Lord QWERTY said it best
Whilst reading reviews, I found that Lord QWERTY and I have a similar opinion. Quoth Lord QWERTY:
"Well made, yet awful controls. The art is lovely, concept original, but the controls are terrible. [They are] annoying to use; the interaction with picking up bombs is awful. Swapping bombs and throwing, only to realize you picked the wrong one, and having to restart the level is aggravating. 5 stars on everything else, but the controls make things harder in a bad way."
Ill add that having a boxie bounce out of the world off a robot instead of the robot grabbing it is aggravating; having several later levels designed to set you up for this kind of failure is doubly so. Getting a boxie to hit a robot should be equivalent to moving a robot over a boxie.
The throw mechanic can be terribly frustrating when missing a demanding target results in the bomb bouncing back to your robots feet; youre launched out of the world and must restart. This isnt a mechanic that makes the game more challenging and fun; it makes it annoying. An indicator of the throw arc in 3D space would rectify this.
The last several levels in Plastic Paranoia switch from a "solve this puzzle" game to a "overcome these abysmal controls to make precision throws" game where the price of missing a pixel precision toss often necessitates a level restart. The designer of these levels conflated aggravating with challenging.
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