Kalima gamers are having fun with several color-coded puzzles, players most likely swapped the positions of my two grim-faced totem items over one thousand times.
So much less frequent, however way more dramatic, were my shifts from marveling at the clever tandem-character puzzle-platforming (the gameplay equivalent of patting my head whereas rubbing my belly) to frustration at some fluky anti-gravity physics and disappointment at the plain presentation. However, they continuously quickly shifted back to enjoying it, particularly within the difficult two-player co-op levels.
While Kalimba's negligible visual vogue, scarce sound recording, and mostly-forgettable dialogue square measure all a little basic, simplicity is shaped into one thing special once it involves the puzzle-platforming level style. In single-player, it's all concerning guiding my totem items through obstacle-course levels; if either piece touches a liquid that may not their color or associate enemy (provided you are not larger than one), each items die and square measure sent back to a munificently placed stop. Whereas overcoming obstacles sometimes needs stacking the two and switch their placement (which happens instantly at the bit of a button), bound sequences need victimization obstacles within the level to place house between your items and being rigorously awake to their movement. Throughout my five-hour single-player journey, there have been enough tweaks to the formula that they felt challenged and fascinated by what new concepts consequent level would add. Whether or not i used to be flying through the air via trampolines and cannons, or experimenting with parts that mess with the unremarkably parallel movement and create one in every of the characters larger or stationary, most of the additions to Kalimba's solid platforming and puzzle mechanics square measure welcome.
hose aren't too frequent, though, associated it's to Kalimba's credit that I've felt an urge to come to its world since finishing the campaign, because of a large number of extra modes. they've created some valiant-yet-ill-fated makes an attempt to overcome "Old School" mode, wherever high rating runs square measure the sole thanks to raising a restricted provide of lives. Kalimba's co-op campaign, wherever every player controls a try of totems of 1 color through specifically-designed levels, is a further treat that taxed my brain during a whole new way: I had to verbalize solutions to a partner and generally synchronize movement to a degree that illustrates why Kalimba's co-op is strictly native.