Requested Review: Voipqo D'raquo (baufritz)
Posted: June 5th, 2014, 3:59 pm
(Click the Above Picture for the Link)
Also called Voipqo D’raqo according to the play-browser of the Atmosphir client, Voipqo D’raquo is an intermediate puzzle and platforming level created by veteran design Baufritz, formerly Baufritz96. In this particular review, I will do things slightly different than normal as it is mainly a review for the purpose of feedback, not convincing people whether or not something is a worthwhile purchase- as the majority of my game reviews are here. I plan to establish a new archetype for my reviews- the level reviews specifically, and will not use the same conceptual template as I do for my normal game reviews. In this review I will go room by room and point out the things I liked and didn’t enjoy as much as I could have, give a few potential design tips or add in some things I may have done to alleviate glitchy surfaces, bugs, or whatever other issues, and I will also give an overall pro and con analysis of the level in full. Essentially, I plan to make these level reviews part-part-whole reviews, as I will break everything down by sections or segments before analyzing it in full and assigning a grade. Although Atmosphir offers a 5-star rating system and a 5-tier difficulty ranking, and I will include my personal rankings and ratings for levels according to that here as well, I will be assigning the levels grades out of 10 as I normally do based on the criteria set forth above.
Now, without further ado, allow me to begin this review in earnest, starting with the very first puzzle of the day and the first room it takes place within. Immediately upon starting up the level, players should be mindful that the designer has allowed for virtually no vertical platforming aside from the use of ladders as your character is unable to jump whatsoever. This interesting design choice goes beyond the low-jump puzzle levels we’re often playing and makes for an interesting experience for the duration of the otherwise medium length level, extending the time it takes to play through the entire thing. You’re going to want to constantly be mindful of hidden moving platforms and triggered platforms on stayed locations as well, mainly for the sake of progression through the level. There are two hidden wooden platforms to be found in the first room, a triggered one to start up a third platform allowing traversal to a more elevated perch, and two movable crates to use in order to make your way to the next area. Also, avoid the spiked owl trap and reversed falling spike trap as well, as these are the two traps most likely to kill you in the entire level- not because of difficulty but because of carelessness essentially.
Moving onto the next segment is as simple as triggered the necessary moving platforms and hopping onto the ladder out of the room and into a brief passageway before a locked door. It shouldn’t puzzle you too terribly much however, as the key is in the very antechamber you will find yourself currently stuck in without. Having opened the door you are greeted by the sight of a larger room with three branching openings into three separate rooms. The room directly across from you in front leads to the finish flag and final puzzle, and is currently blocked by a triggered moving platform. The rooms to your left and right are currently unreachable without finding the requisite two hidden moving platforms on the ground level of the room you reside within. Once more, these platforms aren’t too terribly complicated to find and won’t prove very difficult to locate and trigger. Be aware that there are two main traps in this room as well which can kill careless players once again if you aren’t mindful of their presence. The inverted ceiling trap that travels along the path of the wooden ramp directly underneath where you enter the room is probably the largest hazard in sight, as it will stab you in the back if you attempt to go up the ramp at the wrong time or are too slow in doing so.
Trigger the checkpoint just in case before you go anywhere else, should something unfortunate befall your character. Search the large pile of rocks to your left and you will encounter a triggered moving platform which will automatically dip into the ground and trigger something later on supposedly. It isn’t exactly clear if it actually does anything or not that makes it possible or impossible otherwise to complete the level, so trigger it just to be safe. Next, I would ascend the shell platforms to the connector bridges- after having located and triggered the two wooden platforms on the ground level. I recommend going to the right room first in order to go ahead and grab the bomb in the unlocked chest there, as well as the extra 200 points worth of precious gemstones. Either path is open to you at this point and both are equally easy to traverse, however the right side is much faster in terms of thought process required and getting through and back. Once you’ve grabbed the bomb, return to the middle chamber and look up towards the array of skeletal wooden blocks above you, intertwined within the branches of the tree and the palm ferns. Shoot the cracked block with the bomb in order to eject a movable crate with which you can position on the triggered platform up the ramp with the ceiling trap. Be aware of the ceiling trap’s pathway and pattern in your timing to avoid an untimely and unfortunate misstep and demise.
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