After the weird opening sequence I realised Octahedron is definitely a very unique experience for a platformer in terms of its design and was very different to what I was expecting. Rather than the traditional left to right path you’ll follow in platformers Octahedron has you climbing to the top of each neon-lit level with the assistance of platforms you summon beneath you.
The game is split into a handful of worlds with varying amounts of levels that have to be unlocked by progressing through previous ones, further extending the path. There is quite a lot more to do upon further inspection of each world. Firstly; each level has a variety of side objectives which can be completed for medals. These medals are the same for each level however the requirements may differ a bit between them. For example one level might have a build limit of 73 platforms for the any% medal but another might have a 90 platform limit. There are also collectibles dotted around each level to grab amongst other things to be earned.
At the start of the game it’s very simple without much going on. The platforms you summon are just bits of floor you can summon to surf on or jump off to get to higher ground but as you progress the difficulty begins to increase, sometimes with rapid spikes. Depending on the level you will have a limited amount of platforms you can summon (usually 2) before you have to touch solid ground and recharge your platforms. Besides watching your available platforms you also have to be aware of the environment.
The only thing consistent in each level’s environment is the bright neon colours. Everything else is going to be unique. As what I’d call its biggest strength and flaw, there are so many different environmental hazards to keep track of on top of your platform summons the game can get a little confusing but offers brilliant challenge at the same time. Sometimes you’ll just be avoiding lasers or enemies, other times you’ll be timing movement against hazards moving on beat to the soundtrack or charging up a platform that acts like a battery and appears based on its ‘charge’ according to your position on the map. As you progress you’ll start getting these hazards mix together and it becomes a challenge that can easily frustrate but offers satisfaction upon completion.
As mentioned before; the visual style is very bright and everything is neon with lots of flashing lights. While this works brilliantly with the electronic soundtrack (which is also done very well) there is a problem presented in it also. The majority of hazards are marked out by a bright pink colour but for those that aren’t it can sometimes blend in with the rest of the environment. While this isn’t a common occurrence it definitely happens later on when more hazards are on screen at once.