Two-dimensional platform games seem to be a genre of boredom. Developing and successfully marketing is not as easy as it seems. Yes, the target audience of these games is quite wide. If you can hit the game, you will get a solid income. However, every two-dimensional platform game released today competes with games such as Celeste, Dead Cells, Spelunky, Ori, Shovel Knight. Even if it’s not directly competing, it’s definitely comparable. The standards that the players are used to have even overtaken the exchange rate.
If you are going to make a game like this, you have to be very confident in yourself. First of all, the controls should be very, very adequate. You’ve never had to have a very different mechanic or a nice art form. I regret to say that CreatorCrate does not fit into any of these categories. More precisely, it turns from the end just as it is about to enter.
For example, let’s take one of the most valuable components of a game, the controls. CreatorCrate tries to be a fast and chaotic game; The developer wanted to make the controls accordingly. Our very fast moving character lacks momentum. It reacts as soon as we press the side button. The same goes for jumping. As you hold down the key, the character rises, and as soon as we release it, it begins to fall as if its head hit the ceiling. While it may seem like enough to increase control on paper, it doesn’t feel natural when playing. When a hyperactive camera is involved, it’s easy to get nauseous. The developer should also be aware of this that he has set the camera movement reduction setting. Unfortunately this setting doesn’t make any noticeable difference.
Recycling is valuable (could be)
Let’s set aside the controls and look at the actual mechanics. What we call CreatorCrate is a Wall-E knockoff recycling robot. He can grind the garbage around and produce the tools he wants. When I say he wants, I’m not talking about every kind of item you can think of, I’m talking about natural, only the items he grinds. He can only carry three ground items at a time and can only craft them. The number of items it can produce is also finite with the total element size it grinds. Just as Wal can repair himself using the items he has stored at the same time. . . Oh sorry, CreatorCrate.
At first glance, it seems interesting that ammunition, health, and the resources we need to solve the little navigation puzzles have been combined in this way. However, even if you do not have a random weapon or item, you can quickly overcome the drawbacks. Taking the alternative route takes at most 5 seconds. Since you are moving very fast, we can go to the enemy and grind it. For this reason, there is no need for weapons most of the time. You usually spend resources to replenish life, but after a point, the game becomes very difficult and you start to die suddenly.
When you die, the game sends you to the previous save point and the parts after that save point are randomly regenerated. Naturally randomly generated parts quickly start to look alike and become very boring. Fortunately, when you get stuck somewhere, the easy mode of the game opens. Personally, after halfway through, I couldn’t stand it and turned on immortality and finished the game that much.
Are you sure you don’t like it? Would you look again?
Well, you know what could be worse than playing the boredom and the boring parts? Just like playing the boredom and boring parts a second time in a more difficult and gravityless way. Yes, the second half of the game is like that, unfortunately. It’s customary to stick to surfaces and walk everywhere without saying walls and ceilings, but it may be necessary to jump around the traps or escape from the enemies. Then you have four options: closing our eyes and praying, using the fan that makes it easier to fly and gliding slowly, shooting from the gun and trying to give yourself direction, or throwing the object in your hand and taking advantage of the momentum conservation.
I would like to dwell on the last option a little more, because it is one of the mechanics in the game that I cannot give mana. You can throw the item we have on the enemy’s head and use it as a weapon. Or, as I just mentioned, it is possible to use it to gain momentum while gliding in a non-gravity environment. However, this is not an easy task because you have to physically wave your arm and let go of what you have in real time. If you have tried to direct a character’s arm with the mouse before, you can predict the pain I suffer. Moreover, since our arm always faces the mouse’s side, we have to pay attention to the position of the mouse if we have something. Otherwise, the items in our hands may get caught on the walls or under our feet. It will be a very useful mechanic if it automatically throws what we have in our hands to the direction we aim at. It is really not possible to understand why the developer made such a choice.
This state of incompleteness in the game is also present in the visuals. In fact, each object does not look so terrible on its own. But each one seems to have come out of a different game.
If you are still not convinced by what I wrote, you can download the demo and try it yourself. Yes, I think one of the two positive points of the game is that it has a demo. The second point is that there are plenty of New Game+ modes. If you like CreatorCrate for some reason, you’ll have plenty of reasons to play it over and over again thanks to these mods.