You can take out enemies with either your unlimited projectiles or by bouncing on them. The checkpoints are spaced out fairly, allowing you to come back from your mistakes while still providing a challenge since your time bonus will certainly take a hit. The game does an impressive job of steadily introducing new features like powerups and new actions without the need of a tutorial of any sort.īesides the Kinect controls, Doodle Jump receives a new spin on the tried and true formula, changing from the once infinite jumper to defined levels with a beginning and end. Like the lateral movement used for platform navigation, all of these motion controls work as intended. Other motion-controlled actions include rocket travel (both arms straight up) and projectile shooting (raising and aiming with a single arm), just to name a few. There isn't a single moment where you think, "Argh, the Kinect didn't track me properly." More importantly the Kinect implementation is flat-out fun. Automatically, one would think that this would compromise the precise movements needed to navigate the platforms but surprisingly it works like a charm. Instead of tilting your phone to move your Doodle monster, you strafe side-to-side in a two-dimensional plane. Thankfully, we don't need to be jumping constantly, that's still automatic. When Doodle Jump for Kinect was announced, many were skeptical of how the immensely popular mobile title would translate to the motion-sensing Kinect.
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