But such trivial settings cannot be rightfully called a pigeon game.
Just like how some chess-based casual mini-games are integrated into an action-adventure game, you can't turn things upside down and call it a card game.
So, after stripping it of the pigeon game label,
among the remaining two themes, "Death Cells" only fits one other theme—Sidescrolling Levels.
Although "Death Cells" also has platform jumping elements,
its game core is not about the player's transitions between platforms.
In other words, it doesn't emphasize a game that creates many marvelous play styles through platform jumping.
"This is a very standard Sidescrolling Levels game..." Kate couldn't help pondering.
So, can this game truly deserve the reputation of a 'sidescrolling textbook'?
He recalled again the gameplay flow from the past half hour that Josiah had tested.
In this process, what exactly had he observed?