It’s an all too common mistake made by developers of short games. New attacks and abilities are introduced as the levels progress, building toward a big climax. But the result is the entire game feeling like a tutorial, with only one proper level to play at the end. Predictably enough, Caster’s third-person action only gets going right as the game is coming to a close. And worse, this happens after barely more than an hour.
Your character, of the Caster profession, gathers a collection of ‘beams’ used as attacks, each with distinct properties. You’re tasked with destroying the baddies, gathering energy orbs, and occasionally healing trees, all the while using your super-fast dash and epic jumping powers.
Oddly, Caster could have been far more interesting. Two of the beams let you either remove or add to the terrain, Populous-style, and your enormous jumps lead to reality-rippling landings. Had any of this been used beyond getting a couple of orbs out of some liquid, it might have had a hook. As it is, the whole game is so elementary as to barely distract.
May 4, 2009
Log in using Facebook to share comments, games, status update and other activity easily with your Facebook feed.