On paper, Kero Blaster isn't anything special. It's a back-to-basics run-and-gun shoot-em-up with a japanese vibe/aesthetic coated over it. It doesn't innovate on anything - everything you see in this game has been done to some extend.
Yet this is the first game in years that I bothered to "Master". I don't 100% games or go achievement-hunting - it's just not for me. But for some reason, this game compelled me enough to suck all of it's content dry in just a few days. Is it because of the classic-inspired combat? Is it because of the artstyle and it's charming characters? Or is it because of it's tightly-crafted levels? It's all of it combined: Kero Blaster isn't elevated by just one stand-out quality, but by the sum of it. However, you can say that to any video game. I think Kero Blasters accels in two aspects quite well:
1. The game respects the players time. The game feels (and is) small and the game knows that. Because of that, it doesn't dwell and waste it's time on a lot of stuff the player already knows about. This can be seen in the level design: Instead of a Mario-like process of babystepping the player a level mechanic throughout the whole level, alot of the tutorialization or learning process happens at the same screen the level mechanic gets introduced, thereby avoiding the common pitfalls a lot of other short games tend to fall into, where the whole game is a glorified tutorial and the player doesn't truly feel like playing the game. What get's worse in these games is that once the game is finished doing that, it just ends. Kero Blaster avoids this by making every moment count and not dragging the game wastefully out. Even the story goes straight to the point: We don't know the names of the characters, but the few lines they speak already gives us the gist on what's all about. There are only 4-ish weapons, but each feel distinctly different. The upgrade system isn't just a plain stat booster, it keeps the weapons fresh as they transform and extend their characteristics. The bite-sized delivery of encounters, rewards, progression empathizes every moment without feeling fatiguing or boring. Even the different "modes" aren't just cheap reskins: The Zangyou mode, titled "Hard mode", is just a lie - it feels more like the 2nd act of the game, with remixed stages, different encounters and even new content. Even the NG+ mode (Omake) introduces something new. It's just great.
2. The game feels non committal. This is more a plus on my end then I assume for anyone else. For me, it's hard to get invested into games, films or stories purely because I have to commit to it. Errant Signal talk about that in his "Gaming In the Quarantine Years" video and it perfectly summarizes my dilemma. It's hard to force myself to "consume" something without having a deadline or reason to. (This the reason why I didnt play all them popular games yet) Kero Blaster's "familiar from a distance" aesthetic combined with moment-to-moment arcadey gameplay eliminates that problem. Coupled with the short playtime, it was easy to get into, because I didn't have to commit to it for 20+ hours. It doesn't look that special and the gameplay pleases my "peanut brain" and the short length allowed me to chip away at this game without havin' to really "invest" myself in this game.
By and large I am just so suprised by this game. I highly recommend this game for bite-sized, cute fun.
Yet this is the first game in years that I bothered to "Master". I don't 100% games or go achievement-hunting - it's just not for me. But for some reason, this game compelled me enough to suck all of it's content dry in just a few days. Is it because of the classic-inspired combat? Is it because of the artstyle and it's charming characters? Or is it because of it's tightly-crafted levels? It's all of it combined: Kero Blaster isn't elevated by just one stand-out quality, but by the sum of it. However, you can say that to any video game. I think Kero Blasters accels in two aspects quite well:
1. The game respects the players time. The game feels (and is) small and the game knows that. Because of that, it doesn't dwell and waste it's time on a lot of stuff the player already knows about. This can be seen in the level design: Instead of a Mario-like process of babystepping the player a level mechanic throughout the whole level, alot of the tutorialization or learning process happens at the same screen the level mechanic gets introduced, thereby avoiding the common pitfalls a lot of other short games tend to fall into, where the whole game is a glorified tutorial and the player doesn't truly feel like playing the game. What get's worse in these games is that once the game is finished doing that, it just ends. Kero Blaster avoids this by making every moment count and not dragging the game wastefully out. Even the story goes straight to the point: We don't know the names of the characters, but the few lines they speak already gives us the gist on what's all about. There are only 4-ish weapons, but each feel distinctly different. The upgrade system isn't just a plain stat booster, it keeps the weapons fresh as they transform and extend their characteristics. The bite-sized delivery of encounters, rewards, progression empathizes every moment without feeling fatiguing or boring. Even the different "modes" aren't just cheap reskins: The Zangyou mode, titled "Hard mode", is just a lie - it feels more like the 2nd act of the game, with remixed stages, different encounters and even new content. Even the NG+ mode (Omake) introduces something new. It's just great.
2. The game feels non committal. This is more a plus on my end then I assume for anyone else. For me, it's hard to get invested into games, films or stories purely because I have to commit to it. Errant Signal talk about that in his "Gaming In the Quarantine Years" video and it perfectly summarizes my dilemma. It's hard to force myself to "consume" something without having a deadline or reason to. (This the reason why I didnt play all them popular games yet) Kero Blaster's "familiar from a distance" aesthetic combined with moment-to-moment arcadey gameplay eliminates that problem. Coupled with the short playtime, it was easy to get into, because I didn't have to commit to it for 20+ hours. It doesn't look that special and the gameplay pleases my "peanut brain" and the short length allowed me to chip away at this game without havin' to really "invest" myself in this game.
By and large I am just so suprised by this game. I highly recommend this game for bite-sized, cute fun.
Still working on a hard mode playthrough, but this is a very good retro platformer/shooter. Very simple controls, gameplay and graphical style but immensely enjoyable from all angles. Just the right balance of difficulty too, even in the hard mode. They don't throw bullshit challenges at you for no reason, the levels are just very well designed and feel fair while punishing you if you slip up. Great music too and just overall pretty damn charming.
A really fun and charming platformer. I find the art appealing despite the low resolution and the music is really good too. I think the difficulty is average but there are a couple of harder bonus modes after beating the main story. The premise itself is rather amusing to me.
The game is also lightweight and runs on pretty much anything so it's an easy recommendation.
The game is also lightweight and runs on pretty much anything so it's an easy recommendation.
Neat little run-n-gun, with a bit more focus on the platforming compared to other run-n-gun games. All the weapons are fun to use, and the game makes great use of all of them. It’s got a very charming style, and a nice, simple story with a well-communicated point. The unlockable hard mode that dramatically redesigns every level in the game is genius. It feels more like an expansion or a sequel than a simple change in difficulty. However, the real star here is the level design. Daisuke Amaya freed himself of level design duties, leaving that responsibility to Kiyoko Kanekawa, and it shows. It’s simple, but everything that should be conveyed to the player in a game like this, is done masterfully.
One of my favourite games I’ve played in the last couple years. I believe it’s quite cheap as well, so give it a shot.
One of my favourite games I’ve played in the last couple years. I believe it’s quite cheap as well, so give it a shot.
Good gravy! This game is EXCELLENT! Such a masterful art in game design.
Everything feels so smooth, the action is well thought, the level design is perfect in teaching you the ropes without any "tutorial" but giving you everything you need to conquer it.
The game expands even more after unlocking the other modes.
Absolute masterpiece of a run-and-gun game.
Everything feels so smooth, the action is well thought, the level design is perfect in teaching you the ropes without any "tutorial" but giving you everything you need to conquer it.
The game expands even more after unlocking the other modes.
Absolute masterpiece of a run-and-gun game.
Kero Blaster is self-consciously retro to a fault. While the music and graphics are well-executed in a low-bit style, the gameplay itself does not improve on the flaws from that era. The varied weaponry combines with level and enemy design to create tense action sequences that challenge both your tactics and reflexes. Unfortunately the outdated checkpoint system only tested my patience. Repeating an entire level because I died on a boss is not fun. Nor is losing a life or starting a level over due to cumbersome, unresponsive platforming controls. Fans of early platformers may find the stiff controls nostalgic, but I just found them irritating.
If there is one phrase to describe Kero Blaster its a common game done uncommonly well. The game is far more similar to Mega Man then Contra in it's speed and pacing with a larger focus on precise platforming and choosing what weapon to use for what sitution. While the weapons here correspond to common gaming archetypes (rapid, spread, lob, and flame) unlike Contra each weapon manages to find different uses based on the scenario at hand. Unlike many modern games which feature atleast an infinite lives mode Kero Blaster uses the life system of classic megaman. You get infinite continues but a game over sends you back to the start of the stage. Yet, there are a few modern twists like allowing you to keep all the money you collected at the time of death and spend it immediately on life upgrades or the fact that most minibosses and set pieces remain dead or deactivated even on a game over. The level design gradually introduces mechanics but doesn't waste it's time trying to belabor the point. The hard mode doesn't simply alter stats but instead offers new level designs, new enemy placements, new bosses, a new story, and a completely different final level. Even the new game plus mode hides hidden optional levels which contain even more secretes.
Kero Blaster's graphics are cute and the music is soothing creating a very comfy experience, but unlike other modern indie games which revel in the excesses of modern kirby - forcing cuteness with overly easy gameplay, sickening sweet pastel graphics, and a shallow obsession with friendship- Kero Blaster maintains a relatively deadpan tone. The game is sometimes funny, is sometimes cute, and sometimes even a little creepy (but never to the absurd degrees as some modern games get in trying to replicate Earthbound's ending). The difficulty is never too hard but also never mind-numbingly easy, and the story is surprisingly personal without ever losing site of the fact that its a game about a cartoon frog who works for a purple cat. Kero Blaster is proof that even the most banal game can become extraordinary when pared with good design sense and a extreme amount of soul.
Kero Blaster's graphics are cute and the music is soothing creating a very comfy experience, but unlike other modern indie games which revel in the excesses of modern kirby - forcing cuteness with overly easy gameplay, sickening sweet pastel graphics, and a shallow obsession with friendship- Kero Blaster maintains a relatively deadpan tone. The game is sometimes funny, is sometimes cute, and sometimes even a little creepy (but never to the absurd degrees as some modern games get in trying to replicate Earthbound's ending). The difficulty is never too hard but also never mind-numbingly easy, and the story is surprisingly personal without ever losing site of the fact that its a game about a cartoon frog who works for a purple cat. Kero Blaster is proof that even the most banal game can become extraordinary when pared with good design sense and a extreme amount of soul.
From the creator of cave story comes a smaller yet no less fun adventure. Do I find this game as influential or deep as cave story? Not at all.
But is it a fun time? Absolutely, and it has a lot of replay value with the weapon upgrade system and multiple playthroughs.
The Story is simple but fun, and the music is on par with Cave Story in my personal opinion. It is hard to believe both these games were made by a single incredibly passionate man.
The game also includes a hard mode with its own story and a pretty hardcore finale on par with Running Hell from Cave Story if you were to ask me.
If you enjoy platforming action games, especially run and gun type games, this is a pretty great one.
But is it a fun time? Absolutely, and it has a lot of replay value with the weapon upgrade system and multiple playthroughs.
The Story is simple but fun, and the music is on par with Cave Story in my personal opinion. It is hard to believe both these games were made by a single incredibly passionate man.
The game also includes a hard mode with its own story and a pretty hardcore finale on par with Running Hell from Cave Story if you were to ask me.
If you enjoy platforming action games, especially run and gun type games, this is a pretty great one.
Kero Blaster is a short and sweet experience that carries the passion of Japanese indie games. Each gun in the game has different uses and feels fun to use. This also works with the different stages you go through as some guns are better in other areas. The story is also interesting enough to make you want to keep going, but most of the meat is in the gameplay. The game was pretty fun to go through and I say it's a worthwhile experience.