Home > Games, Links, Reviews > World of Goo Demo

World of Goo Demo

October 15, 2008 Leave a comment Go to comments

2DBoy has released a demo version of their recently released game, World of Goo. Upon learning this news, I immediately downloaded said demo, which includes the entire first chapter of the game. After I downloaded it, I immediately installed it, and proceeded to play it from start to finish.

I am impressed. The layout and interface are simple, and completely adequate. The style of the game, including the visuals and the story and so on, is extremely well done. The music is varied and excellent, and serves very effectively to draw the player into the little goo balls’ story.

As for the general gameplay aspect, it is largely enjoyable. Not only is World of Goo a puzzle game, challenging the player to figure out how to complete the task at all, but it pokes its toes into the action arena, though not in the sense that we might expect from the term. Once you’ve figured out what you’re going to do, you have to go ahead and get it done, constantly working to keep your gooey structure balanced and stable. On the other hand, I occasionally found myself trying to just rapidly add to my structure to achieve a particular goal; and sometimes it actually worked. So far, almost every puzzle presents you with a new challenge, or teaches you a new trick that will be useful later on, or both. To keep things interesting, they introduce a new type of goo ball from time to time. Having only gone through the first chapter, I’m sure there are still more types of goo and crazy and interesting puzzles to come, but there is already plenty of fun to be had with those already available to the player.

If I buy the full version (which is looking likely), I’ll be sure to write a more full review, but for now: Excellent work, 2DBoy. Well done.

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  1. Dr Labman
    October 22, 2008 at 11:07 pm

    I bought the full version. It’s a good game but there are some small issues that could have been easily fixed. Like not being able to change screen resolution as the UI breaks. They should be able to scale the UI independently to the game very easily using opengl (which I believe they are using).

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