Friday, March 20, 2015

Jack Ham Zero Debriefing

Considering the fact that this is a game built on the foundation of failed levels from the second game that I ever made, I'd say Jack Ham Zero turned out pretty well.

HOT POTATOES:

Some good, challenging puzzles, a badass soundtrack, & that trademark sense of humor upon which the Potato Clock Games empire is built all conspire to make this game just barely worth playing. I think it's better than Jack Ham's Maze of Tribulations, so I guess it's doing what a sequel is supposed to do. ATTABOY!

COLD POTATOES:

I mean, yeah, it's not actually good, but I can hardly hold that against the poor guy. If I'm forcing myself to be critical, though, I think the difficulty ramps up a little too fast, probably because the game started out as Maze of Tribulations "Brutal Mode." The early levels could stand to be a bit less. Brutal, I mean. I don't actually like the action sequences much (space shooter, sword-em-up, minecarts), they mostly just distract from the puzzling. So do things like lives, score, passwords (as opposed to auto-saved progress), limited restarts (because of limited lives), enemies all over the place that kill you if they barely touch you. I think this would have been a better game without all of those things.

CONCLUSION:

Look, people, there's going to be a third game in this series, like or not. I've got a pretty good idea now of what it's going to look like. Most of the problems identified above are easy fixes & that just leaves me to concentrate on the fun stuff: puzzles, jams & Jack Ham lore.

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