Bedford Falls, the darkest timeline. Classic movie moment. Clarence and George were in the bar and finally pushed their boss Nick too far. Nick said. "Two elves went out. It was the real gate, or the window outside."
Move out comments
- Developer: SMG Studio, DEMM game
- announcer: Team 17
- Platform: Viewed on Switch
- Availability: Will be released on April 28 on PS4, Switch, Xbox One, Mac and PC
The real door or window. In the past few days, this line has been very helpful to me because I have been playing "Moving Out", a counterfeit-style removal simulator for the glorious kitchen game "Overcooked". Like Overcooked, you can move around in an elbow environment driven by a physical environment to try to accomplish very simple tasks in difficult situations. Like "overcooked", your colleagues-your allies-are usually the biggest obstacle. But despite my mantra for Overcooked, can everyone stick to their f-ing radio? I arrived at a new location. I investigated what we must carry on the truck. scale. Positioning. Fragility problem. Then I asked myself an immortal question: the real door or window?
Listen on the sofa, I always throw these things out the window. They are difficult to deal with in any other way. The sofa in the stairwell is indeed a bad moment. The corner sofa at the door made me want to lie down for the rest of the afternoon. However, two moving people can easily grab the sofa, pick up the power, and then put down the sofa in a double way like no one else. Soft landing on the lawn. Then enter the truck.
Fragile goods? Definitely the real door. These things can be transported all the way to the truck and then crushed, so I actually want to put them to the end, and then use a gentleman relay. The first is big things. Then there is the middle box, nothing. TV and toaster. Then there is glassware. The real door.
These decisions determine the relocation. Each level will require you to carry a certain amount of items in order to enter the truck within a certain time limit, and the location will usually be wrinkled, making everything complicated. There may be a swimming pool in one place, you need to go around. Another may have ghosts. One possibility is an experiment with Frogger or the scientific laboratory. It can accommodate up to four players, and even the largest layout is very picky, and many excellent games require cooperation. Heavier things require two means of transportation. It can be handled by clamping a lighter object from one person to another, eliminating any obstacles in the process. Relocation knows to simplify things at the most basic level-you always know what needs to be moved, and usually have a good idea of how the level header works. This means that complications come from the side of the screen. Ambitious. Cut corners. clumsy. I think it's a bit like-you know-working on cleanup. In addition to things about flying kites. I think.
Therefore, this is a party game, and your party often becomes a problem-a wonderful secret to noisy fun. Although genius lies in the framework. This is a game about smashing bad things and dealing with them very badly, but it is not used as a disassembly number. Its architecture is the job of packing things, so it weaponizes your own anxiety about broken things. Well, this is a special stimulus: a guilty stimulus. This makes things exciting even before the levels start to get weird. (This also adds a very soft element of class revenge.)