In Dewy’s Adventure, however, “fall out” is just one of many things that idly threaten your health bar. Slip him from the arena and you’ll suffer half an energy droplet loss. Oh have mercy on us. This is no careful balancing act, but a simple platformer with a dev team too lazy to implement the analog stick. It’s deeply telling that most of the game is spent on gigantic platforms ‘cause the control is so screwy. Way to compensate, developers!
No, the only time tilting seems to have defined the level design is during some nerve-shreddingly windy paths that more daring gamers can choose to explore should they wish to liberate all of Dewy’s pals. In terms of tilty moments specifically demanded of you, we can name only one - crossing a barrier-less rainbow path to the level exit. And that bit’s swearingly awkward thanks to Dewy’s dedication to handling like porridge.
Kudos, though, for all the heat puzzles. Cooling and warming Dewy (and the whole level around him) provokes very pleasant visual variation as the screen ices over and vegetation shrivels away, before sprouting back as you make it sunny again. It goes further than playing havoc with the ecosystem, though. Heating can raise water levels in colder levels, and cooling can harden lava, making this one game that dares do something with the obligatory ice and fire stages its traditional bent demands.
Ironically, most combat boils down to freezing Dewy and smacking the gormless foes - we counted about ten times in the whole game that a common enemy actually laid a hit on us. Sub-bosses and (admittedly ace) main bosses require more thought, as you try and combine icy and electrical attacks (courtesy of an evaporated hot Dewy) into deadly combos. Cooling a dragon’s lava breath to form a walkway to his noggin’s weak point will certainly make you smile, but it doesn’t make up for the (literal) rinse-dry-repeat monotony elsewhere.
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