Teslagrad



Release: 2013
Developer: Rain Games
Genre: Puzzle, Platformer, 2d
Gameplay Stats: 4.6 hours, 25/36 achievements

Visual: This game looks great! It looks like a storybook in the way that the characters and environments are animated. There aren't many animation frames per movement, but it is a deliberate choice that I think contributes to the uniqueness of the title. The downside of this style though is that sometimes the edges of platforms is sometimes obscured and objects clip in an unexpected way.

Audio: The music for this game is classical and very charming. I don't think that I will necessarily aim to listen to this soundtrack again, but it was nice while the game was playing. The boss music was dynamic depending on which phase the boss was in and how much action was happening, which was a really nice touch. There weren't many sound effects in the game though, and I think this detracted from the overall experience. The ones that there were seemed of a substantially lower quality than the background music, so it didn't feel quite right.

Story: The whole story of this game is told through cut scenes with no words. The short introductory cutscene sets up the plot and more of the story is explored through little storybook style plays that are shown in the game. You can uncover more of the story by finding small scrolls littered about the game world or by checking out some graffiti. I really liked how non-invasive the story of the game was. It's almost entirely optional and the plays are paced in such a way that you discover more story between each of the boss fights.

Gameplay: The main conceit of the game is that there are red and blue magnets that you can control to varying degrees depending on how far you are into the game. I really liked the puzzles! They felt very clever and I felt bright for finding their solution. The controls are okay, but a bit floaty. The jump seemed a little inconsistent in some platforming sections, but that's pretty par for the course for a Unity title. Momentum felt a little weird, which kind of detracted from the experience of the later levels since it's so important to be able to move and shift your momentum to progress. Additionally, the map for the game was pretty bad. It was descriptive, but not be able to scroll or place markers detracted from the game a little. The whole game puts you a single mistake from death, but the checkpoints are located each room, so when you die you often only need to repeat a minute at most.

Overall: This game was cutesy. It seemed like a first voyage into video game making. It was pretty enjoyable, but rough. The difficulty was fairly high, but that's not a bad thing necessarily. This game would have benefited from a different engine though considering how Unity handles momentum. I think that the boss fights were an unnecessary addition that detracted from the game overall and they were easily the most frustrating parts. I wouldn't encourage people to play this game, but I don't think I would encourage them to either. 6.5/10

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