Tänzer (MD, 2019)
Graphics-8 Sound-9 Control-8 Challenge-8 Story-4.5
Level Design-7.5 Frustration-8.5 Fun-7 Originality-6
Overall Score-7
+
Impressive music
Shops in-between sub levels (special weapons, HP, ranged sub weapon, save (really a checkpoint as it won't last if you turn the game off))
Start with a triple jump which doubles as an attack and lets you keep using it after hitting an enemy (bounce on enemies)
Fast and tight movement
Can block/destroy bullets using two of your special weapons
Alternate paths in-between some sub levels and levels
Special weapon inventory (four different ones, can also upgrade them once)
Very good art direction overall
Some good bosses
No contact damage from most enemies
Some hidden items
Mini-bosses
Pretty intense action at times with very little slowdown
Decent variety
Gain a floating orb shield in the late game
Enemy drops don't disappear
Two different endings (get all special items to face the real final boss and get the good ending)
+/-
Can only save by buying saves and it's really just a checkpoint
Can't move while attacking (feels a bit odd considering the Strider-style melee attack)
The fourth (water) special weapon/move doesn't seem as useful - single screen teleport/blinks you forward when used (want to get as much money as possible+doesn't block enemy fire like the others however it is useful at a couple of spots to reach otherwise unreachable treasure chests)
Generally forgiving hit detection
Only the plasma weapon has a mid-air version (the fire one literally pulls you back to the ground when used) but it's less useful since it doesn't destroy enemy bullets
Levels rarely scroll vertically
Sort of interesting level gimmick/mini-game where you jump on an orb to trigger a bouncing challenge however it's only for points and you have to skip money to do it+there's a trial & error element to it and you can't retry it if you fail - not worth it for casual play
Pretty cringy rhymes in-between levels
Since you'll have to beat all main paths in a playthrough some later levels will feel easy due to the static difficulty
Seems partially inspired by Ninja Spirit, Strider and Alien Soldier
-
No lives or continues (no difficulty options)!
Not enough HP and money is dropped - saving is too expensive (game could've made more money drop from jump kills perhaps)
A few control issues (no six button support - could've let you use the ranged sub weapon as well as switch special weapon on separate buttons (weapon switching also done in a separate menu so you can't see what's going on while switching), no aim lock to let you move while attacking, )
Trial & error (level three falling traps, some boss and enemy patterns, can't move backwards in levels, having to buy the water special attack to get 100% completion, some enemies drop gold outside of the screen (it disappears) unless killed properly)
Sometimes uneven difficulty (some safe spots against mini-bosses and some easy mini- and main bosses that you can just use a special weapon on to block most attacks, easy castle level mini-bosses, easy true final boss)
Various bosses just stand in place and shoot and many of them don't escalate properly (final boss's last phase is its easiest)
Sometimes ugly color choices
Uneven animation and humanoid sprite quality
Sometimes weak sfx
Some music tracks are repeated several times
Pretty lame endings
Level Design-7.5 Frustration-8.5 Fun-7 Originality-6
Overall Score-7
+
Impressive music
Shops in-between sub levels (special weapons, HP, ranged sub weapon, save (really a checkpoint as it won't last if you turn the game off))
Start with a triple jump which doubles as an attack and lets you keep using it after hitting an enemy (bounce on enemies)
Fast and tight movement
Can block/destroy bullets using two of your special weapons
Alternate paths in-between some sub levels and levels
Special weapon inventory (four different ones, can also upgrade them once)
Very good art direction overall
Some good bosses
No contact damage from most enemies
Some hidden items
Mini-bosses
Pretty intense action at times with very little slowdown
Decent variety
Gain a floating orb shield in the late game
Enemy drops don't disappear
Two different endings (get all special items to face the real final boss and get the good ending)
+/-
Can only save by buying saves and it's really just a checkpoint
Can't move while attacking (feels a bit odd considering the Strider-style melee attack)
The fourth (water) special weapon/move doesn't seem as useful - single screen teleport/blinks you forward when used (want to get as much money as possible+doesn't block enemy fire like the others however it is useful at a couple of spots to reach otherwise unreachable treasure chests)
Generally forgiving hit detection
Only the plasma weapon has a mid-air version (the fire one literally pulls you back to the ground when used) but it's less useful since it doesn't destroy enemy bullets
Levels rarely scroll vertically
Sort of interesting level gimmick/mini-game where you jump on an orb to trigger a bouncing challenge however it's only for points and you have to skip money to do it+there's a trial & error element to it and you can't retry it if you fail - not worth it for casual play
Pretty cringy rhymes in-between levels
Since you'll have to beat all main paths in a playthrough some later levels will feel easy due to the static difficulty
Seems partially inspired by Ninja Spirit, Strider and Alien Soldier
-
No lives or continues (no difficulty options)!
Not enough HP and money is dropped - saving is too expensive (game could've made more money drop from jump kills perhaps)
A few control issues (no six button support - could've let you use the ranged sub weapon as well as switch special weapon on separate buttons (weapon switching also done in a separate menu so you can't see what's going on while switching), no aim lock to let you move while attacking, )
Trial & error (level three falling traps, some boss and enemy patterns, can't move backwards in levels, having to buy the water special attack to get 100% completion, some enemies drop gold outside of the screen (it disappears) unless killed properly)
Sometimes uneven difficulty (some safe spots against mini-bosses and some easy mini- and main bosses that you can just use a special weapon on to block most attacks, easy castle level mini-bosses, easy true final boss)
Various bosses just stand in place and shoot and many of them don't escalate properly (final boss's last phase is its easiest)
Sometimes ugly color choices
Uneven animation and humanoid sprite quality
Sometimes weak sfx
Some music tracks are repeated several times
Pretty lame endings