These also tie into the upgrade progression, as scanning more plant-life and architecture will net you new upgrades, but most of them are pointless and with how short the experience already is, you won't even use them all. Collectibles are, once again, not much of a challenge, though on the plus side, it does stop them getting tedious. Doing both these things requires the exact same input though, and the enemies are incredibly easy to incapacitate, meaning you can mostly hold one button and get through these segments.Īnother lacklustre implementation was the collectible and upgrade systems. As products of the titular Gunk, you have to balance battling them and hoovering up the slime at the same time. The combat has many of the same issues, as you fight little spider-like creatures, ranged plants, and a huge charging enemy. None of the puzzles are particularly hard - which isn't necessarily a terrible thing - but it felt like there was no ramp up in difficulty, so the skills learnt along the way were hardly challenged. While many of these set pieces are engaging enough early on, their lack of challenge dulls the experience to the point of being mundane, and it eventually felt like going through the motions just to hit the next story beat. It's a satisfying loop, watching previously dead terrain spring to life in an instant, and Unreal Engine 4 represents this transformation well, with the expressive and cartoony graphics. As the slime suppresses plant life, revealing it will open entries to new areas with giant fungi and plants providing pathways and platforms. The main drive in The Gunk comes from completing puzzles and combat sections that largely intertwine with sucking up the slime that infests everything.
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