

Much of this speed comes down to the game's jump aim assist, which is likely there to help ease players away from the need for constant precision. Jumping is quick, and with a little bit of practice, players can whip around different environments with surprising speed. Aiming jumps can be accomplished either by using the mouse, by making swipes on a touch screen, or by using a controller's right analog stick, with the latter choice providing handy guides indicating current aim direction as well as the currently-targeted landing area.

Dandara herself can't run or walk, only jump - and even then, she can only jump in a straight line and can only land in specific areas of the environment. Regarding Platformingīy far the most outstanding component of Dandara is the game's limited moveset.

As a result, the game feels less like a throwback adventure and more like an experimental new way to approach the genre - and that means it comes with a substantial learning curve. While the familiar notions of room-to-room exploration and the gradual acquisition of abilities are all present and in good form, Dandara sidesteps the genre's typical gameplay by removing the basic ability for players to run or even walk. Such is the case with Dandara, the new game from developer Long Hat House that could and perhaps likely should be described as a retro-inspired Metroidvania, yet manages not to feel like one.

While it's usually pretty easy to understand what a game will be about based on standard game genre classifications, sometimes a title comes around that completely bucks the trend.
