![]() ![]() I ended up using the lashing mechanics only when the game told me so in order to complete an objective. These are just two of the many mechanics thrown at you for the sake of giving players more toys to play with, but they go against the simplicity that should always reign in a space shooter. You can also use a dash mechanic not only to run away from enemies, but also deflect their attacks if you time things correctly. For instance, the game allows you to “latch” onto enemies, throwing an electricity-based whip onto them, which can then either be tied to other enemies or energy pylons that can harvest their energy. ![]() ![]() The game won’t stop throwing new gameplay elements at you, most of which will only be used because a random objective will tell you to do so. I like that the game wants to offer as much content and as many features as it possibly can, but there comes a moment when enough is enough. Simply put, Curved Space suffers from feature creep. I loved this boss battle, but I have no idea why the devs decided to name him “Fred”. This last addition sounds good on paper, but in Curved Space‘s case, it might actually be one of its main flaws. The more you play the game, the more upgrades you’ll acquire for your ship, either in terms of passive buffs (stat increases, etc), being able to carry more weapons at once, and also brand new gameplay features. You can fill up an overdrive bar, which once activated slows your movement down a tiny bit, but vastly increases your damage output and the velocity of your attacks. This premise allows for some really confusing (in a good way) and creative levels, with the player having to occasionally traverse the upside down area of a station in order to look for a target or an enemy, which are always displayed with a trajectory arrow in case you get lost.Īt first, you can carry two different types of weaponry, be them sniper shots, shotgun shells, lasers, a short-range cutter, and much more. Its levels are either set on asteroids, planetoids (both of which feature anti-grav mechanics like the planetary exploration from Super Mario Galaxy), or space stations shaped after Mobius strips. What is groundbreaking, however, is the game’s level design. Things like powering up stations or modules, nothing that would be considered groundbreaking. It’s a nice concept, but it feels redundant in here.Ĭurved Space puts you in charge of an anti-grav spaceship with the main goal of getting rid of a space bug invasion in each level, as well as some additional objectives along the way. You can lash enemies onto pylons and also onto other enemies. ![]()
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