About This Game Mindless monsters roam the depths of the Undercity - a hostile, sprawling, interconnected, semi-open-world environment.Nakawak (a skeleton comprised of an odd assortment of bones) is unique. He has had an awakening. He has found a sense of self.Alone in a hostile world filled with monstrous beings, Nakawak knows his purpose: Defeat the Three Beasts and the Seal will fail, opening the way to the surface and freedom . . .Explore! Power Up! Escape!NAKAWAK is a retro game displaced in time.Features:Fully exploreable, semi-open-world environment!A simple in-game map that is great for course correcting without spoiling the adventure and surprises!A dark, minimalist storyline told through few words and memorable set pieces!Expanded content to extend playtime!Simple, GameBoy style chiptune soundtrack!Nearly 20 upgrades and powerups to procure!A broad and wild bestiary of creatures to exterminate!Three huge bosses to battle, each more challenging than the last!Crawl through tight, winding tunnels with NAKAWAK's quadruped form! 7aa9394dea Title: Nakawak: Expanded Color EditionGenre: Action, Adventure, IndieDeveloper:Anxious Neck GamesPublisher:Anxious Neck GamesRelease Date: 11 Oct, 2017 Nakawak: Expanded Color Edition Free Download [Xforce Keygen] I really wanted to like this game, but it just annoys me\u2026 and that\u2019s because it's difficulty is just an illusion. The game just forces you to wait until you can do stuff, but it does not require you to get good at it, just to be patient... it makes you waste time.I\u2019m not saying this is a bad game, though.- The controls are responsive enough - The graphics have their own kind of charm (I\u2019m not a fan, but they are not bad)- The sound is good enough. I mean\u2026 I get it. The game pretends to be a Gameboy Color kind of game or something, right? And in that regard it succeeds; but it\u2019s just not the kind of Metroidvania I enjoy.I like games that let me move as fast as I can as long as I\u2019m good enough; but just the first boss, the piranha-corn-bug-thing\u2026 I thought I was missing something but I even checked guides and stuff to be sure and they confirmed what I feared: you just have to wait until it\u2019s safe, then approach, attack and hide until it\u2019s safe to attack again. That\u2019s not a fun boss fight\u2026 that\u2019s just a tedious obstacle that I have to get through with patience\u2026 I\u2019m not patient.Some people might like that kind of thing\u2026 but I grew up with Megaman and when you were facing a Robot Master there were no hiding spots. You either learned how to evade and attack at the same time or you were toast.Honestly, this game is not bad; but it\u2019s not my kind of game\u2026 and since I didn\u2019t really like it, I can\u2019t recommend it.. This game controls like a dream & is not frustrating as he l l. Thank you. RECOMMENDED.. I can't help but be disappointed by this game.I first saw Nakawak on Instagram and, after looking at some of the posts, I found the Kickstarter page. By the time I found that page the campaign was over, funded successfully. I fell in love with the everything about the game through Instagram and Kickstarter and I would have gladly backed it had I known at the time. The art style and game mechanics seemed so similar to Game Boy\/Color games, which are some of my favorite games of all time, so buying it was a no-brainer for me.Then I played it.The controls are fine; nothing to be excited about but get the job done. The main issues I have are with the actual game\/level\/boss design.The invincibility frames for the character are a joke. Invincibility after being hit by an enemy is a way to achieve balance in game design; unless your mechanics are geared towards one-hit kills, this should give players enough time to recover and restructure themselves so they can have a fair chance at overcoming whatever obstacle is challenging them. Most of the time I couldn't help but feel cheated out of my health because when being hit by an enemy, not only is the invincibility short, the character goes into a "hurt state", where I lose complete control. This is very common in most games (i.e. Mega Man, Metroid, Castlevania, Zelda, etc.) but the difference is they are able to balance invincibility and the "hurt state", because if they didn't, the player would then be tossed around with no way to recover, especially if surrounded by multiple enemies, which is what happened a lot in Nakawak.The boss\/level design leave something to be desired. They all seem like they're on some sort of "timer". In order to beat them you follow the same formula; hide behind a wall avoiding their projectiles and when it's safe to approach, attack them then run away before they touch you, rinse & repeat. This is very tedious to say the least and all of the bosses are formatted this way. It would just have been more enjoyable for me if at least some of the bosses were able to challenge me in a way that tested my actual ability as a gamer, not following some continual timeline. This whole concept is exacerbated with the green boss who is planted on the ground. Not only does it have you follow the same formula I described above, after you damage that boss a certain amount of times, the pattern changes. Again, this is something that games often do; change the pattern or increase the difficulty of a boss after their health reaches a certain point. However it was particularly bad with this boss because the level design did not support the change in pattern. That coupled with the fact that he deals 2 health to you with every hit you take (at the start of the fight I had max health which was 5) and the invincibility issue just made me feel it could have all been avoided with better boss and level design.I really was excited about playing Nakawak when I first saw it and was disappointed because I just did not enjoy it. But with that being said, these are my own opinions and if you're reading this deciding on whether or not to buy it, don't let my review stop you. This is intended to share some of the frustration I had with the game and just suggest how it can be better. That's all. I'm always open to hearing what other people thought about it; maybe I'm seeing it in a closed-minded way.
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