Gameplay

I probably shouldn't have trusted the difficulty options so readily for such a small project, but realistically the annoyance came only from a mismanaged cinematic for the boss; after failing three times, it accumulated to nine unskippable camera pan cutscenes and a complete disregard for the swarms of enemies spawning beside the bosses. The duration of invulnerability on the eel-worms was also frustrating enough on its own to warrant ignoring them as well; I suspect that they die in a single charged lance in easier difficulties, but frankly it feels like it should have been the case on any setting.

Game

The game is yet another beater against the "Purple Scourge," a recurring color theory for DigiPen's beaters. The game is more reliant on the Parasite Queens than I initially expected, though I admit part of that expectation comes from my passing familiarity with the school's gamography and my belief that a different game (Divergence) was a later part of this one. The lobbing magic is a curious design because of its implication that the other two have auxiliary effects for traversal, as well as the lob itself being useful for anything but traversal. A switch with an eyeball could require a lance to open a door, or a patch of burnable bramble could block a narrow path; these aren't original mechanics by any means, but their inclusion would at least make for a more holistic system.

Gaming

Infamous has a series of extremely liminal segments where the player travels underground in order to flip a breaker switch and give power to an area in the city, which effectively opens it up for exploration with Cole's abilities. Despite the lack of sense in having a core electric component in a flooded sewer, the design of these areas is potentially much more streamlined and satisfying than the games usual shootouts; various obstacles are designed to test the players proficiency with specific abilities as they are acquired. If these segments were extended beyond a means to an end, they could have made for some truly electrifying gauntlet levels.