From mobile to console this mildly monochromatic Metroidvania that is 'Mangavania' brings with it a speedrun style undertaking presented in an episodic fashion. A timed action platforming experience where precision, and collect-a-thon elements collide to create a proper challenge. To the tick of the clock and three hearts the onboard protagonist must collect souls and save spirits as he deals with demons and works his way around maze-like environments. Utilizing tools like the wall jump, double jump, dash, sword slash, and bow to bypass obstacles and threats. Avoiding pitfalls and perils of the damage dealing sort all while earning gems that can be used to further unlock the previously mentioned abilities, or to try again should he succumb to an untimely death.
Playing out in numeric order from challenge one to challenge twenty you will be tasked with guiding the protagonist along as he collects three red souls per stage by slashing them, and as he finds hidden keys to unlock gated passages to finish that collecting. All to the tune of a timer that rapidly counts up as time passes. Leaving the side quests to be that of locating animal spirits which when found will award more gems that can either be spent at the abilities menu on the additional mechanics and heart health, or retries should you lose all heart health.
Successful completion of each stage is met with both an alphabetical grading, and the rewarding of gems for efforts rendered. The higher the grade the more gems are rewarded. The same goes for fully completing each stage. This includes finding the hidden spirit.
The Presentation ...
Graphically, 'Mangavania' is as it's name suggests. It has the black and white appearance of a manga publication with characters that look as if they were created for a serial manga. It is retro by design featuring a flat 1bit pixel look with red accents to highlight certain stage features, and enemy details. It is lightly animated as well. With oldschool chiptunes added to accompany the gothic theme set by the game. From mobile to console it also loses the onscreen touchpad buttons, and allows the offscreen controls to be the method by which movement, and actions are made. Going from a widescreen mobile format to a fullscreen console presentation.
The Verdict ...
I have no doubt the mobile version of "Mangavania" was far more difficult given the way the game controls on mobile devices, but that having been said I still think the game translates to console well enough to offer a worthy speedrun type of challenge. It is a budget indie with increasingly difficult to master stages that work in tandem with the game's minimalistic mechanics. Making precision action platforming it's key focal point, and the puzzle solving or collect-a-thon elements secondary to that. I personally like what SometimesYou brings to the indie scene under it's publisher label, and this game definitely does not disappoint in that regard, especially as a mobile to console port from them. If you like speedrun games and metroidvanias this is worth checking out!
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