@GoofyJmaster Don't worry, we're not a fan of complete randomness ourselves. The levels in Gorilla Gondola are assembled by the generator using a big database of building blocks, based on level difficulty and progress through a world. This ensures maximum playability as we've hand-designed each one of those blocks, but gives you a different setup to blast through every time. So as you replay levels you will occasionally encounter familiar terrain, but always in a fresh "remix" .
The only thing that looks good is the art style, the gameplay looks boring, it would have been better just being a platform game then this gimmicky "stay on the line" gameplay. Not unique either, electro chuck already did it. Though the graphics are breathtaking, the gameplay looks short, uninspired, gimmicky and boring. 8 levels? Pfffft and generated gameplay to "keep in fresh" that's not possible, no one in their sane minds likes generated levels.
Not sure what you mean. There is no "stay on the line" element to Gorilla Gondola, and it has not much to do with a platformer either. A cable car is obviously always attached to its cable but that's not the point. We've not played "electro chuck" but from looking at its trailer, we'd say we have not all that much in common. As we've mentioned in the post at the top of this page, the levels are merely assembled from a big database of fine-tuned building blocks, not completely random - total randomness wouldn't make any sense for the type of gameplay we have. We also think 8 distinct levels that take a reasonable amount of play time to unlock and complete is not such bad value compared to rather successful games Tiny Wings or Jetpack Joyride's number of, well, one each. But then value for money is subjective, so if you still decide to give our game a go, we hope you'll have a good time doing so.