Getting a timely name change seemingly to avoid confusion with a certain newly-released console, Switch - or die trying
is another in a long line of precision platformers.
, you play as the letter I, whose friends- the rest of the alphabet- have all stopped talking to him because he's a bit too self-absorbed, so he sets out to perform acrobatic feats in the hope that it will make them all love him again.
The game's core structure doesn't deviate too much from the templates left behind by the likes of Super Meat Boy
and its imitators- the player must reach the goal in a number of self-contained levels by making seemingly improbable jumps and navigating assorted obstacles.
The main weapon in I's arsenal is that old platform favourite, his double-jump. Double-jumping allows him to switch (a-ha!) between his lower- and upper-case forms. Oddly, however, the developers have chosen to put this second jump onto a different button to the normal one.
The game opens with the phrase 'Gamepad strongly recommended', and it's not wrong. On keyboard, the dobule-button-double-jump is a feat of finger gymnastics that isn't entirely comfortable, and distracts from the environment-traversal aspects of the game. Using an XBox pad, the default setting of A to jump and RT to switch helps to give fast double-jumping a nice, natural-feeling rhythm.
It's a motion not entirely dissimilar to clicking your fingers, which is another comparison to that Nintendo console I'm sure the developers would be really happy to hear about.
This isn't the only quirk the game brings to the genre- I is also able to shoot at objects to open doors and even transform platforms, although a reliance on hiding moving targets behind a wall you have to keep sliding down and jumping back up means that on occasion this aspect can feel a lot more like luck than skill.
In later levels elements of the environment such as platforms, barriers around targets and even streams of lava are toggled based on I's current case, similar to forgotten XBox Live Indie title Nyan-Tech
, bringing the game slightly into puzzle platformer territory.
As well as simply reaching the exit, each level has two extra objectives in a target time and a collectable ink drop. At the end of the level you are awarded the standard one to three stars for doing so, but progression is kept primarily to how many levels have been finished, relieving the frustration of being unable to get that speed star by a few milliseconds.
The precision platformer is an increasingly oversubscribed field, and a very easy thing to get wrong- and while Switch - or die trying
is hardly going to go down as a classic in its field, its gets enough right to stand above some of the genre's less accomplished efforts.