Excuse me while I don my haughty professor hat and lecture y'all. Ahem... Due to Nintendo bursting onto the console scene with Super Mario Bros, the platformer genre dominated the console environment throughout the late 80s and early 90s. The genre later faded to the background due to the advent of 3D, but the era of indies and downloadable games revived interest in the genre in the 21st century. With it, 2D platformers expanded in various forms. Precision platformers, for example, created a series of short, distinct challenges, while atmospheric platformers aimed to provoke emotions or tell a story through the environment and level design. With the advent of smartphones in the 2010s, a new subgenre emerged: the mobile platformer, and many games of said genre also migrated to PCs and the Switch. Yet, unlike the other new subgenres, it is hard to see how this new design intended for mobile phones advanced the platforming world as a whole. Let us look at Dadish as an example.
Dadish tells the story of a radish dad (duh...) whose 50 kids have all ran away. So the dad has to go through 50 different levels to find them all, levels full of spikes and pits and fast-food themed enemies (I guess, since he's a healthy vegetable, it kinda makes sense?). Each level is short, perhaps taking a minute or two at most, and ends with a cute little dialogue between the dad and one of his kids. Dadish himself can only move and jump: no variable speed run, no crouching, no sliding, no dash, no wall jump, no combat. Levels are almost completely linear, and only rarely have the most basic of puzzles. In addition to making it to the end and finding your kid, you can optionally find a hidden star that might require an extra platforming challenge or perhaps some minor exploring. Every 10 levels is a boss, naturally, which is a giant fast food character that you must defeat by using various elements of the environment (pressing a switch to reveal spikes or whatever).
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Community review by mariner (November 01, 2021)
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