VVVVVV has faded into the background somewhat despite its positive critical reception upon launch, and that's a shame: I think more developers should take notes, as it succeeds at appealing to both casual and competitive audiences. From a casual viewpoint, VVVVVV takes a classic deconstructed concept ("what if we removed jumping in 2D platforming?") and expands upon this in meaningful ways with little downtime. I've often complained about the lack of tech-skill in 2D platformers, but VVVVVV remains a key exception because it's simple to pick up (just gravity flip and walking as controls) yet difficult to master due to its weightiness. Additionally, it never feels stale with its utilization of gravity flipping by innovating upon this with classic obstacle escalation, introducing flippers, screen wrapping, teleporters, and auto-scrolling in respective levels as just a few married mechanics. On the other hand, from a competitive viewpoint, VVVVVV presents itself as an almost perfect beginner's speedrunning game thanks to the general lack of RNG; all rooms begin from the same state once entered, following the same pattern every time. Upon exiting, the rooms will always reset to that exact same state playing the same pattern, meaning that timing cycles don't have to be accounted for on a broader scale and players can just focus on correctly routing the first time around. Due to the simplified routing and committal movement (since you can't flip mid-air and have very restrained control over aerial drift), players must both react quickly enough to meet single room cycles and carefully plan out input timings. It certainly helps that a solid speedrun takes less than an hour and individual sectors can be practiced as "challenges" added in a recent update.

Notice how I said "general lack of RNG" however, because this is where VVVVVV throws a wrench into the works. One of the game's twists is that upon rescuing three crewmates (i.e. clearing 3 of the 4 main sectors), the player is thrown into a 2nd intermission dubbed "The Gravitron," an arcade-like section that bounces the player between two flippers as they must dodge incoming projectiles without any vertical control. This particular intermission is the only case of RNG (in the form of randomized projectile waves) throughout the game, and unfortunately sticks out like a sore thumb in an otherwise completely consistent speedrunning experience. As an endless arcade sidemode that can be unlocked via collecting every trinket, I think it fulfills this role as a reward well, but when considering it from a deathless run perspective, it is an absolute killer in the middle of the run that cannot be easily planned for. Outside of this complaint though, I find very few things that I can fault VVVVVV for. The game's simple visuals are bright and catchy, it's got a great sense of humor with its room names and stylized pixel hazards, and the soundtrack goes harder than it has any right to: Pressure Cooker and Potential for Anything never fail to blow me away with their energetic melodies. This is an easy recommendation for anyone looking to get into speedrunning platformers despite the need to heavily practice for the Gravitron, and it's an even easier recommendation for general players looking to understand how indies can thoroughly yet succinctly explore creative yet familiar concepts in a cohesive package.

Reviewed on Aug 09, 2023


4 Comments


8 months ago

Souleye is such a good artist and kills it with that soundtrack. Also, on the topic of developers taking notes, can we get some love for this dev choosing to release the source code for the game so that people can look at it for their own ideas, because I feel like that was an awesome move and something I don't see often enough from games that are remotely successful. But also...I could just be totally unaware of this happening more often than I believe it to be.

8 months ago

@Shenobi: Completely forgot about that and you're right, Terry Cavanagh is a real one for releasing the source code for educational purposes. Only other dev that I know that's done this recently is Melos Han-Tani, I think he released the source code for Anodyne back in 2020.

8 months ago

Sorely overlooked game these days despite it being imo one of the strongest 2D platformers in the indie scene still. People have always been partial to Pressure Cooker and Potential for Anything (the latter does play during climaxes after all), but I to this day still find myself listening to the title theme (Presenting VVVVVV) and the general downtime theme (Passion for Exploring) Anyways, excellent review as usual @Drax.

8 months ago

@Bojangles4th: Thanks! Honestly, the one I'm really partial to nowadays is the remixed version of Predestined Fate that plays during the final level on the Steam version. A real shame it's not included in the official released soundtrack.