Mutant Mudds: Super Challenge -- Stage 3-1, Event Preview (Nindies@Home)
Sure, I said this was the final Nindies@Home demo to get my attention, but I obviously have more than one video's worth of content ahead of me based on how the previous stage played out...
Actually, it might just be me... or the chance to get better acclimated to the way the stage designers do business, but I'm pretty sure this stage is actually, for the most part, easier than 1-1 was. I mean, the first stage was designed to kill you instantly and frequently if you dawdled, misstepped, or misread the jump from one perch to the next. This one... mostly feels like it's designed to waste your time if you want to avoid a lot of avoidable incidental damage. And wasting your time is a form of killing you, obviously! ...having a timer for something like this just feels... mean.
Fortunately, running out of time just sends you back to the checkpoint with a fresh timer, so it's almost not even an incident and feels borderline cheating to get to completely nullify whatever time you took getting there. Then again, saving your time remaining with the checkpoint would be an even bigger kick in the shins, so maybe I shouldn't give anyone some funny ideas...
I notice that the V-LAND door doesn't even need to be blocked off here... we just flat out can't reach it, which suggests to me that there's possibly some kind of upgrade system to this game that we're not seeing? (Boy would I feel embarrassed if there turns out to be a way to reach it normally, huh?)
....otherwise, yeah, there's really not much else to say here, because I basically spilled my whole bowl of negativity last time around. And, I mean, I AM having fun... but it still feels like the kind of "fun" I only have when I'm indulging some pent-up obsessive-compulsive tendencies, and I'm certain there are healthier outlets for that.
(Short description? Short description! Everybody have extra recess time!)