Playing through Pineapple Smash Crew a second time, I’m convinced the game needs some kind of time pressure. Running through missions at top speed is exciting and works well with the best idea in the game – the grenade system – as well as the randomized level generation. Not only does navigating the map involve more planning, but you’re forced to put yourself into the middle of the fray and constantly swap grenades, something which PSC obviously wants you to do but doesn’t provide enough incentive for.
Without the speed, the game can drag. The missions rarely pose a challenge, for one thing – it’s easy to clear out rooms without taking too much damage if you’re careful about engaging enemies in small groups. It’s also quite natural to hoard grenades (especially health grenades) until you really need them and max out your squad strength by collecting every chit in every crate in every mission. At that pace you begin to notice the same-iness of the levels, which have little to distinguish one room from the other aside from the bosses. In short, it feels a little like a grindy dungeon crawl when it should feel like a frantic action shooter.
The grenade system really is cool – each member of your squad can hold one, and the effects range from explosives to area-of-effect weapons to turrets to zanier stuff, like vortexes, teleporters, and decoys. They’re powerful and dangerous, and when you’re forced to constantly pick up and use them in the heat of battle, they are a lot of fun. It’s a shame, then, that the game suggests a slower and more careful pace of play.
Some of the new trailers made for the IGF 2012 submission:
The Iconoclasts (Konjak), a non-linear platform game (demo is available from the website).