![]() ![]() That second/third/fourth playthrough really gave you a sense that the developers knew what they were doing when designing it the first time. Thus, you’d play through the whole darn thing again, finding ways to make it more difficult. You gotta get your money’s worth, after all. Beans quest pc series#In that sense, the Bean’s Quest series gives you a rather old-school taste of satisfaction, the kind that comes from owning an expensive game and placing dumb limitations on yourself to complete it again. ![]() I played with a normal current-gen controller, and experienced zero problems. ![]() Even so, slippery controls will never lead to Bean’s demise, nor do the controls get in the way. I imagine that there’s an upper limit to the number of jumps in most stages (some of them certainly cannot work with just one), but there’s definitely hints of design. Yes, both restart you at the beginning of very short levels, and both track your skill via some exterior function (Super Meat Boy uses time as a limiter instead), but Bean Dreams gives you a more quantifiable measure of success. It’s interesting that I prefer this style over something like masocore’s poster child Super Meat Boy. I don’t exactly know what beating those arbitrary challenges unlock, but it better be something good! With enough practice and memorization, though, I found that number dwindling with repeat tries. That counter on the upper part of the screen shows you how many jumps are required for an expert to clear the stage, and that number often seems insurmountable. This plays into Bean Dreams’ more “hardcore” challenge: the game wants you to complete each level in a certain number of jumps. You can imagine the design possibilities from there, and Kumobius certainly did! Many other power-ups and variations thereof certainly come to the fore, but my small taste gave me a good sense of the quality underneath. However, the trick comes in using the dash before you land, since you can perform it at any point in a jump. That one dash per jump allows you to fly across the screen at a pace and eliminate certain blocks on most stages, as well as push objects like boxes. Here, Chili Peppers give you an air dash. Mostly, you’ll just gasp at that moment right before you land on a particularly precarious spot, or jump on top of enemies over a chasm of doom.īean Dreams also adds power-ups which augment your abilities. You can change the direction of Bean in mid-air, meaning that Kumobius designs many levels with precision in mind. Even so, that function hides a surprisingly amount of nuance. Given the lack of tactile control via a controller (and the game’s obvious smartphone origins), you’re merely guiding the jump arc. The jump physics work well for this sort of game. He will bounce jump repeatedly until he dies by hitting an enemy or deadly obstacle, so it is in your best interest to guide him accordingly. You, the player guide him through levels with various environmental obstacles towards the end of the level. Bean, the sombrero-wearing cactus creature and mascot of Kumobius, jumps repeatedly. Think of it as a combination of a platformer and a time attack game simultaneously. If that doesn’t sound like easy fun, what does?Īnd by easy, I don’t mean to imply that Bean Dreams does not present its own challenges. You need to rescue your girlfriend in the process of restoring yourself back to normal. I mean, seriously, the plot consists of this: you’re a man named Emilio turned into a Mexican jumping bean by an evil wizard. It doesn’t hurt that the thing itself looks and sounds unbelievably cute! Yes, I went there.Īlso, most screenshots in this article come from the first game, but the graphical style looks incredibly similar to the sequel. Bean Dreams interested me far more purely from the level of accessible, easy fun. I just couldn’t get into that one, much as I tried. I know I’m supposed to be excited for Duet, your game involving a multi-tasking Super Hexagon-like experience. ![]()
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