I've played maybe 20% of the campaign. Or, as far as I can tell - the FIRST campaign. I have no idea if everything else that showed up on the menu is available for me to play or if I need to pay (DLC?).
I've been enjoying the game so far, it's basically a brawler with a lot of progression and RPG systems. There's all kinds of things to unlock, level up and so on. And, also special abilities (combos, special moves, etc.). So far I've (mostly) played with the Hulk and the Ms. Marvel character with the rubber hands/arms. It's been fun, and I've enjoyed the Ms Marvel(?)
The game's menus are quite overwhelming and I was initially not feeling it...as in, not feeling excited about playing the game. But, I then had an epiphany of sorts - I realized that this game looks like what Destiny 2 must look like to a new player. There's events that seem like strikes (online multiplayer - get loot/rewards) and more. There's a whole map full of them - though I suspect I'm too low level at this point for it to make sense for me to chase these. But we'll see!
Running and Rainbow. The name of the game is a pretty good explanation for what you're supposed to do. We played "co-op" for a few hours in the campaign/adventure. As a team we're all trying to get to the end of the level - first player there "wins" and in the grand scheme of things there's a rectangular grid where each tile is a level and we're trying to trace a path from the start tile (first challenge/level you do) to a "S" tile which has the boss. There are 4 S tiles (all far away from each other) and presumably when you beat the last one you "win" the game. We did three before we started to get tired - the levels were also getting harder overall beyond the 3-tiers already evident (green, yellow, and red).
As for gameplay, there are different characters but AFAIK they're all the same. No special abilities or anything like that. The main gimmick/twist is that there's a background color "sweep" (in a flat color) that affects things in the level that are that color. When the sweep is green, everything that's green is invisible and doesn't exist. So, platforms to land on but also enemy lasers. So, there's a frantic pace of rushing to the end but careful timing is also important so that you can land on/avoid/etc. whatever level objects are there to either help or hurt you.
I was mostly annoyed by the fact that you can interfere with the other players - often knocking them out of the level which was annoying, especially in the harder ones were we were struggling to get to the end. On the other hand, there was much laughing at this too.
The game does come with a bunch of other modes, but I'm not sure we'll be all that interested to try them out? I only bought the game because of the couch co-op and I'm not sure we were all that enthused enough by it to play a bunch more?
I played a few hours of this about a year ago, and I picked it up again a few nights ago and finished it.
The game is adorable in how it looks, and the story, and so on. Very cute, likeable and calming. The main draw for me though was the game's core mechanic (and the puzzles associated with it).
The game has two modes - in one you're wandering around on a 2D map and can interact with objects and characters. In the other, you're looking at a map that's made up of square tiles (a la Carcassonne) and you can pick up the tiles, change their location and rotate them around. Sometimes (mostly in the beginning of the game) you find little sheets of paper in the world which are actually new tiles for you to place. Later in the game you have to arrange the tiles on the map to "unlock" a new tile that will suddenly appear. There are certain rules for how you can place tiles - mostly about different kinds of terrain lining up (you can't place if they don't line up - e.g. a road up against a forest). Furthermore there are some "interior" and underground locations where the same mechanic is used - inside houses (a hut, a multi-room library, underground tunnels and rooms) and there are some neat interactions between them. For example in the underground rooms you can't move/pick up the tiles, BUT each underground room is associated with an overground tile so you have to move THOSE (overground) ones to get the orientation underground that you need.
The game has a neat progression system in how the puzzles get slowly more complicated or introduce a "new" type of solution/answer and I enjoyed how they didn't overuse the same puzzles over and over again. Also, the longer I played the "lazier" I got - taking advantage of the tile moving to, for example, relocate the tile I was on to be closer to the tile I wanted the character to go to, but I couldn't be bothered to walk that far (not that far, actually, but still). There's a bunch of secret little things you can do but I enjoyed the following puzzles:
(a) Noticed a tile with a blue bird in the corner, then another. Turns out there were 4 tiles with birds and when I placed the tiles such the all the bird corners were together a secret puzzle piece popped out.
(b) At one point you're asked to solve a super easy version of the towers of hanoi puzzle, then a slightly more complicated one and finally a REALLY long one (that's probably impossible with the space provided). The 1st two were on three mats in the same room, but the last one had a huge tower and mats in three rooms. The "answer" was to swap the rooms such that the starting room (originally on the left) was now on the right. It worked!
(c) One of the challenges required putting a fish-shaped lake together from a bunch of "lake parts" - and then, following a kids drawing on a sheet of paper, re-arrange the lake parts into four specific fish shapes and fishing that type of fish from the lake with that shape. I thought this one was neat - but I had trouble getting all the shapes right even after I had figured out what I had to do.
There were some more annoying puzzles as well - one where I left a mostly empty tile in the center when I actually had to leave an empty space (no tile) in the center. Sigh. Also one where I had to rotate pieces around so they lined up with lines on ice that the character (Carto) would slide on - all trying to get to an object used to decorate a snowman. This one I solved more through trial and error than actual puzzle solving. Again, sigh.
Still nice and short and sweet. I'm guessing some people complained about it being too short, but I really enjoyed the length - perfect for one session with the dojo to spend more time if you wanted.
Again some new gameplay - now adding a scene with "do this motion in the air" - it was actually a cool moment as I used the sword-lightsaber to "wake up" a robot army that was going to help with things.
This episode added shooting! (as a more commonly occurring thing) Mostly it was from force-grabbing blasters and then I would blast away at stormtroopers. Also grenades, but I didn't use those much. You also use the force in a battle against a commander in a TIE fighter - deflect his shots, damage the fighter, then use the force to finish up with the damage. Yes, it all takes a lot of suspension of disbelief (why don't I use the force on other things? etc.), but overall super fun. Oh, you can also start throwing your lightsaber - but perhaps this was introduced in Episode II?
In all a light, fun and thoughtful experience. You're invariably the "good guy" (even if you're a pirate/scavenger) so it was weird when I learned that I could also do the "channel lightning" (dark side power!) though the whole choking people/creatures with the force also seems a bit suspect (from the "I'm a good guy"). It still works in that, well - Vader is worse, but I was a bit confused by how I was doing "dark side" stuff all the time... and, we hear Padme's voice!
The dojo was tougher than episode II, but now you could get the lightning attack (which was super fun to use!) and also double wield! (two lightsabers, one in each hand). The double wield was neat for a while, but I think the force+lightsaber combo was the best for me.