[SKR] Did Ya Miss Me? Oh. Okay. :/

Review by stanleykitten on Saturday, June 2nd 2012
Click to play Shift

Shift is a game created by reverse

Welcome to SKR, "Because we can".

Game: Shift

Maker: Reverse

Type: PPG Puzzle

How Far Did I Get before I Failed Miserably: Level 7


Hello again and welcome to another SKR review. It's been a long time... My special reviewer writing pen has grown dusty and gathered cobwebs. I even have to lick the tip constantly to keep it flowing (Giggity). But I went through the periluos tasks of writing this review so you, the audience, could read it. Thanks for coming, all four of you. It means a lot. Anyways, today I'm reviewing an intriguing looking game called Shift. The game was already featured, so that meant it must have been of a high standard. But you never know, some very strange things have been featured. Stranger things have happened. The thumbnail looked, to be honest, sort of ugly. It was really spread out and the space could have been used much better. The background is white, bordered with some angular black walls. Pretty boring. But meh, you never know. I click on the game. (Interesting review so far, huh? I told you I was rusty.)


General Gameplay- After a nice intro, you journey into the game. The thing is gigantic, and very easy. Luckilly, this is only the first level and the speed picks up rapidly. The game is based off of 'shifting' from one pull of gravity to another. I don't know about you, but I've really always wanted to walk on my ceiling. You switch your directional pul by running into a little box with an arrow pointing towards which way you will fall once you touch it. Needless to say, this is fairly disorienting as the controls are constantly switching. Your main enemy in the game are some rather nasty looking spikes that kill you. Another element are break tiles, which you can only break when they are directly below you (So if it was on the wall or ceiling you would have to flip). This adds to the puzzle aspect nicely. It's also really fun to break them. Whenever I do it, I do my black Tobuscus impression. "SUPPA SLAM!!!" Yeah, somehow this guy figured out how to make it so that instead of double jumping, you do SUPPA SLAMs, where you gather up all your power to annihilate those textured break blocks. And yes, I will type SUPPA SLAM every time I mention it. A third element of the gameplay are Surprise Blocks, whichare easilly identifiably with their question marks. They're not really much of a surprise though, they usually only remove a block from the screen. You can also die by trapping yourself or falling out of the screen. It's really, fun, although there is one problem. The jump is messed up because of the SUPPA SLAM thing. Perhaps it is jacked for some other reason, but either way it is very annoying to come to a halt before you can jump. That's pretty much my only criticism for this category, and it was a pretty minor factor of the score for this section, a perfect 5/5.

General Gameplay: _____/_____

Decoration/Block Placement-

Despite the boringness of the thumbnail, the decor really picks up place. It keeps the black on white theme consistently and rarely uses color. The spikes have nice graphics, and I'm pretty sure they are original, which I really appreciate. To win, instead of a cliche coin, there is a swirly magic portal. (If you look at it too long, you will most likely go blind) I appreciated that, too, even if it didn't quite go with the rest of the decoration. Instead of using normal rectangle shaped rooms, they had interesting angles on the ceiling. There was often spikes on various sides of the halls, which most likely you would kill yourself on at least once. Every spike planned to murder you, but it still did add to the ambiance. The simplicity was nice, and it did wonders for the game. Not only did they look nice, but these architectural features were not only for beauty, but also purposeful. If you walked by a ceiling that looked like stairs, you would most likely end up walking on them some time in the future. Most likely these oddly shaped enclosures, like the spikes, were placed that way for the game instead of to look pretty. The only mess-up in decoration I detected was in level six, when the spikes where misshapen. I really hope this was on accident, and the creator just accidentally made some of the blocks the wrong size and bloated the graphics. I'm going to give him the benefit of the doubt on this one, but it does display a little bit of carelessness. Never do anything like that, make everything consistently the same and randomly change it unless A) It is the last level, or B) You change lots of other things too. Because of this slip-up and the bad thumbnail, I have to give it a three out of five.

Decoration/Block Placement: ___/_____

Puzzles/Traps- For a puzzle game, I can already tell you this paragraph is going to be pretty short. There weren't too many puzzles involved, it was just trying to get to the gravity turner, jump over that one, get to that one, don't fall in that hole, jump over that, the end. Further on in the game this gets better, because sometimes your view can be obstructed by some blocks (Removable via question mark blocks), so I guess the whole game is sort of a puzzle, which is pokay. However, I would have liked to see some individual puzzles. These are fairly hard to make on the PPG, so this is hypercritism. of course, that leaves very little to say. This game leaves even less to say about traps. There were onlt a couple that I detected, and most of them were on accident (falling back through that hallway after switching gravity, finding out unhappily you can't reuse the gravity switchers). I would have liked to see gravity switchers that you weren't supposed to use that plunged you into a deep hole you couldn't get out of. The few puzzles were so effective though, despite the fact that the traps were lacking, I have to give it... Eh, a four.

Puzzles/Traps: ____/_____


At first I was thinking to myself, wow, what a great concept, how creative, but I would like to point out this is already a game ( Shift). I found this scrolling through the comments, Thank you very much Potatomash. Even if the concept was unoriginal, it was still interesting to see how he transitioned the idea to the somewhat limited PPG creator. This almost made me admire it more. Also, other than the idea, he did everything else completely original. So I'm going to give this part... Eh, let's give it a 3/5.

Creativity: ___/_____


This game was fairly challenging, but I managed to get to level seven with a bit of perseverance, and I bleep at gaming. Many people could win it, I'm sure, if they had the drive. It's only a matter of time before someone beats it. Trust me though, it wasn't a piece of cake getting to level seven. I've died more times than Phil Connors. This game put's Punxsutawney's suicide rate to shame. (You sux if you didn't get that reference...) Anyways, Even though I got pretty far, that's just because I'm just stubborn. Most 'normal' people wouldn't have gotten that far, and pro gamers could've beaten it fairly easilly. That places it just about perfect on the difficulty scale, maybe a bit on the easy side. The fun aspect was also good, and it wasn't so challenging you ragequit after level two. You could get far enough to see what a cool game it was, get stuck, and do something else. Perfect. Don't forget about SUPPA SLAM, too. That was really fun for me for some reason. I think I'm going to have to give it a four out of five, because it could've been harder.

Fun: ____/_____

How Does It Work?

I'm sure That at least a couple of you are trying to figure out how this works. Well, First of all, I'm not sure how the SUPPA SLAM works. I think it has something to do with the gray character that you see when you start the game. He might have a jumper pointing down. Not sure exactly how it worked, but SUPPA SLAM was definitely a very cool element of the game. How did it shift the gravity, you ask? That one's easy. Behind the shift graphics was a spawner for another character. When the first guy comes along, they have the same sensor layer. This sensor layer removes the player and tells the spawner to unlock. It spawns out one player and it's work is done, and it can't be used again. However, it can't work like this because then every time the player touches anything with that sensor layer, IE the question blocks, it would disappear. So, as far as I can tell, it seems like the player pushes an invisible block into the spawner, and that turns it on. That's why you have to go all the way into to holes to activate them. I felt like I needed to add that for some clarity, and I'm planning on doing this on most of my reviews from now on to add clarity and help you, the audience, improve your games.


General Gameplay: _____/_____
Decoration/Block Placement: ___/_____
Puzzles/Traps: ____/_____
Creativity: ___/_____
Fun: ____/_____

Total Score: 19/25

This was a very nice game, and it most likely deserved a better review. It definitely deserved it's feature, but don't expect it to get EGL or anything. Reverse, keep making games, you have fantastic potential. See you next time (Whenever that may be),



Shift Reviewed by stanleykitten on Saturday, June 2nd 2012. [SKR] Did Ya Miss Me? Oh. Okay. :/ - A game review written by stanleykitten for the game 'Shift' by reverse. Rating: 5