IT'S Oozi: Earth Adventure part 3 and our hero finds himself once again trotting through the world of men attempting to find his lost gear and get back to his job. This time he's stumbled into an underground facility fraught with danger.
New creative enemies fill the 8 levels on display here. Now bringing added risks and more creative strategies for our heroes progression. Oozi is a grand example of how the episodic game format can become a viable business modal especially via the indie marketplace. Giving players segments or worlds that form a much larger game but allowing for those snippets to actually have much better production values and depth as a result.
Each of the oozi games is stand alone and also part of a greater whole.
Oozi is reminiscent of classic sega mega drive games like decap attack and b.o.b. in both art style and game design. Every part of the games art design is near flawless in its production values. There are no ugly distorted sprites or clunky animations here. All of oozi is polished and high quality in its production. The art style, while it could be divisive, is also well suited and consistent. With the possible exception of oozi himself his high cornered smile and almost constantly unchanging facial expression leave him feeling a little charmless.
The game is just as polished in its design and responsiveness. The game runs smoothly with nearly no lag between player input and game. At almost all time you feel a smooth sense of play and action, the game moving at a swift and energetic place. There's some issues with the level design. Each level feeling overly long and exhausting. Some sections of the games levels also have terribly bad placement of checkpoints. The first level featuring several sections that are exceptionally forgiving to progress through with 3 or 4 checkpoints and the next being several times more challenging than those before marred with the addition of length between checkpoints. If the game hard saved or provided the option to hard save at every checkpoint it wouldn't be such an issue but should you be faced with a exceptionally hard or troubling section you have to just keep plugging away until the whole level is cleared lest you have to restart the whole level from the top.
A better placement of checkpoints or shorter levels in a greater number might have been more forgivable.
It's tough to hold the small niggles against oozi. For what it costs you get a game of really very good quality and design. Just dont go in expecting it to be something that you can just dip in and out of.