There isn’t a lot to “get” in terms of how things works, but the game will test your ability to breakdown the various components of each stage and figure out exactly what you need to do to succeed. That is perhaps the most redeeming quality about the game to me, the fact that you can play it in both short and long spurts and still walk away satisfied. It has become the ultimate “I have 10 minutes, what should I play?” game in my household. This is the sort of game that begs you to come back again and again, and I keep doing so. While you can work your way through these in a couple of hours, fans such as myself will be going back to previous levels again and again in order to improve your score and earn the highest possible rating on each level. The game consists of 10 different “clusters”, each of which have 10 individual stages which means a total of 100 levels to enjoy. This also gives you something to work for and a motivation to keep going, at least those of us who have an addiction to collecting things. While the visuals aren’t extremely varied, it is nice to have the option of changing the background every once in a while to keep things from becoming truly monotonous. They all seem so simple, yet one small misstep can ruin everything.Īs you collect flowers through the various stages, you will unlock both more stages and even different graphical themes which can be applied to the game. Some of these puzzles can, and will, absolutely drive you mad. It may sound easy but it didn’t take long before the game had be dropping the controller in frustration. You have to find the best path possible for your ball in order to both collect the required flowers and maximize your scoring potential in order to master the game. This is where the strategy portion of the game really kicks into gear. Ultimately, in order to reach the highest score, you will want to touch the surface of every inch of a given puzzle before you proceed to the goal, although that isn’t always possible. Doing this increases your score and ultimately a multiplayer which will help you increase it. As you proceed across the various blocks, you will convert them from their initial, pixelated design to a smoother, higher definition look. This is often necessary because the world of PD is three dimensional and you won’t always be dealing with a flat surface you will be required to roll over to the back of objects and “gracefully fall” to other platforms in order to reach all of the flowers necessary to proceed. The camera controls are mapped to both the right analog stick as well as short cuts to helpful angles on both triggers. Thankfully, doing so is a breeze thanks to simple and effective controls. I have never played a game where manipulating the camera was as important as it is here. PD encourages you to manipulate the camera in a variety of ways, giving you complete freedom to view the game world from any and every direction. Each move that you make needs to be calculated and scouted prior to your movement, because one wrong move can completely eliminate your chances of completing a stage. Other tricky tiles include ice tiles which do not allow you to stop on them, fire grates which ignite upon touch, launch pads, and many, many more. While standard tiles will allow you to pass over them as many times as you need, others will break after your first pass. It won’t be as simple as rolling from point A to point B. The game throws a variety of tiles in your path which limit what you can, or can’t, do in the various stages. Over all, PD is simple and to the point, yet somehow, strangely addicting. While it may sound simple, you will have to contend with a wide variety of traps special tiles which complicate matters as you progress as well as expanding landscapes which become larger and more complicated over time. Your goal is to roll a small sphere / ball around the various maps and stages and collect a set number of flowers (different per stage) in order to open a portal which allows you to proceed to the next level. Comparisons between Kula World and PD are actually pretty accurate, especially considering that Rudberg was involved in the Kula World project as well. Some gamers will recognize the game as being very similar to the 1998 title Kula World (aka Roll Away) for the original PlayStation. In addition to rolling, you can also jump the length of one square in order to traverse the various obstacles and traps. The premise of the game is simple: players control a small sphere which can be moved in one of the four basic directions.
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