Across Big Crown’s 15 wild courses, a lot works and a lot doesn’t. Movement and jumping can often prove difficult and flawed, with these motions sometimes registering poorly or not at all, resulting in a face full of fire or a character drowning when this occurs. A large chunk of the gameplay was learning to work with this, jumping earlier to reach a platform than you may normally, or avoiding that route all together. It’s unclear if this small, finicky movement was planned, adding to the challenge of the game, or whether it is a design flaw. Due to how unfair and seemingly impossible some collisions were throughout the game though, I’m leaning towards the latter. This is a shame, robbing some of the fun from pulling off difficult jumps and instead being merited on luck rather than skill.
Additionally, it felt like some mechanics were missing, with jumping, punching and the rarely used blocking being the only mapped controls. It felt like more could be added to improve its promise of uniqueness, which too could serve as further replayability. Personally, I would’ve liked to see the addition of power ups, a possible dash button and even emotes to allow for traversal of the levels to be more fluid, varied and fun. A lot of the game feels only surface level because of absences like this, resulting in one of its biggest flaws.