Since in the level I was pressed right between two blocks that required precise movement, it was irksome to have to wait for the game to finally let me move. That said, the death transition wasn't all perfectly smooth for me, as in level 64 I noticed a bothersome mechanic that wouldn't let me start moving immediately after respawning. A quick death meant that I'd be right back to the start of the level without intrusive menus, allowing me to jump straight back into the fray and try my hand at dying another dozen times. I was thankful to see that the death screen is pretty much nonexistent, seeing as death accompanies you throughout your entire journey. These optional challenges offer yet another layer for those that really want to test themselves and milk the game of every bit of content available. Aside from those, each level has a "par" time that you can try to beat in order to get a little flag beside the level. Despite how much I loved the crown collectibles, I was thankful to see that the game didn't force one into every single level it proved that the developers cared more for the level design than adding needless collectibles. These often require you to approach the level differently in order to beat it and are a fun (and incredibly challenging) experience. This is a great way to slowly get used to what the new ball does, how to handle it, and how it'll work on the larger levels.įor players seeking more of a challenge (as if managing five balls at the same time wasn't difficult enough), scattered throughout the levels are optional crowns that you can acquire. One of my favourite aspects of Kombinera is how smoothly the game implements different mechanics, offering tutorial levels that feel as simple the first one to let you get accustomed to your new power. This meant that, even on the rare occasion where a level design that had been used before was used again, it felt new because of the new powers that forced me to think of a different approach. Purple can't be killed by spikes, yellow breaks other yellow bricks fusing those two means that you have a ball that can neither be killed by purple spikes and can break yellow bricks. To keep the game fresh throughout the 300 levels to beat (and several bonus levels that will make you want to cry), Kombinera offers new balls with unique powers that you will need to fuse in order to pass through a certain obstacle. Kombinera is only as hard as you are stubborn, and I found that to be a charming premise. This meant that I spent some deaths trying to figure out the level hands-on and, if all else failed, I'd sit back and analyse what the developers were telling me with the way the level was built. Whenever I became stuck in a level, I have to sit back and observe: each level is built in a particular way that feels as if it tells you almost exactly what you have to do and how to do it. It's safe to say that Kombinera would be frustrating and infuriating if not for the ingenious level design. What starts as a tutorial comprised of simple levels swiftly turns into a mind-boggling journey where you'll need to control five balls at the same time, each with their unique obstacles and powers, and somehow find a way to make it all work out in the end to fuse them. One of my favourite phrases with games like these is "deceptively simple", but Kombinera does not sell itself as simple it straight up tells you how difficult the levels are by mentioning them as "perilous" in the Steam description. The game's premise is simple, and it's plainly and truthfully told to you on the Steam page without any "glow-ups" in-between something I was thankful for, as I knew what I was walking into before I'd even played my first level. Kombinera is a 2D puzzle platformer in which you'll have to control several balls at the same time - each with their own powers - to fuse them and finish the level. Reviews // 16th Apr 2022 - 1 year ago // By Artura Dawn Kombinera Review
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