Okay. So Garlic was very, very fun once I had finished it.
While I was playing it, I wasn't feeling the same way the whole time.
Garlic is HARD with a capitol H, but definitely has that rush of serotonin once you manage to overcome one of its more difficult levels.
Garlic has a tight control scheme, which it utilizes in full in almost every level. You will be jumping, dashing,Okay. So Garlic was very, very fun once I had finished it.
While I was playing it, I wasn't feeling the same way the whole time.
Garlic is HARD with a capitol H, but definitely has that rush of serotonin once you manage to overcome one of its more difficult levels.
Garlic has a tight control scheme, which it utilizes in full in almost every level. You will be jumping, dashing, bumping, crashing and climbing into the walls, obstacles and ceiling to avoid death at every turn. It definitely takes some getting used to, but the skill ceiling for optimal movement is high. I never quite reached that and still found myself able to get through the game at a steady pace.
I know there has been an update to the way these levels work, but there was one level I got stuck on for about 45 minutes to an hour. It was in the lava/fire themed world (I believe world 3) where the sequence of levels were cycle based. I kept dying, and dying, and dying. But it wasn't actually the games fault. I REFUSED to sit down and approach it in a different way. it was MY fault that the level wasn't being beaten. Eventually, I did try to stop rushing through that level and ended up completing it.
There are a wide variety of challenges in the game, and the different type of platforming you will find remains varied within each level from beginning to end. Sometimes you need to double back and frantically wall climb before progressing forward, other times you need to rush ahead before you are punished for being too timid. Throw in an increasing amount of new mechanics/interactable platforms and the game never overstays its welcome.
Also the in between world cutscenes and the momentary breaks are some of the most giggle-inducing silly bits I've seen in a game for a while. (See: Arcade game mini game)
Speaking of cutscenes, they really bring attention to the overall art direction of the game. It's very stylized, and from the regular gameplay art to the cutscenes the game never fails to stay consistent. It's reminds me for some reason of the absurdity of Bobobo bobobobo.
My biggest criticism of the game was that the menu for making things easier (adding additional hits to your life bar) would not ever go away. Not sure if its been changed, but selecting "Never" only to have the same menu pop up 25 deaths later soon got aggravating. I appreciate the check in once or twice, but after saying "never' more than once, the game should just put that option in the pause menu and not ask.… Expand