Alright, here we go…the somewhat devils advocate. I put N/A so people will read the text, not the number.
TL;DR: It’s a solid, expansive map with attractive visual flair, but don’t expect any boundary-pushing gameplay with spectacle. It’s mostly traditional (albeit trickier) gameplay with an extra coat of paint and context. And perhaps that’s your jam!
EDIT: This review is a bit outdated. Will update once I’ve played the new version.
The long version:
**WARNING: Spoilers below. **
Disconnected thought dump
The NPC dialogue was silly (and somewhat cute at times). It added some life to the world.
The gameplay certainly fed my " Let’s explore the heck outta everything! " instincts on a first playthrough. I liked challenging myself how much I could defeat with blaster alone, though I did occasionally use other ammo for enemies in super tricky spots.
Nice to see this set finally used, and the extra Christmas aesthetics are a fun little flair. The water layer reflection also makes its debut in an actual level! I’m not sure if it would move at this temperature, but who cares this is a cartoon rabbit game.
Was hoping I could unlock more areas (maybe secrets) by freezing springs. I never really use ice in single player. Maybe there was but I wasn’t looking hard enough.
Those bastard tiny dragons blending in with the scenery…
The bossfight was…underwhelming. All that build-up. And then it’s just a bog standard xmas Bilsy fight and we come to an agreement after defeat.
Quality of life suggestions
Minimap: Such a large, expansive map would benefit from telling you where you’ve already been, and where to go next. Maybe even hints for the next missing present? It’s not exactly fun when you’ve almost collected everything and you’re navigating for miles on end through dead enemies, just to find one or two missing collectables. coughs in Spyro flashbacks
OR an arrow that points to the next missing present, akin to treasure mode pointing to exits once you have enough. More simple and doesn’t really cover the already explored areas, but perhaps way easier to implement?
More checkpoints: While I never died, lesser seasoned players may do. For a giant level, it could be really cumbersome to die in some places. In that case, it’s probably better to put the boss checkpoint just after the hole to avoid the long falling sequence (maybe one slightly above the arena?).
Warpable checkpoints before you’ve collected the minimum amount. Because big map and collectable items, yadda yadda.
This is really minor, maybe a trigger scenery tile that changes in clear sight when you destroy the trigger crate? Would give players a clear idea what it does. I almost forgot myself…
Spectacle suggestions
As you descend into hell, the surrounding environment would slowly transform into a firey hellscape, setting the mood and realization that something is off.
Give the Bilsy bossfight/arena more spice. Add fire hazards, floating platforms, bubba, idk. Maybe he could leave a temporary, hazardous trail of fire as he warps away, and he aggressively warps to your position? Or, maybe these ideas are better left for an extra phase, instead.
A tougher, extra boss phase would’ve give more experienced players an incentive to collect all presents (and the PU reward would still stay). This could delve more into the story, too. Who knows…maybe we could end up fighting Santa himself, mad about his dirty secret being revealed.
Bugs!
You can get stuck between the tiles at 113, 104 and 163, 125 (in-game pos). Any other sections masked like this will have the same potential (so I won’t label them all unless asked). No big deal, debug or cheat mode will help and it takes a lot of fiddling to trigger it.