Whipseey and the Lost Atlas

I pre-ordered Whipseey and the Lost Atlas based on the cover art and one screen shot. It looked like it aspired to be an indie tribute to Kirby. Those don’t happen as often as you would think. Also, the preorder offered $0.50 off the purchase price. You guys really should only pre-order digital games if doing so nets you a discount. Otherwise, it’s not like the eShops will run out of copies. And then, on Tuesday morning the game unlocked and I started it. And right away, I could tell something was off. The scrolling didn’t feel smooth. The controls didn’t feel 100% responsive. Attacking was awkward and clumsy.

It only took me a minute to realize all these things. I genuinely try to review games and not their developers, but I do have to ask: if I realized this stuff was off that fast, why didn’t they realize it sooner? Like, before releasing it?

The shit thing is, Whipseey looks so good in screenshots. It’s a photogenic game. I bet it ends up a best seller by virtue of release date and how fun it SEEMS like it should be.

Whipseey is not good. And that’s a shame, because it sure seems like it could be fun. Despite looking like Kirby, most of the action borrows from entirely different games. Your primary attack is a whip that mechanically functions like original generation Castlevania games and only works straight in front of you. Sounds great. The problem is that it’s clunky to use, with a delay. It’s also not really suitable for mid-jump attacks, and that’s a big problem because the game is built largely around platforms and enemy placement that forces you to mid-air attack. Maybe if the button placement was different, it’d be easier to pull off. But Whipseey doesn’t offer button mapping. On Switch, B jumps, Y whips. I found it quite awkward switching between the two on a standard Joycon. None of the other buttons do anything. So why not offer mapping, or at the very least, some kind of dual button scheme?

On the plus side, the collision detection is absolute shit. It works against you, sure, but you can hit bosses and enemies sometimes without making contact. So there’s that.

See how far my whip is from making contact on this, the first boss? It’s almost a full character length from it. But, this landed. It caused damage. That’s how bad the collision detection can be. That’s fucking embarrassing. I guess to make up for this, the developer gave the boss an electrocution move that has no telegraphing. The first two bosses are genuinely some of the worst I’ve ever seen. Here’s a full video of that boss fight if you want to see me get credit for a few hits I completely whiffed. Also, who makes their first boss an underwater fight unless that’s the entire game’s theme? For fuck’s sake!

The combat is bad. The platforming is worse. Instead of Castlevania, think Donkey Kong Country 2 or 3. Whipseey has the ability to do a Dixie Kong-style helicopter glide, and that’d be great. But the game is filled with instakill spikes with less than accurate-feeling collision detection, instakill pits, and lots of enemy crowding. And the game seems to have a thing for putting something above your head, and a pit in front of you, so that you go to jump but the platform above you cuts off the angle and you fall into a pit. The jumping just feels off. The gravity too heavy, the angles tough to judge. It’s never intuitive. The helicopter thing or the parts where you swing from your whip would be fun if the physics were refined and smoothed out. They’re not, and consequently they’re just not fun.

I really don’t have that much to say about Whipseey. I wanted to quit multiple times while playing it, finally giving up on the last boss. There’s only five levels, none of which rise above bland in terms of design. Things really don’t start to get interesting until the fourth and fifth levels, which had potential to be a bit more than simply bland if all the mechanics had been given more development time. But that means you’re over 60% of the way through the game before the level design feels ambitious. Before that, it’s just enemies being placed in dickish positions, or stuff like hopping on enemies to clear pits. In other games, the “bounce across enemies to finish a section” can be a highlight (see Super Mario 2 with the fish). But for Whipseey, if you fail to make the jump, even if you manage to float back to the starting platform, you’re dead. The enemy never respawns, and despite the door you came from being RIGHT FUCKING THERE, you can’t enter it and then go back and try again. You have to throw yourself into the pit and try again.

Also, this guy moves back and forth. So it’s not like you have a stationary target to hit. It’s incredible how many things Whipseey manages to do wrong in only five levels.

It’s rare that I play a game where it feels nothing goes right, but that’s Whipseey. You get a free life if you collect 100 gems. You get gems from enemies. But, when you whip enemies, the gems don’t just drop. They go flying behind them. In a game based largely on pits. Guess where most of those gems end up? If you run out of lives, you have to start a level again. Guys, it’s time to get rid of lives systems. You’re not doing anything to help your platform game by adding busy work of replaying levels for the sake of “challenge.” Come up with something better. If you need to force players to replay entire stages as a punishment in order to make your game harder, you’re doing it wrong. And, if you’re afraid of pissing off the blowhard crowd that wants to be punished for poor play because privately getting spanked is their kink, make it optional. In Whipseey, there’s a menu for “options” but the only thing you can change is the sound. Bosses are all boring. Enemies are boring and often cheap. There’s only five levels. There’s no power-ups. There’s no twists. It runs out of ideas fast. There’s only one potentially memorable set-piece (set on a train) and it ends up playing quite poorly. I feel like a bitch for going off this much a first-time developer’s game. This really wasn’t a fun review for me to do, but to my credit, it wasn’t a very fun game I was playing.

I’m not actually going to complain about the length. Some might not want a game with five relatively normal sized levels for $6 though. If Whipseey had been just okay, I’d probably been fine with the length. If it’d been good, I probably wouldn’t have been. It wasn’t either of those things. I was happy to get to the end.

All these little problems that add up to overall pretty terrible experience screams of a game that was rushed from conception to market as fast as could be done. NOTHING I’ve seen here leads me to believe developer Daniel A. Ramirez should quit. He clearly had a vision and saw it through to completion, and has a finished game that, when I saw it, I wanted it. And then I played it, and I wish he’d worked on it longer. If this had been given an extra spit-shine when the levels were done, with the rough edges smoothed out and less emphasis on dick-headed enemy placement, Whipseey and the Lost Atlas could have been a memorable indie romp. Instead it just feels like an unfinished prototype. But, it sure looks great in pictures. Big deal. So did Ryan Leaf.

Whipseey and the Lost Atlas was developed by Daniel A. Ramierez
Point of Sale: Nintendo Switch, PlayStation 4, Xbox One, Steam

$5.49 (normally $5.99) doesn’t do great with whip-based indie tributes in the making of this review.

About Indie Gamer Chick
Indie game reviews and editorials.

One Response to Whipseey and the Lost Atlas

  1. Matt says:

    It’s not every day you read the names Kirby and Castlevania in the same review!

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