

We’ve had the joy of jumping into moving minecarts only to be thrown halfway across the level. Perhaps it was to be expected, as Richy’s Nightmares is a budget game that dives into the world of physics-based objects, which was never going to be a good mix. Which brings us to the bugs, and there’s an unhealthy number of them. Even more befuddling is that checkpoints will often be past the block you need for a puzzle, so you have to backtrack to get it. It’s bemusing, particularly if you die and have to do it all over again. So, you’re pushing it for thirty seconds before you even get to the switch it needs to go on. Richy’s Nightmares loves to put a block a long, long way from its puzzle. Some of the designs are benign and obvious other times they create a moment’s confusion before you solve them.īut they’re not immune to criticism. You are pushing blocks to protect yourself from spinning blades, or to reach the odd lever on a high ledge. When Richy’s Nightmares puts on its puzzle hat, things do improve a little. Occasionally the box turns into a minecart or a dino skull, but you get the idea. We wanted to give Faith from Mirror’s Edge a call and ask her to paint red lines on everything jumpable.īeyond the jumping which, if you can’t tell, we didn’t like all that much, is the puzzling. To add insult to injury, some branches can’t be jumped on, sending you tumbling to the floor, and there is no consistency. It makes no sense, and was the cause of lots of cursing in the opening sections. You’d think, then, that you wouldn’t be able to jump on their branches, but no: Richy’s Nightmares absolutely wants you to use them as a leg-up to other platforms. It has a habit of putting fuzzy trees in the foreground, as if they’re too close to the camera to focus on. We were wondering the same thing, Richy.Īnother oddity to Richy’s Nightmares is that some platforms don’t look like platforms at all. All the while, Richy is staring at us with his psychotic googly eyes, presumably wondering why we weren’t jumping out of the way of spinning blades. But the jumping is nowhere near good enough to justify the extra difficulty, so we died, over and over.

Richy’s Nightmares loves these sections, and wants you to do them on falling platforms, boxes that dunk into the sea, and pillars that lean and sway.

The platforms might rise, fall or wobble, so it’s about timing and carefully dealing with the physics of those objects. You will be asked to hop, skip and jump over platforms, almost always with a carpet of spikes, flames or electricity to add a bit of tension.

There’s the traditional platforming, which makes up the majority of Richy’s Nightmares. What you’re getting instead is a few different puzzle frameworks. So, if you’re hoping for a progressing narrative, you’re not going to get it from Richy’s Nightmares. It’s more of a traditional platform-puzzler that could have been numbered levels accessed from a menu. This isn’t a true adventure in the Limbo or Inside template: there are no characters to encounter (outside of an evil little dude who lays the occasional trap), and no set-pieces. For a budget game, Richy’s Nightmares is effective if sparse, and it does a good job of putting you on edge. Each of the five levels has a different colour scheme, as if someone switched out the lightbulb. A large proportion of the screen is framed with darkness, and the lights are dimmed enough that – in some sequences – you can barely pick out Richy.
