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« on: December 18, 2010, 07:32:36 PM »
Monsterworld IV: Beat it. It's a much shorted game than Wonderboy III and V, but I find it more fun while it lasts.
Fighting is fun, at least while the game is balanced (I'll get more into balance later) as all of Asha's moves are useful, but not overpowered. I even found some effects that I don't think was intended to be an actual combat move useful. For example, if Asha comes into contact with an enemy and that enemy isn't attacking, she will bounce off of it unharmed. Sometimes I deliberately had Asha jump into an enemy to get her to bounce off into a better position.
You have a Papelongo with you, some sort of flying pet, that helps with the platforming elements. You can either throw it forward which will cause it to interact with the environment or you can use it to double jump. It's simple and works great.
The game is also really cute. The main character is a cute girl who's accompanied by a cute pet. When Asha finds an item in a treasure chest, she looks really happy and when she downstabbs, she looks really into it and so on.
There are two design decisions that hampers the game though.
I decided not to upgrade my shield in this playtrough since shields raises defense and I wanted to know if defense actually does anything. As it turned out, against the unbeatable plot boss I did take more damage than in previous playtroughs, but every other enemy in the game still only did one heart of damage. Environmental hazzards such as jumping into a bottomless pit, being crushed by a block and so on also only does one heart of damage. This is a problem since Asha will get more and more hearts as she progress. At the end she had about 25 hearts and an elixir that restores all hearts. Even if you play safe an uses the elixir with three hearts left, that's still 47 times enemies has to hit Asha to kill her. The first time you play the game this is actually plausible, as the game goes on enemy attack pattern and the platforming becomes really awkward. This is a pity since Asha has both great combat and platforming moves and deliberately frustrating them isn't a good idea. A setup where it's easier to avoid damage, but if Asha does get hit anyway she takes more damage, would have been better.
The game already has a damage=attack-defense system programmed in, it's just that said system isn't used in a meaningful way. Well, shields are nevertheless useful as they provide elemental defense (about 1/3 chance of not getting hurt by the elements in question) and the best shield covers everything except some environmental hazards.
The other problem is that the papelongo grows or otherwise changes between stages. This sounds like a fun quirk at first, but it ends up getting in the way of the game. The papelongo interacts with the environment in many ways and those interactions has unique animations. For example, he may blow out a fire. Now, designing new animations for a bigger papelongo was to much of a work to bother doing, so old areas are walled off together with the max health powerups you may have missed. For the last two stages the papelongo also goes trough a change that really makes the gameplay less fun. It's part of the story that the papelongo grows and develops, but for a game with such a barebone story, it doesn't pay to let story impair with the gameplay.