Super Pixalo
February 7, 2015 Leave a comment
I bought Super Pixalo because a reader of mine, ReverendDS of Indie Game Riot, believed in the game so much that he offered to get it for me. It wasn’t even his game. He was just a fan. I pay for all the games I review at Indie Gamer Chick, so I politely declined. Then I had a thought and made the reader an offer: if he matched the price I paid for Super Pixalo ($3.74) as a donation to the Epilepsy Foundation, I would guarantee him that I would play and review it. He agreed (and I’ll verify he did so immediately), even rounding up his donation to $5. I like this idea. I like it so much that it will now be a monthly feature at Indie Gamer Chick, in collaboration with Indie Game Riot. I only wish that I had liked Super Pixalo as much as ReverendDS did. Or at all. I didn’t. But hey, if the worst thing that happens to me this weekend is I spend a few hours with a boring game and a couple bucks get kicked towards my charity of choice for doing so, that’s not a bad thing.
So, Super Pixalo. Contrary to what people think when they see the way I review games, I don’t like tearing apart bad games. It’s not sport for me. I want to like every game I play. Nobody wants to play bad games, especially me. My only hope is the developer takes my criticism to heart, doesn’t give up as a game developer, and vows to do better next time. Nothing about Super Pixalo is offensive to the point that I would declare he has no talent and should take up another hobby, like being shot out of a cannon. I finished all the stages simply because I was hoping something would happen that I could comment positively on. Sadly, it never came. Not once. Not even for a single second. It’s just a really badly made, boring game.
Part of that is tied to the play control. Super Pixalo has the feel of every annoying ice-world stage that I’ve come to dread. Movement is very loose and slippery. You do get used to it eventually, as many fans of the game pointed out to me. But getting used to something doesn’t mean it becomes a good thing. Eventually I would get used to it if a clown ran into whatever room I’m in at the top of every hour and pied me in the face. It doesn’t mean I would like it, or that it’s a good thing. The controls of Super Pixalo never feel second nature, and that’s the lifeblood of decent platforming action.
But, the ultimate killer of Super Pixalo, the thing that makes it unsalvageable, is the level design. The play control could be tightened up in a patch. But nearly every single level would have to be completely redone and reordered to make Super Pixalo in any way a worthwhile game. First off, all the stages are broken up by decades. I have no idea why this was done, since the graphics don’t really get better as you go along, nor are there any backdrops that suggest you’re playing in a different era. Stuff does happen, like the 90s adding scrolling stages, or the 2010s adding disappearing blocks. I don’t get it. All the platforming stuff Super Pixalo does has been done for several decades now. I didn’t notice anything 2010ish about the 2010 stages, except in the collectables you pick up. I couldn’t typically tell what those were though, except that they were things the game seemed to want me to pick up. All of them come from pop culture, and might offer a brief chuckle if you’re one of those people who finds references to things everyone knows about to be humorous without any punchline. “Hey look, it’s Wilson from the hit movie Castaway! I too saw the hit movie Castaway! L. O. L.!”
If not for the controls, the I’m not sure any of the stages in Super Pixalo would have been difficult at all. I never got the achievement for dying 1,000 times (and by the way, please stop making those kind of achievements, developers. If your game is too easy, you’re essentially encouraging suicide in a backhanded kind of way), and probably didn’t come close. The only truly challenging moments were “Last Mother Fucking Pixel Jumps.” You know Last Mother Fucking Pixel Jumps. It’s where you have to avoid hitting the jump button until you’re standing on the very last pixel of a platform. Nobody likes those. They’re annoying even when the play control of a game is as close to perfect as play control is capable of being. That certainly doesn’t describe Super Pixalo. It has a few instances where the margin of error is razor-thin. Check out the picture below.
Believe it or not, Pixalo is actually standing still right there. That’s how close to the edge of the platform you need to be for some jumps. Even if you’re got the reflexes of the best gunfighter who ever lived, you’re going to struggle to time that jump correctly every time. Come just a pixel short and you’re going to miss the jump. That’s not a realistic challenge players. Sure, I bet with enough time you could become an expert at such timing, but who wants to put in the amount of time it would require, for any game? These are the kind of things developers need to think about when they make their games.
Super Pixalo’s most annoying platforming elements are usually the moving platforms. These are the slowest moving platforms I can remember. They’re the senior citizens of moving platforms. Super Pixalo seems to be inspired by Super Meat Boy, yet the game often makes you sit still for excruciating intervals just waiting. Waiting is not fun. Waiting is boring. This can be fixed by the developer. Just make the fucking thing move faster. There wasn’t a single level they were in where I didn’t want them doing such. I don’t know if it would have made things unfair, what with the controls as slippery as they are, but hey, those can be fixed too! Another thing that could be fixed is having all the platforms and fireballs/sparks/enemies/whatever the hell they are reset to their starting positions every time you die. All the moving objects in Super Pixalo are so slow that quitting out to the menu and restarting the stage that way is often the better option than waiting for them to come around again. I mean, come on, developer. This is common sense stuff. You shouldn’t have to be told it.
I’ve been looking for something, anything, nice to say about Super Pixalo. I couldn’t. Not a single thing. Others seemed to enjoy it, and I’m really happy for them that they liked it. But I thought it was terrible. Horrible play control, dull graphics, and boring levels. However, allow me to offer this glimmer of hope: there is NOTHING here that can’t be improved upon in future efforts from the developer. Hopefully Super Pixalo was a getting-your-feet-wet experience that he intends to grow from. I hear he’s a good guy and I wish I had fun with his game. I didn’t, nor did I have any fun writing this review. Well, maybe a little fun. I mean, that clown analogy was a good one, right?
Super Pixalo was developed by Philip Royer
Point of Sale: Steam
$3.74 (normally priced $4.99) now envision the ninth circle of Hell as being forced to play this game with the standard Ouya controller in the making of this review.
Update: Developer Phil Royer read this review and promised to look into many of the issues I brought up, and thanked me for the feedback. Class act all the way. Good luck to you, Phil. It might be hard to believe, but nobody will be as hopeful about your future projects as I will.
The “match the game’s price with a donation to the Epilepsy Foundation and Cathy will purchase a copy and guarantee a review” will be something done between Indie Gamer Chick and Indie Game Riot only. Please do not donate to the Epilepsy Foundation with the expectation that Indie Gamer Chick will review a game of your choosing. However, if you want to donate to them just to be cool,
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