In 2017, Koba studio announced Narita BoyA game named after the second size of the Tokyo airport, which seemed non -standard for Kickstarter. He had slim figures of pixel art in the neon world of Snówka on the side. He had nostalgic anime vibrations from the 80s with state-of-the-art visual effects. She had the history of the developer – a former friend and member of the enemy team Eduardo Fornieles – returning to his hometown, that the game he always dreamed of.
At that moment it was only a concept, but it was wonderful and it was enough to cross the inevitable crowdfunding campaign over the summit.
Four years later, the game was sent and turned out to be one of the best success stories in Kickstarter, looking like a playable cartoon and plays like a surreal version of the classic adventure game. However, with basic combat screens and weighty text slowing down the pace, it never seemed as good as it looked.
Continuation of the team, Haneda girl There is no problem.
Announced last year with Demo now on SteamIN Haneda girl – named after the largest airport in Tokyo – is not a direct continuation despite the name. It is a platformer of action with faster movement, more responsive control elements and a type of precision required when you need to reflect between wall jumps, avoiding shots from all directions.
You play as a girl named Chichi Wakaba, who has a sword and can throw around the screen with fractions of a second. There are no distance attacks, so he must slip away on enemies, go to “spirit mode” to hide from lasers or cut the panels to drop the platforms on the enemies below, Burgertime-style. She is also very sensitive and dies if she is hit with a single ball.
A phrase that he has a mech partner, a mother from whom he can jump and go down. The moss moves slowly and cannot jump so high, but it has a tower from a machine gun and can absorb many shots before blowing up and rebirth a few seconds later.
Playing in a demo, I constantly hopped and leave the mech, using it for charging Wakaba attacks, taking the burden of enemy attacks or simply spraying bullets in a given area and I hope that it succeeded – often. Level designs forced me to change between two styles, offering narrow paths or high walls, which only Wakaba can fit or climb, and the rooms filled with enemies that the mother was built to blow up. It seems that there may be a way to speed up the game mainly with the facilitate of Wakab, but the balance between them made the demo work for me. I still felt temptation to fly towards the target, just to think about it and settle for a few moments of planning, and then a few moments of chaos.
Or I just went for it and died. As the trailer suggests, this will happen.
