Lemondrop Labyrinth

  • Rating: 4.5

Reviews and comments

    Violet CLM 25 Feb 2025, 21:42

    4.5

    I would love to love this—it's so cute and colorful! it's so earnest in its ideas!—but I also get caught up in how it plays and how it looks, and it needs some more time in the, uh… what is candy made in?

    It must be said, the textured background looks fantastic, managing to look different at the top, middle, and bottom of the screen. Trying to place the candy cane posts in front of it makes some sense as an alternative to mountain layers, to show off more of the textured background, but they're just too high contrast. They clash with the sky and they clash with layer 4. The translucent autoscroll elements are fine though, silly but fine. Maybe as a middle ground, some cave-like background elements could be put here with colors similar to the sky, with layer speeds somewhere around 0.8/0.8? The actual caves are a bit too bright and repetitive, and most importantly, the walls are full of the classic Carrotus Tile Bugs. Yes, it takes more time to make a Carrotus wall that tiles properly, but it really looks ugly if you don't, especially when the brightness contrast is high like it is here. I'd take a look at other video games with candy themed levels and see how they construct their color palettes… short of like, Math Rescue, I suspect there's more leaning on softer colors in general. All the incidental Candion things on the grass and ceilings, the candy bars and lollipops and such, look fine though, it's hard to go wrong with a good little eyecandy thing standing around. It would be nice to have some of the lollipops be offset by 16 pixels vertically, though, for smoother slopes.

    The weapons are not going to win many friends. The blaster is replacing with stationary exploding candy, which, well, I have a few questions:

    - why does the candy explode?
    - how is this supposed to hurt other players?
    - why do you get bumped slightly to the right even when you fire the candy without moving sideways, preventing you from using it for TNT-climbing purposes?

    I don't hugely mind the sprite replacements for seekers, there's a long history of pointless Commander Keen references. The increased RF speed throws people off a lot, it messes up all the RF tricks people are used to. But oddly it's the bouncers that offend me: you can't have a bunch of lemon pickups that are food, and then also use the same sprite for a weapon, and not have the pickups increase your ammo for that weapon. Either lemon use is fine, but not both.

    The layout mostly feels random, like a slightly thicker South African Style battle with all its wide platforms, open spaces, and flat walls on either side of the map. The bottom is the most interesting part with its caves and its food supplies.

    Thematically I like what this is doing, I do! It just needs to make some more compromises to be a playable multiplayer level at the same time.

    Did you think this was a good review? Yes/No