Air Bounce can be a good game … anytime it wants.
When you start to play Air Bounce – The Jump ‘n’ Run Challenge of EpiXr Games I didn’t know what to make of his invitation to a run and jump challenge, so when I made the first contact I wondered if I was going to face a real challenge. The challenge the game offers turned out to be a mixture of lights and shadows, a winning part of which is unclear to me. Air rebound It’s in many ways a fancy and I can’t, I only encourage you to play it in case you wake up in a good mood, which I will come back to later.
Harder, better, faster, stronger.
The proposal is simple, a countdown timer and a marker at the top of the screen that begins to count the time it takes us to complete levels designed to last a few seconds. Of course, passing each level in seconds is an ideal scenario which in order to achieve it will make us repeat each jump over and over again until we completely dominate the scenario. Getting that non-boring rehearsal is a difficult task, and while Air Bounce’s aesthetic or soundtrack doesn’t push toward a higher mental state, the game does just enough to encourage the future.
The feeling of being in a flow of movement between platforms that makes you feel comfortable moving forward in this case is a weak harmony that anything that goes wrong can instantly ruin it. Failing a jump due to miscalculation or not yet understanding the right way to do things is a learning situation, which actually encourages us to do better. But when the error is not on our part but on the part of the game, then we are faced with a serious problem and Air rebound has a lot of those times.
The episodes that take you out of the stream Air rebound They are produced with the other action that we have at our disposal apart from running, that of jumping, which can be performed with the RB or A button on the remote control. If we take one of the power-ups with an exclamation mark on the road, we can do a double jump, this is the time when things don’t go the way they should. I did some experiments to see if I was doing something wrong but the result is that we are at the mercy of the game wanting to be okay. That double jump is a key mechanic throughout the game and inexplicably fails to kill the momentum we might have. The reason for good humor has its explanation here, Air rebound It’s not that it’s such a big challenge that he gets discouraged, but rather that aspects like the one mentioned are going backwards.
A shocking element for a video game that has the word “challenge” in its title is that its division into 9 phases, each with 5 levels, is so poorly planned. The first and second level of a phase can be a bit tricky while the third, added to the control issues, will keep us here for a while, then have a fourth level which will lower the challenge again. At no time can no curve of difficulty be appreciated and this promise to challenge is relegated to disconnected levels in which one has the impression of not learning anything because it is only a question of moving forward.
The 9 phases in which it is divided Air rebound They have a quite different aesthetic and can range from meadows, mountains, clouds and why not space. In this section you can see a care in which each phase brings something different, whether in the way we have to move or in the way we deal with the platforms. It won’t be the same to see big boulders to jump into in a phase, to have thin stone columns to fall into or literally jump between the stars.
It’s worth it?.
To play Air rebound no spark has awakened in me that makes me want to go back or explore the scene more in search of collectibles. The greatest virtue of the game is the innate curiosity of the player, which sometimes gives the illusion that the routes we take are not part of a predefined path but that each jump is unique. It’s easy to repeat a level to find out how to reduce the time marker, however the human quality of being curious is not something the game encourages, we already have it by default and it just happens to benefit you.
Objectively it’s not a bad game but I can’t say it comes close to something that I can consider good. At the start of each phase and without even making a first move, achievements always jump which show the only value here, making achievements easy. Sad to be so harsh with a gaming experience as to be short it has another detail that could have been developed in a better way but judging by what it is and not what that it could be, Air Bounce – The Jump ‘n’ Run Challenge It takes two of the finest things in life, jumping and running, and reducing them to two soulless actions.
Air Bounce – The Jump ‘n’ Run Challenge
- Each phase has a striking aesthetic and what sets them apart
- Gives the illusion that there is no predetermined path
- Double jump doesn’t always work
- Some levels have performance issues
- There is no clear difficulty curve
- There are few adjustments that can be made to the order