Octahedron Reviews

  • Iceman2pnt0Iceman2pnt0386,122
    06 Nov 2020 10 Nov 2020
    6 1 1
    With under 400 tracked players on TA as of this writing, Octahedron seems like a game that has flown under most people's radar. Hopefully my review will help to change that.

    Overview
    Octahedron is a 2D platforming game with a multi-level overworld. It was made by Demimonde, which appears to be a one man developer (though the music was co-created with the help of 3 others). Unlike most platformers that scroll horizontally, this one scrolls vertically. The unique ability that you have in this game, is to hold down a button to create a platform under you, in order to traverse distances that are too large for a standard jump. However, this platform is not static; it stays under you as you run, for a limited time. There is a limit to how many platforms you can create before touching the ground again, and this number is specifically tailored to each level. The goal is simply to jump into a cube at the end of each level. That's the basics, but it gets a little more involved. Each level has 30 lights that you can break with your platform; they then turn into flowers that you can collect. You need a certain amount of these in each world to progress further. In addition, there are 8 floating tetrahedrons to collect. Some are hidden, while others are placed in risky locations. Grabbing them is worth your while, as getting a certain amount opens a new level in each world. Beating this level grants you an upgrade for your platform. These upgrades range from longer duration, to multi-tiered offensive abilities such as beams and extending claws. These abilities come in handy when dealing with most of the game’s enemies. There are only a handful of enemy types, but I feel like they provide an adequate challenge, coupled with the tricky platforming and environmental hazards. The difficulty curve feels natural and fair over the game's 50 levels, apart from only a few very difficult sections. The platforming itself is rock solid - if I ever made a mistake, it was my fault, not the controls.

    For those interested in mastering the game, there are four challenges for each level in the form of medals. These medals are for getting all of the aforementioned flowers and tetrahedrons (known in-game as “100%”), beating each stage without dying ("Deus"), beating each stage using ‘X’ platforms or less ("Par Any%"), and beating each stage with all collectibles, using ‘X’ of platforms or less ("Par 100%"). ‘X’ refers to a number specific to each level. I personally enjoy these platform challenges, because they allow you the time to plan your movements and usage of platforms, unlike something akin to a typical speedrun.

    Graphics
    The game is a simple 2D platformer, but don't let that fool you - it's instantly eye-catching. Imagine Mario taking a mushroom (the feel good kind), and getting sucked into the visual landscape of Geometry Wars in the middle of a rave party, and you'll have a rough idea of this game's visual style. Backgrounds are an abyss of black squares that come to life with colors that move and pulsate, all while the multitude of lights flicker with neon colors to the beat of the music. Enemies and even environmental hazards are vibrant, and complement the energetic art style very well. Its flashy, without being overbearing, or a hindrance to the gameplay. That said, it does feel a bit like a one trick pony. Don't expect themed environments such as plains, snow, underwater, etc. Overall I'd say that while simple in general terms, it has found a unique style that feels retro, with a modern flair.

    Sound
    You often hear that sound is an integral component to games, and it’s especially true in this case. Though I don't consider myself a fan of rave or techno music, this game is undeniably elevated because of its use here. The music is not only woven into the graphical presentation, but also the gameplay itself, through things like platforms that appear and disappear on specific track beats, or hazardous neon barriers that jump around the sides of square platforms, all on tempo. Sound effects are largely kept to a minimum, with your created platforms, breaking lights, and grabbing collectibles being the most commonly heard. I think that works in the game's favor, as the music is the star of the show here. Along with the visuals, it helps to create a unique atmosphere that can range from mysterious, to dangerous, to full on glowstick-twirling euphoria. headspin

    Achievements
    Despite all of the (currently) high ratios, I feel like most players will be able to get at least 400G without too much trouble (this includes all progression achievements, and a few level-specific challenges). The real challenge will come with getting Rogue Traveller and each of the four medals per level. Rogue Traveller requires beating every level of the first world without getting hit once (in a new mode, unlocked upon beating the game). Getting all of the medals will really test your skills, especially in later levels. There's no getting around it - a completion here is going to be difficult, but also rewarding.

    Closing thoughts
    The combination of appealing aesthetics, head-bopping tunes, and tight controls have really come together to make a memorable platforming experience. The fact that it was created with so few people, speaks volumes about the talent involved. If you grew up in the golden age of platformers like I did (or are just a fan of good platforming games), you need to play this game and support its talented developer. It's not perfect, but it does accomplish its goals, and in a satisfying way. As for value, at $12.99 this is an easy recommendation. I’ve seen it on sale for $5 a few times, which is an absolute steal. There's also a free demo available (just remember that those first few levels are the most basic ones). In conclusion, Octahedron is a hidden gem...a sparkling neon, diamond in the rough that's been buried in the overcrowded indie landscape. If you roll up your sleeves and dare to unearth it, you might just be pleasantly surprised.

    Pros: Art style feels retro, yet modern
    Controls are reliable and responsive
    Enthralling soundtrack
    Old-school design philosophy that respects the player

    Cons: A few very difficult sections
    Could use more enemy variety
    Not many extras, only 2 unlockable harder difficulties
    That piranha plant-like enemy that eats your platforms. Seriously, screw that guy.
    angry


    *One more quick note – I found that remapping the create platform button to cn_LT made the game feel much more intuitive.
    4.0
    Showing only comment.
    Iceman2pnt0Thanks to all who read the review in its entirety. I welcome feedback, as this is my first review here on TA, and I feel like I should probably do more writing. Also, let me know your thoughts on the game.
    Posted by Iceman2pnt0 on 06 Nov 20 at 08:52
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