Go Mecha Ball is a kind of video games you possibly can simply have a look at and know that it feels nice to play. Motion so slick that the controls really feel like second nature from the second you decide up a controller, ranges constructed to make you roll, roll roll till you attain the end.
After watching the event of this single-player twin-stick shooter like some sort of freakish orb-coveting hawk, I’m very joyful to say that the total sport lives as much as my lofty expectations, even when it may not have the endurance of the outdated gods of the style.
A 30-second intro slideshow apart, Go Mecha Ball has no story. You’re a cute cartoon critter driving round in a mini-mech that may rework right into a ball and roll round, preventing a bunch of bizarre glitchy trash robots in a collection of arenas filled with platforms, ramps and boost-pads that may propel your ball type round prefer it’s a pinball desk, smashing into enemies to deal satisfying contact harm on high of no matter you’re doing along with your weapons. Higher but, if you happen to smack an enemy whereas they’re charging up an assault, you’ll cancel it (indicated by a satisfying DENIED textual content popup) and drive them to drop some ammo, encouraging dangerous, aggressive play.
It’s all about that contact harm. Weapons are good, however slamming into an enemy at full velocity gave me that little jolt of pleasure even after ending the sport a half-dozen occasions. All the things in Go Mecha Ball is physics-driven, with no canned animations: Recoil on weapons subtly pushes your character again, legs bracing in opposition to the kick, and enemies skitter round for buy as they get hit by an enormous knockback hit. Regardless of being a quick arcade shooter, the whole lot right here feels stable, and each hit feels prefer it has a tangible impact.
Pinball bumpers vibrate and flash, and weak partitions shake and shatter on affect. It’s just a little overwhelming at occasions, however a feast of visible suggestions.
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That sense of reactivity is mirrored within the sport’s soundscape. I couldn’t hum a single melody from this soundtrack regardless of every space having its personal distinct theme, however I nonetheless lose myself in its bassy, propulsive beats each time I play. The tempo and mixing shifts continuously in response to the on-screen motion. Trebles rise as a beam laser sweeps throughout the world, and the bass will get cranked on the drums as a heavy enemy sprays bombs throughout the world. It’s synaesthesia in a can. Jeff Minter can be proud.
Go Mecha Ball is completely about that quick hit of adrenaline. Past a easy little bit of roguelite development (unlocking new characters, weapons, and upgrades utilizing foreign money earned over a number of runs), it is a pure arcade expertise. No padding, no pauses, 4 worlds, 4 bosses and about 45 minutes for a profitable run via to the tip.
If you happen to’re after fixed incremental upgrades or numbers going up, there’s not a lot right here, however I feel that’s high-quality—typically a sport can simply be small, spherical and completely fashioned.
Every run has you selecting a personality (every with their very own beginning improve and weapon, plus barely completely different base stats) and a problem stage, then diving right into a easy development via 4 themed worlds, every capped off with a boss. Every area has three waves of enemies, and every stage cleared offers you a roguelikey selection of three upgrades with first rate potential for dialing in on a particular construct, be it centered on weapons, ramming, or particular talents. There’s a chance to additional customise by spending cash in pre-boss-battle shops, or simply get a fast top-up of well being earlier than the battle.
The flexibility upgrades (mapped to the left and proper controller bumpers usually) are the place a lot of the tactical depth arises. Recharging on swift cooldowns (usually simply 3-5 seconds per use), there’s projectiles, EMP blasts and grenades, however the ones I gravitate in direction of are the motion powers like rocket-jumps and floor kilos. There’s no bounce button in Go Mecha Ball, forcing you to depend on ramps and bounce pads to get vertical, however a rocket bounce offers a really satisfying approach to go airborne and opens up the chance to do additional harm by touchdown on enemies.
There’s actual ability concerned in touchdown these drop pictures, however I don’t assume I’ll tire of actually dunking on enemies.
Contemplating the sheer velocity and power of the sport, I anticipated to have quite a lot of hassle protecting observe of the motion, however the whole lot is surprisingly readable. Enemy assaults are typically effectively telegraphed, and bullet patterns are comparatively sparse exterior of boss fights. The one problem I had with readability is that regardless of there being a round shadow drawn straight the place you’ll be touchdown after going airborne, I’d have appreciated an indicator to attach my present aerial place to it. Talent problem, maybe, however I nonetheless ended up dropping a pair runs to lacking drop assaults and even flying off the sting of the map.
Regardless of its arcade inspirations, Go Mecha Ball’s not an particularly exhausting sport—or perhaps I’ve nonetheless received it regardless of my quickly graying beard. I received my first win on my third go, unlocking the next problem that added extra enjoyable wrinkles to the fight like additional landmines to dodge and chrome armored enemies that must have their shells cracked with melee earlier than they’ll take harm. Every problem (5 whole) appears so as to add just a little additional twist like this, though the sport doesn’t clarify what new threats it’s dropping on you, simply anticipating you to roll round and discover out.
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The additional difficulties add a bit extra selection to Go Mecha Ball, which may have felt stretched skinny in any other case. Regardless of its free roguelite inspirations, the degrees aren’t procedurally generated. Which is nice, as they’re effectively designed fight arenas filled with distinct gimmicks, pipes, difficult areas to navigate to and harmful enclosures, however you’ll have dedicated most of them to reminiscence inside a couple of hours of play. Good for growing muscle reminiscence (ability all the time comes secondary to character construct right here), however once more, probably disappointing if you happen to’re on the lookout for Binding Of Isaac-esque longevity.
I’ve nonetheless but to unlock the ultimate character or the final two problem modes, however given how a lot enjoyable I’ve had with Go Mecha Ball up to now, that’s a case of ‘when’, not ‘if’. I’m undecided if I’ll be coming again for an excessive amount of extra after I’ve cleared the whole lot. With out a glory-chasing excessive rating board or seeded runs, there’s not fairly as a lot long-term attraction right here as some classics of the style, equivalent to Assault Android Cactus.
Even so, that is nonetheless the most effective twin-stick shooters I’ve performed in years. Go Mecha Ball is out now on Steam and Xbox Sport Cross.