Jun 10, 2013
Armageddon. Deep Impact. 2012.
The next on the list of epic disaster/close to disaster movies? Little Luca. Why? Because falling stars are always sad.
Little Luca tells the story of lost stars, and the quest to find them. Underneath that premise, it is a physics game that incorporates timing and logical sequences to complete its leveled play.
The gameplay is pretty interesting. The best way to describe it is to advance to new levls by propelling a ball (myself) with mostly bouncy surfaces (hills) to collect as many stars as possible on my way to the final destination, a black hole of sorts. Tapping the screen popped the bubble the ball is suspended in to start, and another tap deflates the initial bouncy hill, and another tap sort of pops the surface up sending the ball up to potential star-saving glory. There are always three stars per level, and the goal is to collect as many stars as possible overall. A wrong launch could drop the ball in the sea, causing failure, but all levels are repeatable.
Now, as to be expected, the solutions become harder. Multiple surfaces begin to appear, and the stars start to show up in non-optimal places. Not all surfaces are “inflatable” at points; some worked like swinging bats. At some levels, timing of the launch is everything, and in some, a primer jump is needed. There are windstreams, orbital gravity and even obstacles to account for. Combining the different puzzles and getting the levels completed can be maddening in a good way.
Continued success unlocked new worlds, such as “In Orbit.”
The visuals are simple but fairly effective. The developer uses pastels to create an imaginative dream world; the artwork is a testament to that imagination. The animations are smooth an uncomplicated, which fits in well with the general feel of the game. The sounds are fun as well.
It is a fun little physics puzzler that manages to be creatively fun and familiar at the same time.