It's about time I got to this base.
When I first played this game back in late '06, it was a marvelous idea. There are many websites that cater to physics-based puzzles relying on the coordination, dexterity, and timing of the player in order to achieve their goals; this game adheres to the complex style of such games and passes the basics with flying colors. However, upon my second playthrough in recent weeks, I've decided to drop the casual enjoyment and look at it without bias going either way so I can point out the good, the bad, and the glitchy so-to-speak. For the good of fair constructive criticism, of course.
THE GOOD-
*Curious Flash Engine - It's a very creative engine in which you're required to move each of the three legs individually, presenting a coordination challenge along with manuevering the maps; presenting a good 40% surplus of gameplay and effort required to proceed. This is NOT a coffee break game and returns us to days like SMB3 and the original Metal Gear Solid, where patience and determination are a must to succeed.
*Unique Story Writing - On top of the well-made (but far from perfect) flash engine is a beautiful cover; a well-written plot based on the endangerment of a next-to-extinct species that may very well have existed in the past. Although it's not great enough to inspire major empathy for the protagonist, it gives meaning and drive to the game.
*Excellent Audio/Visuals - The atmosphere of the game is, of course, great thanks to clever map design, unsettlingly deep ambience, and individual soundtracks that stimulate the mind farther than your average flash.
THE BAD-
*Irritating Water Physics - Anybody who's played this through will know what I mean when I say the underwater physics... just, suck. It's realistic but that's not what you wanna go for here. For most the "awkward" controls are difficult to cope with. Now throw in 75% less reaction speed from player to controlled limbs PLUS a time limit between poorly-placed safe zones, and you have the underwater portion wrapped up. Personally, I would've preferred a QTE.
*"Meh" Combat - Not really much to fighting the few hostile creatures you encounter, simply grab and haul their asses across the screen in one mighty swing. Definitely expected more.
*Metaphysical Larva Quest - I seriously cannot find two of the larvae for the life of me. It's rather annoying that I must go out of my way to find these critters to read about other critters and frankly, was NOT worth the effort with what little reward I got for retrieving these nebulous eggbabies.
*Incredibly Short - The lack of extra maps or scenarios was disappointing to me as I honestly would have LOVED a sandbox mode. Infinite ladder to the heavens for the win! Bunny pancake hat tribute! The potential behind a sandbox mode is endless!
*Boss "Battle" - Wow, tug on an inanimate object to win. Really? That's all you could come up with after all that travelling? Aww, man... lame.
THE GLITCHY-
*Damage System - The damage engine is WAAAY too sensitive, and it's a common occurence where I will just be walking along and SCREEE! half my health is gone for seemingly no reason. Needs fixing and improvement desperately, or just requires a Call-of-Duty regeneration system.
*Web System - Frustrating, considering one must strain the effort to make a single string of webbing that reaches from one side of a tiny corridor to another. God forbid, the web can STRETCH after being shat out.
In all honesty, what little good there is counts for a lot considering this game is just so... bare. It's empty, guys! I mean, it's a GAME, but hardly because there's so little substance. Grab object X, go from A to B, hooray you win. There's so much potential behind this engine: web abilities, new map packs, the works can apply in general to this game engine. Personal note to the artists: It's a good start, but you've got a looot of shit to add, improve, and perfect before this game is worthy of XBLA standards. And trust me, people would buy this on XBLA if you gave it achievements. 5/10
With multi-legged gestures,
TheMedic