Reviews from

in the past


Very fun Metroidvania with some insanely cool punk rock looking visuals. Hand drawn look and very well animated. Combat is challenging in a good way. And interconnected maps are quite large with tons to explore with lots of upgrades to find if you explore. Great game!

Pretty much the very definition of "just okay". If I was a teenager, I would've adored this and its punky aesthetic and attitude so much, but as an adult, I can't value the theme over the gameplay and the latter is just decent here. Pretty much a bog standard metroidvania with cool animations and a different kind of aesthetic (in everything from the character graphics to menu design).

Really, I don't know what there is to say about this game. You run around a 2D world and you obtain various movement abilities or puzzle solving abilities, like how the first major upgrade might be the double jump (the game offers a split path to start out with and you get double jump first if you head left, which I did), but then you also get a gun that can be used in combat but is also fired at crystals to open doors. You get a few abilities like that, like a ground stomp that both hurts enemies and opens up hatches in the ground. Just...typical stuff. If you're even looking at this review, you're probably already into metroidvanias and have seen everything this game offers on a mechanical design level. Double jumping, air dashing, dodge rolling and, of course, a few obstacle courses that combine all of this.

The world is fine too. Nothing special, but not bad and empty either. Just enough secrets that are just fun enough to find, and just enough stuff to find in order to complete each area 100% in order for it not to be boring, but also not so much that endgame cleanup became a major drag where I had to zoom in on Demajen's maps and scratch my head to find that one collectible I missed. It all flowed pretty nicely, I found the majority of the secrets myself and the game does strike a nice balance that rarely becomes annoying, but it also rarely becomes exciting and engaging. It's just fine.

The major thing worth mentioning is, of course, the aesthetics. Some parts I love, some parts I don't. I really love the graphic design and how, for example, the loading screen is an icon of the main character punching her fists together and it looks almost exactly like a punk album cover come to life. I do like those parts of the aesthetics; the menus, the icons, the general vibe. I'm indifferent on the animation style and character design. It looks to carry a bit of Bryan Lee O'Malley influence, which is confirmed by the fact that there's a painting of Ramona Flowers in one room, but I don't think I overall like how it looks. I'm not sure why the main character is an oddly shaped, bow-legged robot with a giant ass that's actually a plot point. No, really, the other characters comment on how yours has a massive ass. That just kind of leaves me non-plussed. I'm not excited by it, nor am I offended by it. I'm also not sure why your character does the fat girl thing of wearing a skirt that starts right below her armpits, because this isn't an inclusion or diversity thing. The character is very sexualized and shows off her panties literally constantly, not to mention the comments about her ass, so I'm not sure I understand her fashion choices. She's just kind of an ugly and annyoing character, and I don't mean in that incel "Aloy isn't hot enough" Twitter thing, because, as I said, this character is very sexualized. I just don't think she's well sexualized for my tastes, I guess. It's weird and the sexualization and all of the profanity in both dialogue and info boxes just leaves me kind of shrugging. It's supposed to be edgy and irreverent and I suppose that it by definition is, but it's not very exciting or offensive to me. It's just kind of there.

Combat is also just fine. To start, the enemies are incredibly spongy until you've leveled up the basic melee "charm" (as this game, of course, borrows Hollow Knight's charm system), adn the only reasonable way to kill early on is to slowly smack them with your special move and repeatedly knocking enemies down until the instakill finisher triggers. You better enjoy seeing the gory finishers, because you'll be seeing them a lot, as the combat doesn't become conveniently playable until the late game. Thankfully, enemies stay dead until you also die, which makes it much more acceptable that the combat is fine at best and kind of crappy at worst.

I did like the (more or less) hidden references to music. One secret room has the Fear Inoculum album cover in it, and another has that Death Grips album I don't know the name of. As an older person who lived the 90s, I found it amusing that Prodigy is now "obscure alternative music" that fits into a game that also references Death Grips. Young people don't understand what an enormously overplayed hit Firestarter was! Oh well, the references were cute and I also liked spotting Penitent One from Blasphemous stowed away in the background art. Speaking of music, though... This game really ought to have put in the effort to find a local pop punk band to record a theme song. Pop punk band grows on trees, you can probably find a bunch of them in Italy (where the dev team appears to be from) and the game really could've used some actual punk on the soundtrack. According to the credits, they hired an audio studio that is clearly competent and background music and they even tried to write a few riffs for a couple of boss fights, but the game is sorely missing a fun pop punk jam to either begin or end the game. It can be more Blink than Leftöver Crack; that's fine and the game doesn't need to reach a certain level of "punk enough", but it should maybe have had any punk at all in it.

I suppose I'm at a loss for words here even though the review is starting to get lengthy. I liked the aesthetics, I thought the gameplay was at least fun enough that I kept going and finished the game, but I never truly enjoyed myself and just kind of went through the motions and finished an acceptable, perfectly playable metroidvania that doesn't really do anything special on a gameplay level. It's fine. You probably won't hate it if you like the game's style, but you also probably won't excitedly love it. It's just kind of there and I'll probably forget about the gameplay, while remembering the aesthetics, in just a few weeks from now. All of this negativity aside, I didn't actually hate it, I just kind of cruised through it and didn't really react to much. Bopped some enemies on the head, collected some movement abilities, scouted for some secrets, unlocked some upgrades via material gathering. Typical MV stuff that's all just fine. That's the lead word of this review. It's all just fine, nothing more and nothing less.

(All that said, I do believe that this game deserved much better success than it has achieved so far. It seems like literally no one, not even MV fanatics, are playing this one and that's a shame. It's not a fantastic game, but it's better than that. Oh, and another side note; completionists beware. The PS5 version currently, nearly six months after release, has a bug where you cannot achieve 100%. You can get the platinum, but there are about 30 collectibles that cannot be saved, because they're in rooms that are supposed to avoid writing the collectibles to your save until you obtain all of them, but the game still forgets that you did it if you succeed and reload your save. So you can temporarily have 100% completion if you complete the collectible challenge, but the next time you load up, those 30 collectibles will go back to being uncollected and you'll drop back down to like 80%. If this bothers your completionist OCD, stay far away.)

The aesthetic and animations are the clear standouts in Cookie Cutter, however unfortunately the further I got into it, the more I noticed how much it was lacking in terms of polish with bugs occuring more often than not.

currently i cannot use a controller so i tried this out on keyboard despite the game SPECIFICALLY telling you not to and surprise surprise it didn't work out. Ended up quitting around the third area because it just felt bad to play and i was not enjoying myself. The artstyle and animations are really cool though who knows i might pick it up again sometime

It has room for improvement, but it presents some fun combat ideas supported by graphically animated execution kills. Go in for the gameplay or the art, but don't expect a particularly engaging story or complete technical polish. Layouts could be better too. I hope the team learn a lot from this, they have the potential to make something great.


non fosse riempito con robe cringe ogni due metri sarebbe anche un bel gioco, design e gameplay solidi ma seppur tecnicamente privi di difetti in ambedue trovo una ripetitività noiosa che mischiato al cringe delle robe sessuali mi fanno abbassare il voto. Ciò non vuol dire che il gioco non sia divertente, non penso manco che sia così punitivo (la dinamicità del combat system permette una certa ritmicità che se anche sbagli una roba comunque ricominci subito)

I was sent a free copy by the devs and they were cool!

Cookie Cutter is kinda just alright. It isn't the best metroidvania out there, but it also isn't the worst thing in the world. At first I was thrown off a bit by the moments of over the top goryness and the design of the main character, how you can see her panties whenever she moves. But besides that, the art-style of the game is nice and it's kinda similar to Hi-Fi Rush.

The gameplay is fine, I never felt like I wanted to explore every nook and cranny of each room. The combat is pretty difficult at times and the arena fights can take quite a while, but completing them feels satisfying. The different weapons all look cool and have nice animations but some are just a lot weaker than others. Nothing was really bad about the platforming and movement, but it didn't really feel that good.

The weirdest part of the game I think is the pacing. So much stuff is seemingly shoved in during the final third of the game that it makes me think the devs originally planned for the game to be longer. Abilities, NPCs, Story. It all feels really rushed and undeveloped.

Also the game ends on a really abrupt cliffhanger that's not even a cliffhanger. It's just like the story stops at a certain point unsatisfyingly.

This was a nice game to play in the background while listening to some podcasts. Not that bad but not that good either.

Ugly and over-animated. I'm a sucker for art that looks like this - being a big fan of the British comics underground it's obviously inspired by - but it looks fucking awful in motion.

Story and structure seem fine. Combat is... okay? Except parrying is inexplicably strict and fails seemingly at random. By-the-numbers in a boring way. If you're looking for "Guacamelee but Jamie Hewlett" this will likely please you. I found it vapid. Still might finish it though!

Cookie Cutter has such a strong artstyle, seeing it in action felt truly special. I also really like Cherry and her moveset from the get go being fighting game inspired. It felt really good to chain light attacks into specials. She has alot going on. Though unfortunately you hit that stride by the time the game is reaching it's end. It's shorter than I expected.

I didn't have much gripes outside of wishing Cherry had a faster movement option on land, walking to the fast travel spots was a bit tedious. The game's abundance of instadeath spikes towards the latter half was annoying too because there really isn't anything to use to avoid them more effectively (they were p annoying in Golden Tower too). Enemy variety isn't very vast, I did find it really cool they animated unique glory kills for enemies though, but I imagine most people wouldn't use em once you make Cherry a high power killing machine with upgrades.

The strange decision to have voice acting at the beginning and then cutting it for the rest of the game was...baffling. Which is a shame cause I really did enjoy the voicework of Cherry & Raz (I mean come on, Cherry has a design that tells you off the bat what she sounds like). I chalk it up to a budgetary thing clearly most of it went into the presentation which is no slouch.

The ending was also...very abrupt? I felt like this game could've done more to make Cherry regaining the memories of her past as a more gradual buildup rather than just being shoved in last minute after the climax. Granted, the story wasn't amazing/super duper engaging (not poorly written at all, it was just by the numbers for me) but I wish the importance was carried throughout gradually rather than at the start, kinda nothing inbetween with small buildup, then the giant drop at the end. The Infonet and Denzels stuff was neat though.

Overall though, Cookie Cutter is a solid ass game and it shows a ton of promise for this dev studio. They're constantly updating and tweaking it too which is really great to see. They really do care about this world they made and that's a great thing to behold.

Really fun game. Not particularly difficult, but it's exactly what I wanted for this style of metroidvania. Cute story and great art style.

Me gustó bastante este juego, solo he jugado a 2 metroidvanias y este sin duda me ha enganchado bastante. Veo un problema con los parrys y falta que haya guías de cada objeto que tiran los monstruos. También hay un bug en la torre dorada en una puerta pero me dijeron que lo resolverían. Sin duda, me ha sorprendido para bien, tiene mucha personalidad y voy a estar pendiente de parches / contenido añadido del juego, que por lo que entendí por el final, iba a ver más juego y a parte porque no se pueden conseguir todos los logros.

En resumen... lo recomiendo?: SÍ.

With the expressive animation work of the characters, punk-like aesthetic, and over-the-top energy the game has, it’s easy to see that the devs had a clear thematic vision with this game. This game is a labor of love.

However, there are so many things that are unpolished, underdeveloped, and blatantly cheap.

To talk about the technical department, I DO NOT recommend you play this game on Steam Deck for now. The game stutters like crazy when you get to the middle part of the game. Even with the Steam community’s discussion board’s help, I couldn’t bear the inconsistent animation frames and glitching, so I just finished the game on the Desktop instead.

The option menu is also barebone, with no adjustable screen size, full screen/window mode switch, reduction option for the flashing light, or something like that.

The structure as a metroidvania is alright. The mazes are designed tightly with the platforming sections that utilize unlockable moves, collectable that feel mostly meaningful for the player progression, and the frequent mixture of arenas -which is a welcomed addition, as the combat system is the main selling point here-.

However, I think that, if the game is trying to sell the combat more, it should have had better enemies, which is my main gripe with this game. There are a few types of enemies, and here’s how I would describe them.

Normal goons: Mono pattern fodder (sometimes they add a projectile move) and those attacks are arbitrarily hyperarmored (meaning that you can't stagger them consistently when they are in the attack-tell animation. Not a great feeling when you are playing a combo action game.)

Big enemies: Twin pattern meatbag that flips like a card when players move around them. No collider prevents the player from going through the enemy so size rarely matters.

Ranged enemies: Animations are just mere suggestions and the shooting point’s direction is always targeting you -meaning that the aiming animation never matches to the direction of the projectiles-. This aspect gets worse if the ranged enemy is a big enemy type too. (I’m looking at you, D!ckhead gunner.)

Gimmick enemies: I’m talking about the flame shield guy and the bug-like robot that needs to be flipped before attacking. I don’t see any value in them as a combat chess piece.

Bosses: 4-6 attack patterns with a barebone phase change. (Puanini and Final Boss were good though, even with this limitation.)

And yes, I think the current pool of enemies wasn't enough to fill the combat section of this game. 2-3 new enemies per big area hardly give you an interesting discovery moment, and I would say almost all of them get palette-swapped so the surprise elements get diminished as the game goes on to the end part. The arena combat mixes up the enemies mentioned above pretty well (which is my favorite part of the game), but I think the dev should have put more thought into the Big enemy placements, as they sometimes just appear as a SOLE enemy without additional goons (meaning that they don’t even function as a space controller chess piece in the arena).

I know making an enemy is hard for a frame-by-frame animation workflow, but considering that every enemy has their glory kill animation (I think it is pretty redundant to put too much effort into them), some man-power should have been allocated to different attack patterns or just entirely new enemies.

It is obvious that there’s a sequel is planned as the ending credit appears at the urgent situation. I’m absolutely nothing when it comes to the developer’s direction (as I’m just a mere player) but my suggestion is that they should refine the strength they currently have (aesthetic, player toolset) and then put more effort into the enemies. Even though I think this game couldn’t nail down everything with its potential, I expect more good things from this developer.

god. I do not know how i feel about this game. it's a pretty good metroidvania. there's a lot of glitches. like the game is sort of finished but incredibly unpolished. there's a trade quest that dunks on toby fox for making pacifism an option in undertale? like... for no reason?

the main villain's design is clearly based on marilyn manson (an abusive piece of shit!), which must have influenced the games empty shock value, and the creation of oppression (people making softer games?) to rebel against.

it was kinda cringe but i couldnt put it down. ugh.

Finished the game after a week and a half of play. Cookie Cutter is a pretty solid metroidvania which I had to dock points from because it's a little glitchy - I had multiple instances of the game erasing my latest save file so after I'd busted my ass to unlock something I'd have to do it again, had a glitch where the enemies went invisible for a while, had another where the game screen went all pink and I had to restart. Thankfully, there are a lot of save spots around the map, so even if you lose stuff, you probably won't lose too much.

This is a tough game and somewhat inelegant. It's all dick and fart jokes, but that wasn't the issue for me. The real problem I had was that it wasn't always generous with hit boxes - I'd have to perform acrobatics to unlock a treasure or item and have to do it many, MANY times - but not because I wasn't hitting the right buttons so much as the buttons didn't always respond fast enough. I thought some of the puzzles were slightly tough for how imperfect the response was.

But otherwise, it was a very fun, very fast paced game. I liked the character of Cherry. She also has Regina, her talking robot vagina. Like any metroidvania, you go around the map, unlock power ups, and then loop back to unlock more areas and find more power ups. The bad guy looks like a dead ringer for Marilyn Manson, which made it a bit fun to kick his ass at the end.

The game ends on a sequel hook which left me really excited. I would love to see this game with slight gameplay improvements.

as animações são incríveis mas falta Algo. fiquei o tempo todo pensando como esse jogo seria uma delícia de jogar se tivesse o tanto de frame que Pizza Tower tem