Curse of the Sea Rats: Wounded rats

The developers absolutely correctly described the genre of the game as a rating-after all, everyone closed everything except art.

On paper (hehe), everything looked quite intriguing-a metro-vanning with rats, Disney visuals and the presentation of history, and in fact received a cringstest in history/dialogues and the maximum flawed platform with disgusting platforming.

Passing story

1700s, you play for a shone on board, returning to England from American colonies. The witch attacks the team, after which everyone turned into rats. The tie is not bad, and then no special development of history and disgustingly prescribed dialogs.

In general, it was necessary to initially look at the composition of the team in order to understand that this is, in fact, a game from artists (sometimes, however, such teams have unique projects. But in the case of metroidvania, smart designers and programmers are mortally necessary. Apparently, just with them the team is sad, t. To. Almost all aspects (except art) in the game are lame.

Closed the battles

Metroivania is about a convenient and captivating battles, gradually the discovery of abilities and locations, a return to old Loki to visit unknown places. Right there on all fronts failure. Double jump appears quite quickly, but does not particularly bring diversity to the gameplay. After some time, Dash will appear, and. Not only is it very slow, but NOMUNA does not give. This is generally a separate topic, given not obvious hitboxes.

Most of the damage https://betmastercasino.co.uk/ I received not from attacks of enemies, but precisely because of touching them. But here, the degree of fire can achieve even large cosmic proportions. Imagine your sprite and sprite of the enemy coincided. Your blows will not cause damage to the enemy, t. To. He is outside the zone of action, but at the same time, you will be damaged due to touching with his collider.

The very fighting itself at first consists of a blow -> waste or blow -> block -> blows. Well or jump enemies. Roller or dasha with Imun in the game. With the opening of skills, at least some variety appears, but it does not particularly heal the conceptually broken battles and balance.

At first there will be a lack of gold and shower, and at the end of the resources.

Everywhere chests

Almost every room. And they are crammed with all kinds of food, for the most part, which replenishes the hp/mana. As a result, this frequency and the absence of a normal reward in them completely leads the whole meaning of these. I don’t know where the designers looked when the levels were designed. In fact. chests are the smallest of the problems, the levels themselves are unlawful, especially the rooms with the platforming.

And no, the platforming is not complicated, it is precisely poorly implemented:

And everything would be fine if you, after each such accident, did not have to run for several minutes from the sailpointus.

And in the end (I do not think that this is a hard spoiler) we will be deprived of the opportunity to teleport and we will have to fuech through the entire map with their legs. At the same time, a bunch of passages will be blocked, and you will not know which ones. Loop you until you find an affordable location.

But do not care, we dance.

The last (well, almost) boss I had to kill several times, t. To. He can freeze. From what I realized, there the trigger hangs on the phase, and I briskly damaged the trigger that the trigger did not curse – the boss hung on 0 hp and did nothing.

And even in the credits they could not loop the animation. And the credits here last a few minutes (any aa will envy). Therefore, the twitching animation of the ship is not enough for you.

I understand, a fairy tale a la Disney, metro-vanning with rats. Sounds intriguing. So I got it when I got it on a kickstarter. But in the end, everything turned out to be completely deplorable. Of the pluses, perhaps, you can highlight music and art. Although, speaking of art, it is about style, t. To. There are very lack of personnel in animations.

I do not think that such conceptual problems can be solved by patches. And the game itself, if it were not for the intentional lengthening at the end, passes in 4 hours. I really do not recommend.