Ikachan

Ikachan

released on Jun 23, 2000

Ikachan

released on Jun 23, 2000

In Ikachan, you control a squid in an underwater cave system. This game uses what is assumed to be an early version of the Cave Story engine. The controls are built around the use of momentum. The caverns are cut off from the sea, there are food shortages, and a fish named ironhead rules the tunnels with an iron, uhh.. head. You must set things right.


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Another disappointing one for me, if I'm being honest. I remember seeing this one on the eShop back when I was in high school and wishing I had the money to buy it. So finally getting to play it now was really exciting. But eh...

Right off the bat the controls are really funky and floaty. It's literally a water level but the entire game, but even more intense with the fact that you can't move with the directional pad on its own, you have to spam A/B to propel yourself in the direction you're pointing, except you also can't propel yourself downwards or directly right or left, only up straight or at an angle. And honestly, it wouldn't be so annoying if you could attack in any direction other than up for the first chunk of the game (I say as I assume that you unlock another attack later on). You can propel yourself upwards so fast, but you have to wait so long for yourself to lose momentum and descend back to the ground, and if an enemy's chasing you, it's going to do damage before you're ever able to attack it, especially if it's got you from the bottom or side. And as a side, I'm not sure if I was just tripping balls or doing something wrong, but during the first boss I swear the little starfish would like, pin me in a corner? and I wouldn't be able to get out and they'd just keep damaging me until I died. So couple those strings of unfair deaths with controls that really hurt my thumbs and it was pretty safe to say I wasn't willing to stick around much longer.

Not to mention the fact that the game design is a bit confusing as there's at least one instance of your progression being completely halted if you visit the entrance to the next area before setting off a few flags in other areas on the map, with no indication of what exactly it is that you need to do or how these things relate to each other. I probably went around in circles for 20-30 minutes before giving up and consulting a guide before finding out I needed to go back to a specific guy again in order to trigger something.

And it's a shame too, because given everything about this game, I should love it. I love the ocean/water settings, I love pixel art and 2D games, I love old games, and I love the music. The sprites are so detailed and expressive. But... I just can't see myself willing to put more time into finishing this, like, ever.

I really loved my time with Ikachan. It was such a good game to chip away at for months even with me needing a walkthrough by the end, it never got annoying or anything. It had a solid idea and executed with LOADS of charm and heart.

A big highlight for me though, besides the controls and how the world feels, which feels VERY alive, is the soundtrack. Only 6 songs, yet they all were super captivating and especially the ending theme hit very close to my heart.

- SPOILER SECTION -

And that goes for the entire ending as well. Super well done sequence with a great sequence with a great meaning. Even giving the fish that were abusing the people another chance in that ship, in that giving a chance to 𝘭𝘪𝘵𝘦𝘳𝘢𝘭𝘺 everyone, while say what you will on it not being super accurate all the time, does send a message that everyone can change if given the chance to and if said chance is taken. And to have said message portrayed so simple yet so effectively, was really moving.

- SPOILER SECTION -

Overall, this was a great time. Especially after checking out a load of Pixel's work prior to Cave Story, but this in particular was a big one to check out. And I'm very glad I did. Because in it was a great time that was very touching.

Cute little indie game, very short but sets the mood for Cave Story

If it was any longer it would be too much. The movement conceit is clever but makes for a tired thumb. Have you ever wanted to be a squid for an hour? I have, but probably no longer than that.

It's a very cute, easy little game. Unfortunately I didn't really like the controls.