Of so many good examples that we have had with beautiful platform games, a genre with many references, this is not the best example, already beginning to warn that the game is full of mistakes that hurt the experience. It is a game that requires skill and ability, but often for the wrong reasons. Scarygirl is really "scary", but in gameplay.
Chapter 1: The intro
Despite the many problems that are in need of correction, the game has its own identity and is not bad at all, the story is wonderfully creative and ressembles the game Psychonauts, and a novel by Tim Burton. ScaryGirl was abandoned in the forest and rescued by an octopus named Blister, who built a tree house and cares for her as her own daughter. One day the octopus appears with some leaves from a magical tree, the "Tree of Knowledge" and asks ScaryGirl to investigate what happened to the tree. If this sounds bizarre then wait until you hear the narrator tell the story as if it were a popular fairy tale.
Chapter 2: Momma Yeti
After playing so many platform games it's easy enough to conclude that not only is the difficulty that makes a good game, we must find the right balance, however ScaryGirl has the two things, the history and scenery are well established, but the gameplay as well as difficult, it becomes almost impossible with the problems. The route is linear but with some alternative paths that take us where we can find more crystals or items. The crystals that we catch will be used to upgrade the skills of our little girl, often we might feel like to redo the steps and go down the other path to find more crystals.
Chapter 3: Get going
The combat system is composed of simple buttom mashing. The tentacle is the main weapon of ScaryGirl and beyond juggling enemies in the air can grab them when KO and fling them against other enemies, or choose to squeeze their lives (in the form of fish). We also have available the attack blocking in a timely fashion can repel a projectile and redirects it to the enemy. incoming attacks, crouching and creating a bubble of temporary force that will send incoming projectiles back to the creature, assuming you master the timing.
Chapter 4 part 1: The War Machine. Part 2: Here
In fact, there’s little depth to the platforming in Scarygirl. Press the jump button once and your character leaps as high as possible. There are no short hops. Although it’s something you get used to after awhile, it makes the game feel floaty, which wouldn’t be a problem if it weren’t for the fact that there are several segments that demand quick, fluid action.
Chapter 5 part 1: Erik and Paulus. Part 2: Here
There are some interesting levels is Scarygirl, despite some execution flaws the game has a proper environment, the scenarios in the water and forest, are the most impressive and the cave is the most challenging scenario and their traps turns out to be more challenging bosses that, after so much trouble just by being prepared to address them.
Chapter 6 part 1: Reaching the end. Part 2: Here
The game itself is a mix of beat-em-up platforms and always has many puzzles to solve; the design aspect is well built. There are 21 challenging levels all from beginning to end, is a bizar world with old-school mechanics and a handful of other elements taken from games like Rayman. Unfortunately, it has many bugs and glitches that ruin the gameplay.
Chapter 7 part 1: Bioluminescent Eel
Chapter 7 part 2: Monster Machine
The surprise here is that Scarygirl is a decent game. Games adapted from other media tend to be pretty bad and that was what we expected. Of course we were happy to be wrong. It's much better to have new good games than horrible, right? The set price is 15 dollars, a little higher than normal for this type of release. There are better games than this ScaryGirl, such as Trine or Rayman Origins, it is better to give these games a chance before Scarygirl. Otherwise, you can have fun with this little girl.