Sun Feb 07, 2010 1:57 am by Josiah
Some things to know. One of the game's first shortcomings is that there is little instruction, to the point of leaving out major, basic control instructions. Some of it I understand as exploring the game and having a good time with it as you learn its features. Obviously intended to be played over and over, so that's OK. But some of it is just... sort of bad or incomplete design.
*The W key will toggle your inventory. You start with inventory items, most importantly, the Jump Potion. If you press 1 you'll activate it and its effects will stay active until you use it (press X midair).
*The UP button interacts, so you can press it in front of the upper doors to enter them.
*There are cauldron-stirring crones that will take your collected red berries and make potions out of them. The Revive potion gives you an extra life upon death which is absolutely necessary.
*You are not killed by staying underwater for a time.
*Blue berries are instantly consumed when walked over. You can stack up to 4, allowing you to do up to a quad-jump, but if you get 5 it kills you.
*Hitting X jumps. Holding UP while jumping toward a wall or ceiling will allow you to climb it. Unfortunately, UP will also activate interactable things nearby.
*There are certain enemies (worms) that can occupy the same space as other level objects, making them undetectable. This leads to unfair deaths.
*I don't know if rats kill you, but I've safely walked over them when they appear to be sleeping or lying down.
*If you start a level and a question mark appears above the avatar's head, it means lava is going to rise and kill you. You must climb quickly. Wall-scaling is slower than the rising lava, so you need to jump to gain height, probably by using jump potions.
*You can be killed by fall damage.
*You can walk next to spikes, but cannot fall on them from a height.
*The game is unstable and seems to crash more if you hit the X button at the wrong moment at the title screen.
*With no front end to speak of, it appears there's no sort of meta objectives to satisfy, like the holy grail Spelunky. Having unlocks and ways to motivate continued play is something the game needs to work on.
Art Director - Novo Interactive