Tuesday, July 2, 2013

Paper Titan

not much to say about this one...let's get this show on the road.

Mmkay so the first thing this game had me do is draw my projectile.  Yep, you read that right.  In my opinion the greatest innovation this game brings to the table is that it lets you draw your projectile.  Remember how gaga I went over the customization in Coreship because it let you pretty much draw your own flying thingy?  Well PaperTitan does that, but without the "pretty much." You literally draw your projectile from scratch.  Of course, I took this as an invitation to play as "Phallor: the Summoner of Penile Destruction," but my point is that it paves the way for creativity, which is a beautiful thing for a game to do.

Unfortunately, that's pretty much the only way I can use "beautiful" to describe anything about this game.  That's not just because the game looks less than appealing, even though it goes for that "crude pencil drawing" look that stopped being original around the time I played Mighty Guy on Funbrain.

Your projectile is pretty much the only useful thing in your inventory, so the novelty of shooting flying penises at your enemies is going to run out about a quarter of the way through this two-level game.  The only other thing in your arsenal is a "draw it yourself barrier" thingy, another unoriginal concept.  At least in the games PaperTitan rips off, the drawing mechanics are executed decently (for the most part).

You can only draw like 2 inches worth of line on the screen, so unless you really take your time to place the barriers where they need to be, they aren't going to be effective.  On top of that, whatever you draw disappears almost immediately after you draw it.  The cherry on top of this emotionally devastating sundae is that the only enemies that the pencil barriers would be useful against come at you so blindingly fast that luck is pretty much the only factor determining whether or not you'll stop them.

Between the limited drawing time, oppressive cooldown times for your projectile and the dissipation of barriers, it seems like the makers of this game were told in one of their classes that you have to place some restraints on the player in order to make the experience rewarding, but totally zoned out when the fact that the restraints must not be completely arbitrary was being explained to them.

There's also something weird going on with the lives system.  Every time I died, the lives counter would go down by one and then immediately go back up to where it was before.  Does that mean it's impossible to die in this game?  Eh, whatever...

That's all I got for now.  Until next time, stay black 'n' white

Links
tightened paper: https://www.digipen.edu/?id=1170&proj=18533