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Your default platformer stance is beset by a floating white head who comes off like some kind of pranic demon. He tells you not to proceed, which in the language of level design means, "come further, you don't really have a choice". This is the kind of catch-22 that, all too common in life, seems utterly absent in games - no matter what prickly situation your protagonist finds (usually) himself in, there's always a neat puzzle solution or flow path to get out of it. Not this time.
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Retro. PC
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