There’s nothing to clue players in that characters or maps are unlockable. This brings to light one aspect that Ultimate Chicken Horse is currently lacking: information. Further maps are unlockable, like characters, as you play. Initially, two maps are available to play on: Rooftops and the Farm. If Ultimate Chicken Horse is part madness and part genius, Creative Mode makes the second part of the equation. This gives players time to plot, plan, and work against each other without the impulsive madness that happens in Party Mode. Additionally, players have access to the full book of items and gadgets to place, rather than having to pick between just a few. Instead of each phase happening simultaneously, players take turns placing objects and running the course. These are serious life goals for a farm animal.Ĭreative Mode plays a little more relaxed but perhaps more deviously. However, these bonus points can be disabled in the game’s “Rule Book.” This system helps players stay competitive in the game for the whole match. Should this player succeed in a future round, they will get a “come back” score bonus. After a few rounds, a player who is clearly behind the others will be labelled the underdog. Otherwise, points are awarded for those who reach the goal and those who successfully trap an enemy. If everyone makes it to the flag, no points are awarded. This is all a matter of skill with a tiny dash of luck, but hopefully, you’ll make it to the flag and not get impaled or fall to your doom.Īfter each round, a score tally will come up. This phase is pure and simple platforming, and your opponents can’t do anything to make things worse other than what they’ve already done (unless, of course, they’re shit talking you at the same time). As things get more complex, players have to navigate traps that include slippery ice, barbed wire, crossbow shots, and even black holes. Each character can dash, jump, and wall jump without limits. The third phase of each round commences the actual foot race to the finish. Not only will you frequently be denied by faster players, but you may also find yourself quickly picking up whatever you can grab – which may not be so appealing to work with. This turns careful planning on its head as the Party Box becomes a quick grabby-hands scramble to get your hands on what, in the heat of the moment, you think you can make use of. Once selected, the item becomes unavailable for the others to use. Each player gets a cursor and must choose one platform, gadget, or trap from the selection in the party box. Each round starts off with a shake of the “Party Box.” Inside each box are a handful of stage pieces to choose from. While shared controllers will miss out on the fun of party mode, it would be impossible to allow a shared controller to enjoy the simultaneous mayhem. This is a nice touch to a competitive party game that usually relies on multiple controllers. A special controller-sharing couch can be found in the lobby (called the “Treehouse”) which players can ‘sit’ in to share a single controller and take turns. However, players can also share a controller in creative mode. In both modes, players use their own controller. The local co-op mode offers two modes: party and creative.
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