The enemies will try to pick up the cubes if they get to them and either fly off into the sky with them or run them back to their spawning gates. The gist of the gameplay is you have these little electric cubes you need to protect with turrets (called Toonrets here) from enemies that spawn from gates. A definite plus here is that the controls are very simple, and this is extended to the systems and mechanics as well, meaning no screwing with controls to remember stuff while you’re mid-combat. I only ever had one hiccup with my controls learning how to build, but once I was past that, it was smooth sailing. Moving on to gameplay, it’s almost all good here. Have you ever wanted to blow up robot chickens with a pinata? Yeah, me either, but it’s sure as hell fun! It wouldn’t hurt to increase the wait times between waves, since the player, if feeling confident they can listen and fight at the same time, can prematurely activate the wave whenever they want. As a result, I missed out on some of the fun dialogue. Still, when the difficulty started demanding my attention, my focus on the dialogue had to be dropped so I could concentrate. This wasn’t as bad on earlier, more straightforward levels. The main problem I do have with the dialogue is it does sometimes try to do it in between waves mid-mission, and there’s just simply not enough time to deliver all the dialogue before the next wave starts. Even when the jokes drop and actual dialogue and exposition come out, it doesn’t try too hard to change the mood, instead. It never takes itself too seriously and lends itself to fun jokes and shenanigans that add flavor instead of annoyance. I could tell the writer had a great sense of humor and definitely had inspiration from 90s gaming and cartoons, something I can’t appreciate enough. It’s very Ratchet & Clank-esque, with witty, self-aware humor that doesn’t hesitate to run a gag-a-minute. The plot plays out like some of your favorite cartoons might, some shocking revelations here, a couple of plot twists there, all wrapped up in a neat little digestible bow.Īs for the atmosphere, stellar work and honestly really well thought out. It’s nothing mind-blowing, but it really doesn’t need to be. More story beats arise as the game progresses, but they’re unique enough that I wouldn’t want to spoil them here. And that’s it, pretty cut and dry, but exactly how you’d want it to be. Guided by his AI companion, Janine, he’ll be rescuing the natives of the planet Voorhees, a world filled with adorable little cubes that see Captain Toonhead as their god. Seeing this as a time to shine and inspired by the cartoons he spends most of his time watching, he suits up with his colorful costume and TV helmet, then begins his journey to vanquish the evil Voorhees (no, not the guy with the hockey mask). After a squad of highly trained soldiers gets nuked inside the ship by an errant microwave, the only remaining survivor, the janitor, is promoted to leader. No superhero is without an origin story, and this one’s told pretty quickly. Yeah, Star Command’s been going through some budget cuts…
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