This, uh, really does not feel great to rate 2.5 stars. (bumped it up to 3.5, see last 4 paragraphs for why) Especially since when Evening Star first announced Penny to the world, I was really rooting for them to knock things out of the park, and prove that they don't need to rely on Sega to deliver a fantastic game. Booting this up for the first time, I thought I was in for a slam dunk, like there was no way this would be anything else but a good time. The reality is... somewhere in-between. After playing it, I'm still rooting for Evening Star, but mostly in the sense of hoping that they fix what's currently a very promising, but frankly jank game.

There are technical issues. In the first world, I got softlocked when jumping onto a roof. Thankfully, you can restart from checkpoints. Then there were two other times where I clipped straight through a wall. The first time, it was really amusing because it was actually helpful as a shortcut towards an optional collectible. The other time, it just led to an unfair death. The boss with the ship setpiece was all sorts of wonky, the camera would keep snapping away from Penny onto some random part of the level, leaving me in disarray regarding my current position. At the end of one level, Penny decided to do her victory dance while floating in mid-air.

I'm not usually the type of person that attracts bugs and glitches, because I don't try that hard to experiment in the games I play. Generally, I do my best to follow what they want me to do. So, the fact I was able to run into bugs this easily - not to mention seeing reports of other people having the same issues - makes me wonder if shadowdropping the game this month was a good idea.

Then there's the controls. So, this one seems way more subjective, and it's possible you might not feel these problems as I did. The most generous way to describe playing Penny is "technical." The less generous description would be "Takes some heavy getting used to." Speaking of heavy, the least generous term is heavy. In contrast to what the trailers made me think, getting Penny to soar through these levels was far from an easy task, and has led me to fumble an embarrassing amount of jumps. I counted eight. Eight instances of me just walking off an edge before I was able to press the jump button, and that's when I began to question if I'm starting to get too old for video games. But, no, I'm fairly certain that there's just something slightly off here, but slight enough that I could never quite get used to it.

Having to double tap the attack button for the dash, instead of just giving it its own button, is one questionable example. Sometimes, the dash would not activate if my double tap was too rapid, requiring me to adjust to a slightly more drawn-out timing. I would keep forgetting to do this however, and would keep falling to my death as a result. There were also moments where a whole bunch of enemies ganged up on me, and I would panic by mashing the attack button in order to deter them away. Of course, this would then activate the dash, and cause me to careen off a cliff. The physics on the dash itself feel too overtuned, using it to attempt and reach a platform would often cause me to overshoot it, and because Penny's turning can be heavy, it would be not enough to course-correct my mistake.

By far the worst of it is the rolling move, the one where you get on your yo-yo and can use downhill slopes to gain a ton of momentum and launch off ramps. Again, the trailers made this move look so fun, but as I got to try it myself, I've learned that for some ungodly reason, your directional controls are completely locked during the first 2-3 seconds of using this move. It's only after that, you can start kiiinda moving left and right, but forget about making any sharp turns. The rolling movement is only good for making slight adjustments on linear paths, but otherwise feels really stiff to use, less like a car and more like trying to steer a tank as it tumbles down a hill.

I've tested both the keyboard and the controller, and while controller does feel a little better, it does not flip the entire game feel upside down, and the problems still persist. It's hard to learn, and hard to master. I believe there desperately needs to be a patch to retune the game feel, as what's on offer right now is good enough for a casual run, but would make me rip my hair out if I was trying to perfect it.

And I really do think that a couple touchs-up is all this game needs to rocket into stardom. Have you seen those visuals? Holy shit, dude. You look at the visual design of the menu and think "Oh, whoever made the Sonic Mania menus definitely worked on this", and then you go into the game, and everything's so charming, and colorful, and the main character is so expressive! And the MUSIC, man, the game's hiding its best track for one of the later stages, and I already know I'm gonna be blasting this on loop for the next several weeks.

And I know I've been super harsh on the gameplay, but I can feel it, there's something really special here on those couple instances when the game IS working in your favor. It can be great to swing from one platform to the next, to soar at high speeds, to find little shortcuts and alternate pathways. The combo system in itself looks like a whole different ballpark of skill which I haven't even scratched the surface on, and I would love, LOVE to be able to fully appreciate these things if-!

Fuck, I walked off the edge again.

Update: I opted to do some post-game cleanup, and began to get to gripes with the combo system, thus engaging with the levels in more involved ways by aiming for the high scores. I also took some time to watch a developer utilize the combo system, and was taught that the best way to use the roll move, is to toggle it off by jumping, then readjust your direction, and toggle it back on while still in mid-air. This allows for a significantly higher degree of maneuverability than I previously thought was possible.

Don't get me wrong, I still hold the view that the game's physics could take some fixing up, they're still too finicky for my liking, and at times, feel either unresponsive, or too strict. However, if you're gonna play the game, I would highly advise engaging with the combo system and taking the time to learn as much of it as possible before you proceed through the rest of the game, as this is where I have found the most amount of fun to be had. Doing a 2nd run, the moment I obtained a high score after several tries, pumped my fists and thought "HAHA, YES!!!", that's when I realized "Oh, shit, so it IS fun!" It's just that the learning curve feels higher than it really should, and it took me a 2nd playthrough to really understand it. That's not good. Some people aren't gonna stick around for that long to figure this out. Then again, some people have clicked with the controls far more immediately than others did, so clearly, your mileage may vary.

Is it worth 30 dollars? Ehhh, I'm not so sure about that, I would've rather paid 20 myself. Is it good, though? Sure, but I do think that... it could've handled teaching the player its mechanics a lot better. But if you were to take the time to learn these mechanics yourself, and practice up, I think you could get quite a lot out of this otherwise short game. Give it a try! Perhaps you'll end up feeling proud of the scars it gives you.

Update 2: 5 attempts at getting a high score messed up due to collision bugs. Alright, seriously. This needs work.

Reviewed on Feb 23, 2024


2 Comments


2 months ago

Was bummed at first because shadowdropping this between two massive RPGs meant I had zero space to play it, but now reading this (and several other write-ups painting it as unpolished and kinda busted) makes me think waiting even longer is probably the right call. Don't know why they released it in this state let alone release it in the way they did.

2 months ago

@Weatherby thank you for reading. it's a bit unusual, seeing as not EVERYONE thinks the controls are bad, i mean, some people saw past it and found a fun game within. at best, one could try penny out for about 90 minutes, see if the controls click, and if not, refund it before the 2-hour window passes. even so, the 30-dollar price tag can be a bit steep, so perhaps waiting on a sale is recommended.