People started designing maps that are hard to complete or maps meant for racing. Adding a map editor which led to greater maps was a good start, as this made us all pay attention to the platforming mechanics. They could be helpful, play favorites, they could be clueless, or downright antagonistic, shooting cannonballs at everyone.Įventually there were updates that improved the game. Shamans could act in many different ways, you never knew what to expect from different shamans. Look this up if you wanna see just how funny this game can be. This creates a chaotic anvil creature that goes absolutely ballistics and kills everyone. Anvil gods are created by stacking tons of anvils together with the blue anchor. Gradually, various ways to be a shaman became more and more common knowledge, and some of the funniest shit ever were when a lot of shamans started figuring out how to create what we called Gods, such as Anvil gods. This was also funny, because back then most players didn't understand how to be a shaman at all. The shaman is able to summon things like boxes and planks, and can construct different kinds of structures through various techniques. There can only be one shaman, and the shaman has powers the other mice don't. Each new map, the player who accumulated the most points would be the shaman. Maybe there are some videos documenting these early days that can show you just how fucking sweet, absurd and entertaining it was.Ģ. It's a bit hard to explain, you just had to have been there. Back then all mice except the shaman looked the same and the absurdity of the mass of mice acting like idiots to try to get the cheese and get into the hole made the game extremely entertaining. The appeal in the early days came from two things:ġ. However, back then it wasn't the brilliance of the platforming that was the appeal noone really got to experience that since the maps were so bland. The rooms would all cycle through some very basic pre-made maps that actually had no challenge to them. Back then, there's wasn't really a whole lot to the game. I first played transformice with a friend when it was new, we played it together at first, but after weeks or so I believe he lost interest and I kept on playing it by myself. If I picked it up right now I would lose interest instantly. So depending on when you actually played the game does matter. However, the game at first was too barebones to reach its full potential, and it took for it about a year or so before it had all the essential game modes (map editor, survivor, bootcamp and racing). The game has gone through many updates, and it was definitely at its best before the devs starting going crazy with needless updates, adding stuff like shaman tech tree, mouse skins, etc. The community was never very good but definitely got worse over time, and I imagine getting into the game was a lot easier back when it was newer, more vanilla, more innocent, and everyone was bad at it.Ģ. First impressions are everything, and I can see how people will just give up on this game before they even -really- start playing it. Some gameplay modes such as Bootcamp are played "solo", but new players started out playing regular rooms, learning the ropes, and getting a first taste of the game's community, and the absurd clusterfuck of the "regular" gameplay in "regular" and "user-made" rooms in the regular rooms. There are two subjects that must be considered carefully before applying a fair rating.ġ. I personally played this game a lot for a couple of years, and in the early days of bootcamp and racing, I was one of the best players in the game, so I think I'm up to the task of explaining why this was actually a fantastic game, far better than the average rating would have you believe. I can see multiple reasons why the game might be so underrated. I thought it might be interesting to review this one since it is, from my point of view, currently the most underrated game on the website.
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