31/01: Super One More Jump [Switch]AndrewBrown wrote: ↑January 26th, 2018, 8:13 pm 02/01: The Legend of Zelda: A Link to the Past [SNES Classic]
04/01: Oxenfree [Switch]
13/01: Axiom Verge: Multiverse Edition [Switch]
14/01: The Elder Scrolls V: Skyrim [Switch]
15/01: Super Mario World [SNES Classic]
20/01: BioShock Infinite [360]
23/01: The Fall [PSN]
26/01: Celeste [Switch]
Ever play a platformer and wonder why you have to perform the unnecessary labor of holding a direction on the D-pad? Super One More Jump is here to tackle this dire weakness, taking directional control from the player and sending them off to navigate 96 different levels using just one button command: Jump! It's more engaging than it sounds, with lots of objects that can change your flow through the level and a weird gravity system that keeps you connected to a track even if you have to perform a half-orbit then run upside-down. You could call it an Endless Runner, but each level is prescribed, so it's really more of a Rhythm Platformer, with successful navigation a level requiring precisely timed jumps that never waver.
And it's hard. I played Celeste last week and died a little over 1100 times total in its entirety; the penultimate level of Super One More Jump took 2323 attempts to clear successfully. The levels are divided into eight sets of twelve each; the final level set took as long to beat as all the other sets combined, thanks mostly to Level 95. "Pixel perfect" is a term I throw around a lot in platformers like this, but in this game it's not hyperbole. In the last set of levels, if you do not jump at exactly the right time, you will die. Recommended for platformer fans looking for a challenge. There are four different variations on the core 96 levels plus a few bonus modes I haven't even begun to explore yet (there's a Vault of 40 extra levels which might be the original One More Jump?).
Probably the coolest thing it does is let you choose from a selection of graphic sets designed by independent artists, ranging from steam punk ruins to a food theme to a swords & sorcerers theme. Gathering tokens in each level lets you buy more characters to play as in each art set. Multiple people playing the exact same game will be looking at completely different visual styles, which is a neat way to approach a game as "simple" as this.