Sunday Demo: Nimbus

It’s that time again. Time to dig through Steams demo section and bring you my opinions. So far we’ve had pretty good luck, but will it continue with this Sunday Demo? Let’s find out.

NimbusOpening1

The Nimbus demo doesn’t have much story, and I’m guessing it’s the same for the full game. The demo opens, Mario Bros style, with a big bad arriving and stealing your…purple ship companion thing… anyway, this gives you all the motivation you need to start rocking your little jet engines. Except you don’t have any, or any other way of propelling your ship through the levels except for what you find along the way.

Nimbus is an odd mix of racing the clock, puzzle solving, and high score coveting. You’ll try to beat the high scores of you, your friends, and worldwide leaderboards. There is a small amount of customization available in the demo, allowing you to pick a different look for your ship, or a different color contrail, but it’s pretty simple and shallow.

NimbusOverworld1

 

You’ll take your ship around an overworld much like Mario 3. Certain paths will be open or closed depending on whether you have completed a certain objective at a branching path world. The graphics of the overworld are charming, reminding me of old school platformers, and in particular Sonic The Hedgehog. This is pretty fitting, seeing as the sense of speed you can experience in Nimbus rivals anything in a Sonic game.

NimbusBounce1

The unique spin for Nimbus comes from your lack of propulsion. Unable to thrust yourself, you must ride currents, bounce off of certain platforms, or fire yourself out of cannons. It’s a fun concept, though it can get frustrating when you can’t figure out exactly what you’re supposed to do to complete a section.

You do have a break, but you’ll only use it on the one level that tells you to. Otherwise you’ll fly as fast as you can, bouncing off of everything you can while trying to reach the end of the map. Sometimes there will be a golden coin to collect, and it’ll be hidden or out of the way, forcing you to decide whether you want to go for it or just finish the level.

I’m not exactly sure why all of the indie games I’ve played recently are obsessed with puzzles, but Nimbus follows suit. You’ll spend more time trying to figure out the sequence of events that will send your ship flying through the level, than actually playing the level. That’s not to say it isn’t fun, it is. It’s just that I’m a little sick of puzzle games in general.

Overall I thought that the Nimbus demo was pretty enjoyable, and if Steam has another sale and I can find Nimbus for under $4 I’ll pick it up. It seems more suited to be an iPhone, PSP or DS game than a full fledged computer game, so I can’t really recommend it at the normal price of $9.99.

Give the demo a try if you’re bored, but it’s nothing special enough to warrant a download just to experience. With cute graphics, fun ethereal music, and an interesting take on the platforming puzzler, Nimbus is fun but ultimately nothing special, and it’d be more compelling on a handheld platform.

NimbusLevelClear1

The Sunday Demo

I hate when games come out that don’t have demos. It really pissed me off and makes me feel like they are hiding a poor game, hoping for ignorant purchases instead of informed decisions to sell their games. Sadly I have to admit that I still don’t get around to playing all of the demos that are available, so I’ve recently decided to change that. This will hopefully be a weekly thing where I play a demo, and let you know what I thought of it. Here we go:

VVVVV

VVVVVV

VVVVVV has a terrible name. I’m sure that it’s actually kind of clever if you are the developer and understand exactly where it comes from, but I’m not and I don’t, and I think it sucks. Terrible name aside, I found the demo for this game to be pretty enjoyable.

The graphics, as you can see from the screenshot above, evoke an Atari feel as far as the platforms and the pixelized hero are concerned. The backgrounds however are vibrant and highly animated, though subtle enough not to distract from the exacting gameplay. I’ve also never felt so sorry just from a sad face. The emotion the main character expresses is surprisingly good.

The sound is also designed to remind you of old Atari or NES music, and for the most part it’s fine. There are times when the beeps and boops will hit a terrible pitch that made me want to mute the game, but other than those few instances the music was acceptable.

The gameplay is where VVVVVV really stands out. Like Bionic Commando back in the day VVVVVV removes your ability to jump. Unlike Bionic Commando, VVVVVV chooses to allow you to manipulate gravity instead of using a stupid little grappling hook. VVVVVV utilizes only three buttons, left, right and space. Space inverts gravity, allowing you to walk on the ceiling or floor depending on what you need. You’ll use these simple controls to navigate insane mazes of spikes. Luckily the developers included numerous save points, and you’ll instantly respawn just inches from where you died, allowing you to try, try again until you get it right without punishing you too badly for your mistakes.

The controls were sometimes unreponsive, either shooting your character much farther than you meant to go, or not changing gravity when you press space. The first issue might have to do with the game utilizing a keyboard for platforming. I love PC gaming, but a keyboard does not offer the precision necessary for most platformers. It’s acceptable, but not a great idea. Perhaps the full game will have gamepad support, but I seriously doubt it based on the very sparse menu and the utter lack of options in the demo.

Overall I thought the game was pretty fun, and at $4.99 on Steam it’s a game I’ll be picking up come payday. I highly recommend anyone who enjoys good platforming at least check out the demo. While it can be frustrating at times it’s a unique game that is a lot of fun.

Have you played VVVVVV? Let me know what you thought of it in the comment section.