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Super Switch Download For Pc [Xforce]


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About This Game

Super Switch is a difficult platformer in which you have to actively switch between 2 dimensions. It's tougher than iron and extremely rewarding.

With the press of a button, you switch into another dimension, with it's own platform and traps. Your job is to decide when to switch in order to avoid traps and land on platforms.


* A Xbox 360 controller for PC or similar device is highly recommended. While this game has been tested and confirmed to be possible with a keyboard, some might find it frustrating.

* To change controls or resolution, hold Shift when launching the game. 1075eedd30



Title: Super Switch
Genre: Indie
Developer:
David Mulder
Publisher:
David Mulder
Release Date: 25 Aug, 2016


Minimum:

  • OS: Windows XP
  • Processor: 2.0Ghz
  • Memory: 1 GB RAM
  • Graphics: 512MB
  • DirectX: Version 9.0c
  • Storage: 150 MB available space

English



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You can't even change the controls. A total waste. Don't buy this sh*t. 0\/10. It's like geometry dash but simple. This game reminds me of a 8 color crayola crayon set.. It's like geometry dash but simple. TRY HARD TRY HARD TRY HARD TRY HARD TRY HARD
Rage quit after 30 minutes on the game.
Will do this again.. Do I recommend this game? Yes.
However, I do have some complaints.

I think Super Switch as a concept is really neat. It's a platforming game where you have to quickly switch parts of a level on or off. Traps, boosts, platforms, and walls must be switched avoid death. I have to admit the switching mechanic makes the game pretty hard compared to some platformers. You have to worry about where you're jumping as well as what needs to be switched on or off mid jump. Getting your mind into the rhythm of switching is tricky, and it's that trickiness which will cause most of your deaths.

The first thing you'll notice when you start playing is that SS seems a lot like Super Meat Boy. The small square character, rotating spikes, wall jumping, and quick restarts were all reminders of SMB, and that's okay. SS has it's own unique game play, and isn't a rip off of SMB, the games just share many similarities. Due to their similarities however I'm going to draw a lot of comparisons between SS and SMB as I go through this review.

Visuals:
SS has a minimalist art style, with a simple color palette and bare design aesthetic. It's an indie game so the art style makes sense, and I find that it fits the gameplay pretty well. Uncluttered levels let the player focus on the game, and the simple palette makes obstacles clearly visible. I do wish however with that zone 4 wasn't dark blue. The lighter colors of zones 2 and 3 are way better on the eyes than the color of zone 4, and I think a lighter blue would make zone 4 much more appealing. Overall not bad visuals.

Sound:
The sound of this game doesn't really fit the art style and level design. The soundtrack is reminiscent of SMB with its heavy electric guitar usage. But for a game with such a simple art style, the music clashes with the game's visual presentation, and I found that I enjoyed the game more when music was turned completely off. Sound effects are all where they need to be, and nothing stands out as particularly good or bad.

Gameplay:
Movement and switching are all handled well. Your character handles like a heavy Meat Boy, which takes a little getting used to, but after a few stages you feel comfortable with its movement. The controls are really easy to feel for, and the game does an adequate job of showing you how to properly play it in a way that lets you figure things out organically.

One thing that I found consistently annoying were the amount of times I would die on a rotating blade I thought I was clearly not in danger from. At first I thought the rotating blade hitboxes were messed up, but after some testing I found out that they were spot on. The problem actually stems from the way the blade is drawn to the screen. The blades have two frames of animation that they cycle through, and because the individual blades are spaced so far apart, those two constantly changing frames give the illusion that the blades are shorter than they actually are. I would strongly recommend that the developer make the rotating blades have more actual blades on them. Super Meat Boy does this really well, copy that.

The game consists of 40 stages across four zones (levels). There is some variety from zone to zone, but after a while many of the stages seem samey. The same four or five obstacles show up in nearly every zone, and for the 40 stages there are maybe 15-20 level I say are unique enough that they felt different. Another big problem the game has is its repetition of the same obstacle over and over chained together. The game seems to have the mentality of, "if the player can overcome an obstacle once they should prove it by doing it five more times right after this." It isn't fun jumping over a laser, switching to turn on a platform, and then jumping and immediately switching back to avoid a laser if I have to do it four times in a row with no variation. When you take out the repetition of obstacles in each stage you see that the stages themselves are really short, and with only 40 stages that means this game is lacking in content. I saw every stage in under 40 minutes after staring the game.

Despite these complaints I think this game is worth it. It was a fun platformer even if it was a little repetitive, and I think the $2 price tag fits it well. I don't regret my purchase, and I don't think you will either. It's a fun short game to plug up an afternoon. I give it a 5 out of 10.

Maybe if the game had some more unique stages, or some more unique gameplay mechanics I would have rated it higher. I would have easily payed $5 for 80 or so unique stages, but for the 40 stages we have I think the $2 price tag is fine. It's not a bad game, but it's not a particularly outstanding one either.



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