This game made a huge splash in the indie scene thanks to its rocking soundtrack and unique take on mobile games. I have to say Superbrothers uses the tablets and phones unlike any other mobile game out there. It is a breath of fresh air, but in the end is way too short and just leaves a feeling of emptiness and like there was no point in playing it.
You play as a man/boy who is on a quest to destroy an evil being at the top of a mountain called Mingi Taw. You come across a magic tome and must find three triangles to make a Trifecta. The story is pretty thin and there really isn’t much of one there. It’s all about the adventure, music, and unique art style. You tap along this countryside during the first half trying to find your way to a cliffside. After you play for a bit you get a sword and shield and fight your first monster. You turn your phone/tablet sideways to fight, you can block an attack but it’s very simple and not very complicated. There are only a few fights in the entire game. The bulk of the game is made up of using your Sworcery powers to solves little puzzles, but these feel easy and slightly uninspired.
You hold down on your character to enter this mode. You then have to figure out what to tap in order to get the little sprite out of the ground. You need these to advance to the next stage. Sometimes things have to be tapped in order, but it’s not all that hard to figure out. One interesting concept is that you need to find two of these triangles during the bright and dark phases of the moon…in real time. You will have to come back when the phases of the moon are just right and the game will tell you when…or you can just cheat and advance your calendar on your device. If you do this the developers are on to you and they only give you a 99% completion rating for cheating. This is a pretty interesting idea as no other mobile game has done this, but it’s not very significant and feels like a cheap
The only challenging part of the game was the three major boss fights and figuring out where to go. There are almost no hints, sometimes I wandered around forever not knowing what to do. The boss fights require precise reaction times for dodging and attacking and can get pretty tough. You can beat the game in a few short hours if you cheat, but when I finished the game there was no attachment. The characters are just there and there’s not much of a story to get attached to. The music is great, but only during certain scenes or events. I honestly just feel this game is really overrated, it’s good, but not that good. I personally loved the 8-bit retro art style and it’s beautifully done, I just wish there was better gameplay to go with it.
In the end, this is just an odd game that you play for the hell of it. It’s a unique mobile game, yet everything in it feels unnecessary and in the end, you wonder why you played it. There’s nothing here that will keep you talking about it years later, it’s really short, and lacks any challenge or depth. I just like that it took a different approach to game design and that is greatly respected.
You play as a man/boy who is on a quest to destroy an evil being at the top of a mountain called Mingi Taw. You come across a magic tome and must find three triangles to make a Trifecta. The story is pretty thin and there really isn’t much of one there. It’s all about the adventure, music, and unique art style. You tap along this countryside during the first half trying to find your way to a cliffside. After you play for a bit you get a sword and shield and fight your first monster. You turn your phone/tablet sideways to fight, you can block an attack but it’s very simple and not very complicated. There are only a few fights in the entire game. The bulk of the game is made up of using your Sworcery powers to solves little puzzles, but these feel easy and slightly uninspired.
You hold down on your character to enter this mode. You then have to figure out what to tap in order to get the little sprite out of the ground. You need these to advance to the next stage. Sometimes things have to be tapped in order, but it’s not all that hard to figure out. One interesting concept is that you need to find two of these triangles during the bright and dark phases of the moon…in real time. You will have to come back when the phases of the moon are just right and the game will tell you when…or you can just cheat and advance your calendar on your device. If you do this the developers are on to you and they only give you a 99% completion rating for cheating. This is a pretty interesting idea as no other mobile game has done this, but it’s not very significant and feels like a cheap
The only challenging part of the game was the three major boss fights and figuring out where to go. There are almost no hints, sometimes I wandered around forever not knowing what to do. The boss fights require precise reaction times for dodging and attacking and can get pretty tough. You can beat the game in a few short hours if you cheat, but when I finished the game there was no attachment. The characters are just there and there’s not much of a story to get attached to. The music is great, but only during certain scenes or events. I honestly just feel this game is really overrated, it’s good, but not that good. I personally loved the 8-bit retro art style and it’s beautifully done, I just wish there was better gameplay to go with it.
In the end, this is just an odd game that you play for the hell of it. It’s a unique mobile game, yet everything in it feels unnecessary and in the end, you wonder why you played it. There’s nothing here that will keep you talking about it years later, it’s really short, and lacks any challenge or depth. I just like that it took a different approach to game design and that is greatly respected.
I have a lot of positive feelings about Sword & Sworcery, but many of them are undercut by the very elements I'm praising.
The game is beautiful with its pixel waterfalls and flickering lights, but also kind of ugly when the sprites and other 2000s Flash-like effects appear.
I love the story's weight in its simplicity, but it's grating to come across the many lines of dialogue that have that early 2010s online quirkiness to them. I could live with a little more gravitas and a little less totally random dancing boars.
It does a lot of really cool things and there are some inspired ideas. (The animation when you've taken damage! Becoming weaker as the game progresses!) But then does a little bit too much in some other areas, and feels like it's trying to be too many things at once.
All in all I can't say I didn't enjoy the melancholy walks through the woods and simple yet effective puzzles, and the game is oozing with style. I just wish they had leaned more into the things that really worked here.
The game is beautiful with its pixel waterfalls and flickering lights, but also kind of ugly when the sprites and other 2000s Flash-like effects appear.
I love the story's weight in its simplicity, but it's grating to come across the many lines of dialogue that have that early 2010s online quirkiness to them. I could live with a little more gravitas and a little less totally random dancing boars.
It does a lot of really cool things and there are some inspired ideas. (The animation when you've taken damage! Becoming weaker as the game progresses!) But then does a little bit too much in some other areas, and feels like it's trying to be too many things at once.
All in all I can't say I didn't enjoy the melancholy walks through the woods and simple yet effective puzzles, and the game is oozing with style. I just wish they had leaned more into the things that really worked here.
Really into how it looks and sounds, but the writing has aged badly (amirite) and it's just dead tedious.
Got to a boss battle which felt like an achingly slow and poorly-calibrated rhythm game, after a few false starts I got the hang of it only to be hit with an instakill move right at the end. If you're going to make me replay a fight, at least design it to be fun FFS.
Oh and it told me to "keep calm and carry on" AND I'm pretty sure there was a bear doing a Ricky Gervais impression. Bin.
Got to a boss battle which felt like an achingly slow and poorly-calibrated rhythm game, after a few false starts I got the hang of it only to be hit with an instakill move right at the end. If you're going to make me replay a fight, at least design it to be fun FFS.
Oh and it told me to "keep calm and carry on" AND I'm pretty sure there was a bear doing a Ricky Gervais impression. Bin.
a horrific glimpse into a fallen world where indie darlings were rife with hip stick-legged rectangular-crotched pixel art and including neither gameplay nor writing was considered brave instead of a perversion of The Way as ordained by pious gamers. a meaningless showcase with no lose state, in other words entirely for game journos. they'd still praise this today but at least we aren't collectively putting every product of a game jam on a pedestal anymore