
BE WILD! BE WONDERFUL! BE-WITCHING!
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I only played to credits + playing abit with the "pogo-mode" (I cleared the game unaware of this mechanic). I recommend watching the dev's own time attack videos of the stages to get a look at what is possible. Visual presentation speaks for itself.
Absolutely fantastic.
Fun game. Simple but enough interesting stuff going on to recommend it. My biggest issue is nowhere does it seem to tell you how many collectables are in each stage or what collectables you might be missing. But the game itself is still fun so if you're not one of those '100% completionist' types, you'll be fine
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Languages: English, Spanish - Latin America
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
https://youtu.be/zikGMJ_9Nu4 Very silly premise and style are carried well by responsive controls and varied level design to keep things fresh throughout.
Something was missing for me on the platforming that I can't quite piece out. Maybe a part of that was some hope for there to be more spots where Broomshred as a walljump would be required more, yet Broomburst and ceiling walking (which is sick, btw) handled most of the platforming and big skips that I magic'd upon. Like even when going through stages again to cut down on my times, it was a bit too much a chill jaunt with not enough stress to make stages memorable in terms of testing you mechanically. But aesthetically? Musically? This is one of my favorite games to just look at, and there are some real Sega-fied earworms among the tracks. I am in love with the hand-drawn artstyle that I already experienced in Disaster Arms, but it hit even stronger for me in SomnaBuster with things being less "industrial" and mechanical, and more dreamy, mysterious, abstract, etc. Awesome character and stage designs on display here.
Solid little indie platformer, cute characters and solid soundtrack, story is straightforward and decently written, a little under-cooked in a few areas like collision design and the clarity of pathing in certain areas but not enough to detract from the experience. I appreciate it not forcing an unreasonable length, it didn't really feel like I had downtime or that it was padding for time in any areas. If you are considering it and you like the genre it's worth picking up.
Chill, easy, short, great art direction, and very heartfelt imo. Maybe the sound design could use a little work, but all and all, a good, enjoyable experience.
labor of love to the 16/32 bit era that is ridiculously fun to control brimming with charm, from the sega genesis inspired music to the digital paint artstyle. BUY IT
Very fun game if you enjoy trying to master satisfying fast movement skills or if you enjoy time attack games. Nothing feels quite as good as being able to zip through a level bouncing off of everything like a pinball, [i]you're rewarded for knowing the levels well.[/i] Reminds you of classic Sonic in that way, but of course that also means that [b]stages will punish you for going too fast without knowing what you're doing.[/b] There are many pits to fall, fly, or spin bounce your way into, and it's impossible to see that far ahead going at max speed. While the health system is excellent, falling to your death costs you a full bar as opposed to everything else doing 1 damage which may feel a little frustratingly dated to some. The lives system is also a bit dated, sometimes it's better to jump in a pit to put your stock back at full when attempting a harder level. The presentation is delightful, nostalgic but also fresh, and I can't get the music out of my head. Few games have quite as much personality. The story is silly and whimsical but at the same time deeply personal. While I really appreciate the total time being a total of each level pb that you can shave down by retrying stages whenever, [b]it's SORELY lacking some quality of life for completionists[/b]: not being told how many cards you have left to find per stage is frankly criminal and for a game built for speedrunning telling me my time to beat/when I've gotten a new PB would have been nice. [b]If you're going for achievements[/b] I recommend doing all cards before working on getting your time down, I found quite a few secrets that way that would have saved me a good chunk of time getting down to 1:15. Also man I wish the font was more appropriate to the rest of the game's style, something more hand drawn and slightly pixelated...
Scrolling around the store, the art stood out to me, played the demo & now I even have this games art for wallpaper on my phone. The way your move set & the level design compliment each other is my favorite thing for example the bounce move easily shows the different routes to take if you use it a lot, you can even Megaman X your way up a wall if you wanted. Then in the other sense the levels mostly provide legroom for some fun if you're just breezing through. My biggest criticism is that there is a difficulty curve & the legroom gets narrow by the end which isnt bad but it did feel sudden so I was stuck in a couple of parts. The solution if that happens to you is to just use your moves a bit differently. If you like 2D platformers this is a good pick. Listen to the OST to!
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