There's Another One? =D

Review by casper11 on Friday, March 30th 2012
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Click to play Crafty Castle 2

Crafty Castle 2 is a game created by gamethomas

Well, here I am, with my very first MainSite review. It's rare that I complete a game, so, when I beat Crafty Castle 2 by GameThomas, I decided to review it, seeing as I was unlikely to get another opportunity like this. I played the first one, and, despite its ingenuity, it was rather repetitive. Let's see how this one matches up. 


Pre-thoughts - 

Having played the first one, and seen the demo, I knew that Crafty Castle 2 was very similar, but with more challenge, and more of the so called "WOW factor".  The thumbnail showed a maze-like playfield, with a few bits that looked like tinted glass. One of the more descriptive thumbnails, but it gave nothing of the puzzles or gameplay away. I bet GameThomas was thankful that it didn't reveal top secret information. I hope I don't accidentally reveal any top secret information, either.


Gameplay - ** 

Now this. This. This. Splode, what was I gonna say? Oh, yeah, I got it. Now this, is the most important part of the review. This is where I disclose the details of the game and account my opinions on alllllllll the different aspects. This is where I criticise the bad bits of the game and praise the good. Anyway, if I could stop whittering on for 5 minutes while I actually write it, that'd be reeeeeal nice.


I have to say, this new castle didn't quite live up to my high expectations, raised by the HYPE and Previews I'd seen. The gameplay was slow, the puzzles too easy, and the characters seemed unresponsive to the arrow keys. I think the fact that GameThomas used rotation to make the little smiley faces move caused the annoying slowness and lack of immediate response from them. I was disappointed that this degraded a game that I'd been really looking forward to. The lack of challenge irritated me no end. I mean, this was a game that revolved around puzzle, so when I found myself unhindered by the puny, insignificant puzzles, I began to give the game my frown of scorn. Frown of scorn. Sorry, I got sidetracked. Again.


It wasn't all bad, though; I noticed some new concepts and the traps weren't too bad, after all. I particularly liked the morphing machines, and thought that the fact my character changed was a neat little trick. The tied up Mister Smiley didn't actually do anything, in my opinion, but the shrunk Mister Smiley added in a nice little puzzle (mah brain lieks puzzlez). Don't worry, GameThomas, I won't tell them how you did it. If they're smart they'll've figured it out for them selves by now. I mean, it's only- m mm mmm m! (Gah, I've been gagged!). I liked the lava, even though it was easy due to the pain-stakingly slow speed of mister smiley. What I especially liked, though, was the water. It was used in an almost expert way, and made a lot of bits harder. Because you sunk very slowly, it made the manoeuvring around two rotating spikes very difficult, and added that taste of challenge that I'd been waiting for. Mmm, challenge. Challenge tastes like Paprika Pringles, or is it these Paprik- Oh, nevermind. Challenge tastes like lollipops, not stupid Pringles. I've gone mad. Again. There was a downside to the water, unfortunately. The upwards thrust was too strong, which meant that fiddly manoeuvres where intensely GGGRRR-worthy.


Next time I start whittering on about random things can you give me a virtual slap?


Right, so, anyway, this lollipop- I mean challenge - revived my hope that this game had the capacity to store awesomeness. I like games that have the awesomeness. So, with my expectations re-instated, I ploughed on. Plough- Don't slap me!


Another thing I enjoyed was the rocks. They didn't really hinder me; I just liked them. I may have wasted a minute or so trying to make one go over the top of mister smiley. I'm so easily amused, aren't I. I do think that they could have been used more. Maybe they would have worked on level seven as well as the one level they were in. But since when was I any good at this stuff; I'm sure they're fine as they are. 


Ooh, I found something else I liked! Pick me! Pick me! I liked the windows. No, I haven't got side tracked. Put your virtual slapping hand away. By windows, I mean the translucent, tinted thingy-ma-bobs, that only the mister smiley of the matching colour could travel through. This made you have to think a little bit and switch between characters, while deciding which to use first.


Level seven was the best true level, if you ask me, because the enemy was throwing blue, jelly-like balls at you. I never actually found out what happened when they or it hit you; I was taking no chances. In it to win it, that's what I say, though I very rarely manage that. This level also makes you think fast because, on the middle layer, the spinny, spiky thing is right behind you. This means you don't have time to carefully plan each jump, no time to carefully align your character, to check each landing; you have to run as if there's a fire behind you.


The mini mister smiley was kewlz, and the background design. As were countless other, mostly unimportant and design related, things that I've probably forgotten about. You're probably thinking I've forgotten about something major. I haven't forgotten. I just think this is so major it deserves a heading of its own. Look. :P


Bosses - 

Boss 1 was easy. Too easy, and not really in line with the difficulty curve. If there even was one, that is. You just had to get into a sort of rhythm and you could do it with minimal effort and still emerge victorious and unscathed. The conveyor belt was a nice touch, but I found that it could be used to make it easier. I'm not telling you all how. That'd be like helping you all cheat. If I help you all, you might beat me. Boss 2 was awesome, but still too easy. As soon as I found that the platform tipped, I was grinning like a deranged monkey. Except I don't like bananas. GameThomas does. BACK ON TOPIC! The fact that the platform swivelled a bit, ok, a lot, made this level harder. I was immensely proud when I didn't fall in. I managed it on my first go, with one life to spare. Yay, go me. And then there was the third boss. Boss 3 was the only level I had to try more than twice. I didn't have time to get out of the pit in the middle before I was gunged by icky spider goo. Yuck -_-. The conveyor belt was a hindrance rather than a help, this time, and the spikes were the cherry on this amazingly diverse cake. Those spiders were distracting. Very distracting. I did it, though. I think this was maybe the only truly challenging level in the entire game. The only level that involved true action, and required true skill.


Scores!!!!!!!!

Creativity -

_____/_____:
 

ZOMG! It was so ingenious and creative and awesome! All of the new concepts GameThomas unearthed in this game really increased this score. If I could have given it more I would have, but I can't. :(


Design -

_____/_____:
 

Again, a great design. This game was aesthetically pleasing, as well as well set out. Brownie points for Thomas, or maybe he'd prefer that really diverse cake...


Difficulty -

___/_____:
 

As I've mentioned a few times; a little too easy at parts, but the good bits made up for it, sort of. I reckon the entire game should have been at the difficulty of the last couple of levels. Difficulty shouldn't be everything, though.


Gameplay -

__/_____:
 

Despite the awesome bits, it was just too slow and a little bit too boring for my liking. If he ever makes another, he should probably look into that, and maybe make the characters move faster.


Addictiveness -

____/_____:
 

The game was boring, yet addictive. I found myself continuing to play after I'd been complaining to myself about how boring it was. I'm not too sure how that works, but OK... I'll have to get back to you on that one...


Overall -

___.8/_____:
 

Can I has clap for working that out in my head? I think I've pretty much justified this score already. Need I do it again? Yes? Fine. Despite its boringness, and the way it dragged on, and on, and on (a bit like this review), it was still fun and addictive. The design was good, and it was as addictive as these Pringles.


Conclusion - ** 

A great game all round, though it'd probably be a good idea to refine a few of the bit and bobs. I can't wait for a third instalment, maybe with my criticism of certain parts taken into account. With that in mind, I have only one more thing to say...


I wonder if my score has been wiped off the scoreboard yet.

 
 


Crafty Castle 2 Reviewed by casper11 on Friday, March 30th 2012. There's Another One? =D - A game review written by casper11 for the game 'Crafty Castle 2' by gamethomas. Rating: 3