The Swindle Game

The Swindle Game Average ratng: 4,3/5 6254 votes

Posted: 20 AprilIf I could give this game a sideways thumb, I would. Unfortunately I can't, so I have to lean towards thumbs down. A lot of reviews go into depth on the basic flow of the game, the stealth, the procedural generation and so I won't cover those. I'll just tell you why I don't recommend it.Swindle is a pretty good stealth game, but a mediocre platformer at best. You're on a time limit, and even worse, there's an achievement for pulling the game off deathlessly. However, you always die in one hit, and the controls are shonky. Sometimes I get stuck in place and have to start placing a bomb, and then I go into the 'placing a bomb while scaling a wall' animation even though I'm solidly on the ground.

Essential for any budding burglar – but technical problems steal the fun. The command is simple: 'Right.' Your thumb darts across.

Polyroll sdn bhd contact. Then I have to cancel that animation and then I'm allowed to move again. This typically happens after hacking open a door, so I may or may not have the precious seconds to screw around with bombs before I get spotted by what was on the other side of the door. Some tiles will occasionally ignore your jump inputs.

Vib Ribbon is a rhythm game in which players guide the main character, Vibri, across a line filled with obstacles tied in correspondence to the beat of the song. There are four basic obstacles; block, loop, wave, and pit, which require players to press the L, R, X, or Down buttons respectively at the right time to navigate. Vib-ribbon gameplay.

The Swindle Game

Your jump velocity is fixed at the time of jumping, and it's not quite clear how. Sometimes I will end up in the awful situation where I'm jumping up a 1 tile wide chimney and somehow with 3 extra jumps, I manage to jump straight up, don't reach the other side, and fall down to my death. On r shaped tiles (corners with a rounded curve to them instead of looking like a tetris corner), you can actually jump through the ceiling and/or get stuck there.

Fall damage (and by damage, I mean death, because there are no hit points) is very unpredictable. Sometimes I've fallen an entire screen and lived, sometimes I fall half that and die, even bearing in mind that hitting a doublejump will reset your fall distance.Not every platformer has to be a good stealth game (most aren't), but even a mediocre stealth platformer has to have rock solid platforming fundamentals, doubly so if you're going to ask the player to beat it in one life. Way more of my time was spent bombing single spikes and creating new pathing for enemies than doing cool ninja stuff, because I couldn't trust my own movements. I saw someone discuss this game in the context of game design, and that was one of the things that moved me to play it, but that just makes it all the more infuriating that the fundamentals just aren't there.