The original Flywrench was released nearly a decade ago and became something of a cult classic within the Game Maker community, but we’ll be looking at the far sleeker, much longer, and just all-around better 2015 version. As a brutally difficult action game which isn’t quite a platformer, Flywrench tasks you with flapping and spinning your way through color-coded gates at lightning speeds in well over 150 levels. It’s unforgiving, it’s refreshingly original, and it’s a whole lot of fun.
Tag Archive: user generated content
Escape Goat 2 makes some significant improvements over its predecessor in terms of aesthetics and content, but wisely doesn’t shy too far away from the original formula. With over 100 rooms in the main campaign alone and a perfect blend of action, puzzle solving, and a humorously serious tone wrapped around its ridiculous premise, Escape Goat 2 is a significant improvement over its already rather good predecessor and it is sure to please newcomers to the action puzzle genre and veterans alike.
It only seems appropriate to bring Knyttmas to a close with a level I stumbled upon where Juni must save Knyttmas. This is a very peaceful level where the only remote sense of danger comes from a small amount of water which poses no actual threat and only really exists for the sake of enhancing the scene. The journey here is little more than a straight line back and forth with a few hills and bumps along the way, but this linearity is completely fine as the focus here is on providing a relaxing atmosphere with some nice scenery to look at. While platforming beyond making a few hops isn’t necessary, there are a few small secrets scattered around slightly off of the beaten path. I am also glad that the game makes players walk back to the start after activating the snow machine as it would have likely been easier to cover the journey with a few picture in an ending slideshow, but being able to witness the way the snow has changed the landscape on the way back is a great reward. Snow Machine makes for a wonderfully calming experience as its lack of danger and its straightforward approach properly capture the relaxing nature of taking a stroll through the snow.
Now here’s a good puzzle level! Entrapment makes full use of its room, cramming switches, puzzles, and paths into every inch of it. There are a good number of puzzles here and one aspect nearly all of them have in common is they require the player to figure out what even needs to be done in the first place. Sure, a mysterious old man may pop up occasionally to give some advice, but the hints remain vague enough that players will still need to explore in order to find solutions. Even when you figure out what needs to be done in order to solve a puzzle, the exact way to go about achieving the desired end result usually requires some additional consideration and/or a bit of platforming. Puzzles are also kept small and fast, making for an experience where you’ll constantly need to stop and think for long enough to make solving each puzzle feel satisfying, but where you are unlikely to get stuck for more than a handful of minutes at most. There are a few times in this level when it is not immediately clear if a puzzle has, in fact, been solved so a little more clarity in the form of a brief message could have been added in that regard, but other than that rather minor complain I think this is an all-around exceptional level and one of the best I’ve played in Below Kryll.
Even if it’s not exactly the prettiest level out there, Level 5 has some solid design choices. The initial stretch only has some standard platforming and quickly hands out new abilities, though even this part has a bit of a puzzle element to it when it forces players to find a safe route around an electrical enemy. Things get more interesting once you get the umbrella with a long downward obstacle course and some tricky gliding. The puzzle mechanics start to show up more clearly once players reach Level 4 and need to solve two switch code puzzles in a row. Finding the solutions to these puzzles is a small challenge in its own right and figuring out how to properly apply the hidden codes to the switches is another puzzling task as the answer requires the use of some deductive reasoning. The finale of the stage is the first part where Juni is allowed to break free from the otherwise mostly linear progression as players must navigate old areas in reverse with some new hazards in order to even find Level 5. Aesthetics are the only major weakness this level possesses as the standard Knytt Stories music chosen doesn’t mesh well with the graphics and the spikes can sometimes be hard to see, though I do appreciate the work that went into making the level transition ‘animations’ by rapidly swapping through several similar rooms like a video game version of a flip book.