, that fully introduce all the game play fundementals.
...
The game is basically two parts:
- complete levels, and earn "stars" (every level has a 1..5 star ranking, each star matching a given score - a bit like a medal system)
- use accumulated stars to "Pacify gnomes" (yeah :>), gain access to new areas, explore the world, uncover new levels, etc
You also collect coins throughout the adventure, and "bosses" will trade your coins for a powerup. Each powerup makes the game easier, makes it easier to score more stars in early levels, and makes it easier to finish the later levels.
The 50 levels combine a series of different game play elements (bugs, bubbles, wind, colour mixing) with different flower layouts, physics, etc. Almost every one of them plays differently, and for some you need significantly different strategies.
On one of the more insane levels, you need to colour mix fireworks you generate (from combos), with fireworks from coloured bubbles - and use the resultant fireworks to feed the flowers. Nothing else works :P
Gesta Non Verba
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