Imagine that you are an experiment stuck in a laboratory all day while strangers push and shove you in the hope of learning something. Even worse, imagine that they were built for a purpose that only their creators understand, leaving their lives to a group of people who just want to see them Tick-tock. Now imagine yourself becoming completely psychotic, escaping from the laboratory and starting a shootout trying to escape. That would be really justified, wouldn’t it?! Well, that’s exactly what happens in CreatorCrate and I indulged in this slightly strange scenario. It was fun to say the least, but now I have to stop striking down scientists and tell them all about it.

So, in CreatorCrate you play a finisher box with legs and a serious food problem. This particular box uses the material to make new things. As long as he has created a plan of an object, he can replicate it. This is a very useful skill, but it is not beneficial for the health of the living beings around it. What are living things made of? You guessed it! Matter!

It’s a Roguelike puzzle platforming adventure and I’m completely here for it. For a change, don’t try to finish something far beyond your abilities (and your life), when you get finished a lot in the process. Here, all you have to do is escape from a laboratory on a space station. It would be an incredibly simple task if the building were not filled with deadly traps, finisher robots and security forces wielding weapons. In reality, you might almost think that you completely expected something to go terribly wrong before it “s happened. That, or someone has pits very carelessly sprinkled with boiling acid on the place. I mean, something like this is a health and safety nightmare waiting to be done.

I’m a little torn by this title. I think a lot of it comes down to the fact that I’m not very good at platforms. I get frustrated relatively easily and for me, controls in this genre, although they are usually very simple, always seem a bit tedious. A big part of this comes from the fact that you have to place something that moves quite quickly on a platform that does not move at all, but is not always very large. These platforms are usually placed on top of something deadly or next to something that ends life, which means that it is just as bad to overtake them as to miss them completely. This is just a comment about the stationary, don’t let me start with the moving or Disappearing type.

CreatorCrate has all this in spades and is controlled with the mouse and keyboard, which, although it is true to form for classic PC games, does not help to wrap your fingers in knots. A gamepad, although more modern, is also a little more accurate. So the controls, although suitable for aesthetics, were not the best for me. That, or I just suck, which, of course, is quite possible, but I want the controls to make my life easier, and they didn’t.

Aesthetics is really very important for CreatorCrate. It’s a very retro game in terms of its art direction, and that’s something I really like. What I like the most here is that it doesn’t feel like a game that’s trying to be retro. If I had picked up the after 90s, I would have been very satisfied with what I would have gotten. It’s not just The appearance. The dialog is well written and the proper use of text boxes improves the overall feel. You can really see that the developers have chosen a direction in which they want to go, while remaining on what is to be welcomed.

The mechanics in CreatorCrate are certainly interesting. The ability to absorb objects and recreate them as needed is new. The pieces of furniture that you eat when they are new are very practical shields and clubs. You would be amazed at how effective it is to start a workbook in the back of your mind. When you create a weapon, you have a weapon.

It is also loaded, which is very useful when literally everyone around you is armed and wants to leave you. In short, they literally give themselves the tools they need to survive. By the way, you can also use the matter you have absorbed to heal yourself. However, there is a certain discrepancy here. If you have spent all your energy to keep yourself alive, you cannot use it to make weapons and … keep you alive. These are the things that you should always have in mind while you are playing.

I mentioned Roguelike elements earlier. With the exception of some story-based areas, the map is remixed every time youPass away. That’s actually a good thing. In addition to keeping things fresh, it also means that if you hit an area that you are really struggling with, there is a good chance that it will not be present during your next reading. Such a thing does not make the game easier, but relieves the Monotony that comes with getting stuck in the same Puzzle or the same room. The potential disadvantage here is that even mix all the enemies. This means that in one Minute you could face only a few guards, in the next you will have quite meaty robots and drones on your way. Well, not everything can be perfect, can it?

This game feels quite open, because you can go anywhere in the complex that is open to you. The game lets you know if you enter an area too early, but by the number of much more difficult enemies you face. With this comes the feeling that you really need to learn from your own mistakes. You know when you are on the right track, by the diffusion of the dialogue and the feeling that the area you are in is difficult, but has the right level of difficulty.

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