Main game
3.50 average rating based on 6 ratings
Simple, yet effective is the game design philosophy I'd apply to Garlic and can be seen in every aspect of the experience. The game's characters and plot are simple enough. It's about a climbing a tower to where your wish can be granted at the top. Your moveset is a basic jump and a dash that can be used offensively or for greater distance and angles if you rebound off walls. Each section features it's own set of obstacles with enough variety to stay interesting. The music is also simple yet catchy enough to be fill the space. There's even simple mini games, some optional and others not, peppered throughout to help break things up as well. To spice things up just a little more, there is this goofy, I wanna say One Punch Man-esque, humor to the protagonist and his interactions that provides a layer of personality and identity to the game.
The level design is brutal however. Brutal in the sense that the designers clearly knew where the player would want to naturally move in any given situation and put obstacles there to thwart you. So a lot of the experience boils down to dying over and over …
Simple, yet effective is the game design philosophy I'd apply to Garlic and can be seen in every aspect of the experience. The game's characters and plot are simple enough. It's about a climbing a tower to where your wish can be granted at the top. Your moveset is a basic jump and a dash that can be used offensively or for greater distance and angles if you rebound off walls. Each section features it's own set of obstacles with enough variety to stay interesting. The music is also simple yet catchy enough to be fill the space. There's even simple mini games, some optional and others not, peppered throughout to help break things up as well. To spice things up just a little more, there is this goofy, I wanna say One Punch Man-esque, humor to the protagonist and his interactions that provides a layer of personality and identity to the game.
The level design is brutal however. Brutal in the sense that the designers clearly knew where the player would want to naturally move in any given situation and put obstacles there to thwart you. So a lot of the experience boils down to dying over and over as you unravel a safe approach to each section. Your enjoyment will likely boil down if you find progression satisfying and enjoyable enough to be worth the inevitable frustration.