Donut Dodo (Review)

When I started Indie Gamer Chick, I thought I was going to be playing a lot of weird and experimental games. Well, now that I’ve played a LOT of retro games, I know it didn’t get any more weird and experimental than an 80s arcade. I love to hear stories about the Golden Age of Arcades from my readers. I’m jealous, really. I think I would have really loved it. Especially during the early-to-mid 80s, when so many novel and unique concepts seemed to hit one after another, with no rhyme or reason to them. A gorilla throws barrels at a carpenter (no, not Jesus, though try telling that to his fans) who must also avoid sentient fire as he tries to rescue his girlfriend. Sounds like a hoot! A yellow circle runs through a maze eating dots while being pursued by ghosts. Sure, why not? A spelunker must exterminate torsoless goggle people and dragons by impaling them with a hose and then pumping them with air until they burst. Actually, that sounds pretty deranged and sadistic and I really think you should seek help, buddy. Nothing had to make sense and all that mattered was that you had fun, whether it was from blowing up rocks with a spaceship or shooting at giant space bugs or helping a mama kangaroo rescue its Joey. It seems like it would have been right up my alley.

Really the answer to “is it like..” is “yes” before you even say what game it is. “Madden?” Oh ha, ha, you smart ass. (ponders) Well actually.. come to think about it, a little bit, yea.

Well, thanks to Donut Dodo, I think I have a good idea what kind of thrill that must have been for those who came before me. Because, holy crap, this is one of the best indie games ever made! You play the role of a pastry chef who had his donuts stolen by a strabismus-eyed dodo. You know, that’s exactly what drove people to hunt them to extinction. True story, donuts and everything. As the chef, you have to zig-zag around five single-screen levels to get them back. Donut Dodo is purely an avoider-type platformer, as there’s no methods of attack and your only option is to not touch the baddies. So, what’s it like? Well, it’s kind of like Donkey Kong, as you have a giant animal trying to kill you indirectly, and various minions that get in the way. And it’s kind of like any collecting game like, say, Pac-Man, where the level is filled with donuts and the object is to collect them all. And it’s kind of like Bomb Jack, as you get a bonus for grabbing the donuts in a specific order. And it’s kind of like Donkey Kong Jr. where sometimes you’re climbing ropes/vines using the same method used in that game. And it’s kind of like the 1982 Popeye, as there’s a toilet seat that stalks you similar to how Bluto does in that game. And it’s kind of like.. you know what? Screw it. Name any game of this genre from the Golden Age and there’s probably some nod to it in Donut Dodo. If that makes it sound like something that couldn’t possibly stand on its own, think again. It’s this weird game that both somehow feels like every other single-screen platform game and also like nothing you’ve ever played before.

I searched Donut Dodo high and low for SOME imperfection, and the best I could come up with is that there’s nothing that indicates you can actually touch the two oil barrels at the top of the second level. They’re big burning things with visible fire (aka a universal “do not touch” of gaming) that spit out the level’s fireball enemies. BUT, as long as the fireballs aren’t coming out at that moment, you can harmlessly walk right past them. In fact, you need to. I knew my jump wasn’t high enough to clear them and spent far too much time trying to figure out how to circumvent them before Angela said “are you SURE they’ll kill you?” I replied “of course they will! Look, it’s fire! The ouchie-form of oxygen!” Five seconds later she was rubbing it in that she figured it out before I did. I didn’t appreciate that, Pixel Games!

It’s like someone took all the best Golden Age games that followed in Donkey Kong’s wake, put them in a blender and hit the puree button while cackling like a mad scientist. I used to do that with food when I was a kid, and I never got in trouble for the mess I made doing so. My parents always took pity on me because the resulting unholy concoction usually left me traumatized the moment it hit my tongue. That could have so easily happened with Donut Dodo, but instead, the end result ended up being the best of its breed ever made. Go figure. Part of why that works is that everything the game took inspiration from is just done better here. It starts with the absolute precision controls. I always found the ladders in Donkey Kong annoying, but here, they’re just automatic. You can’t camp on them. When you hit up or down, you just zoom up and down the ladder. That works shockingly awesome and also helps with the many close-calls you’ll inevitably have with enemies. While I personally experienced a slight learning curve to the jumping physics, keep in mind that I really sucked at this game. Like seriously, the dodo might be extinct but the species got revenge on humanity by kicking my ass the last few days at this. No, this is a fair game with razor-sharp controls and I couldn’t stay alive because I never learned to mind my surroundings. Had I been Ra’s Al-Ghul’s student, I would have died like five minutes into training. Plus I was so comically bad at timing things that at one point I worried I might have cracked a rib laughing at myself. Maybe my most hilarious fail ever.

What a snooty looking bird. God, I’m glad they all died.The dodo tends to move itself and it’s usually not far away from the giant donut, which you have to grab to clear the level. Another masterful design decision.

Not that it’s impossibly hard. In fact, everything about Donut Dodo is fine-tuned to perfection. This features some of the most genuinely amazing level design I’ve ever seen. Layouts are maximized for heart-pounding close-calls with the relentless, but ultimately predictable, enemies. If it’s not the enemies that get you, it’s the level itself. Oh, and the dodo spits fire. Did they do that? AND THEY STILL WENT EXTINCT? Was a Song of Ice & Fire’s dragons based on dodos? Well, regardless of the real bird’s fate, the fictional bird’s game never lets up on the intensity, even on the easiest difficulty. BUT, it’s never unfair. It’s always on you when you die. That’s a lot more rare than you think. Like the best arcade games of the era it aspires to slot-in alongside of, Donut Dodo is a game about figuring out patterns and creating your own strategies for collecting the items. After beating the five stages, they recycle once with more enemies added. A possibly problematic choice somehow remained fairly designed. Plus, Donut Dodo throws twists into the formula. Like, sure, you can just collect all the donuts in any order, willy-nilly if you want. That’s how I started out playing Donut Dodo and I had a good enough time with it. I’ve never cared really about points anyway. There’s no online leaderboards, which might actually be the only turd in this game’s punch bowl. Without them, what incentive do you have to go for points? Glory? Pssh, glory is for people with courage, and I piss myself a little every time one of my own hairs touches my skin just slightly enough to trigger my “OH MY GOD THERE’S A SPIDER ON ME!” alarm.

UPDATE: The Steam version does, in fact, have online leaderboards. This didn’t effect my opinion of the game at all.

It also didn’t make it clear that, in the bonus stage, you control the pumpkin, not the chef. It has two arrows point at the pumpkin, but like, I thought it was saying “land on this.” Arrows with “HEY DUMMY, YOU ARE THIS” would have worked better, at least for me.

Then, I realized I suck at this and could use extra lives. You get a free life every 15,000 points. Well, fudge, I said. So, I played along and started going for the flashing donuts, and suddenly this was one of the best games I’ve ever played and roughly as addictive as all the drugs in the world and gambling in the world and even all the gambling on drugs in the world COMBINED. You can collect any donut to start, but then one donut will begin to flash at random. Collect that one without collecting any other donuts and you score 150 points instead of the normal 25. Another donut begins to flash, and now there’s a multiplier in effect. As long as you keep the chain going, you can score massive points. Going for combos forces you to zig-zag back and forth, thus crossing paths with the various monsters and traps much more frequently. What had been a relatively fast-paced game was now a relatively methodical one. BUT, it still never manages to feel like a slog. It’s also, simply put, one of the most elegant scoring systems I’ve ever seen. One that nets you sometimes more than one life per level. It’s an absolutely genius design that further adds to your ability to create your own strategies. Not only that, but it forces you to improvise, since you can’t simply memorize specific point-A to point-B routes like in, say, a Pac-Man game. You never know what will be the next target donut. And this, mind you, is the optional way to play it. I often talk about how games benefit from being flexible enough to allow players to come up with their own play styles. This will be my go-to game for that from now on. It’s that good. I’m not kidding: this should be shown and taught in game design schools. And has any indie EVER been a better fit for an Arcade1Up cabinet?

Some people might say that only having five levels (plus a bonus stage) is a knock on the game, but not me. If the stages were just alright, I might have wanted more. But, Pixel Games made five levels that were basically perfect. Like, seriously, they all feel totally different from each other, require different strategies, and are among the most clever video game stages for a game of this type ever made. Props to them for that AND for walking away a winner. It just takes one stinker to sour the whole experience, and why risk it when five levels was enough to make this an instant indie masterpiece? I’m not kidding about the Arcade1Up thing. Seriously Pixel Games: you should be pitching this to them.

So here I sit, saying to myself “I can’t fucking believe the developers of Sigi: A Fart for Melusina made one of the ten best indie games I’ve ever played.” Not that it wasn’t obvious they were very gifted. In fact, Sigi came so close to winning my Seal of Approval and coming up short that, if I included EVERY indie I reviewed and separated the games I liked versus the games I didn’t, the game at the top of the bad list would probably be Sigi. It was like 49.9 YES to 50.1 NO on it, and it just barely missed for me. But, I knew Pixel Games was a studio to keep an eye on. And now, they’ve turned-in what is, frankly, the biggest surprise game of my eleven years of writing game reviews. Hell, Donut Dodo might be the best game of its genre ever. And I don’t just mean “for indies” mind you. I’m trying to figure out any single-screen platformer, from any era or platform, that I liked more, and I can’t. I mean, I’ve been on a pretty big arcade/retro kick lately, so that’s really saying something. I liked this game so much and the potential it shows for what I call New Arcade Games as a genre that I’m going to play an indie game like this once a week from now on.

Pixel Games’ Sigi had really bad screenshake, to the point of distraction. That’s in Dodo, BUT, it’s optional! You can turn it off. Awesome! You can also turn off flashing, though they might want to check the bonus stage for that one last time.

Ultimately, I play video games to have fun. I couldn’t put Donut Dodo down. Even as it kicked the crap out of me, I kept playing and having a good time. Which is why Donut Dodo kept climbing my leaderboard. Without exaggeration, my experience playing Donut Dodo started with me getting my first game over in about thirty seconds and grumbling “yep, it’s a lot like an arcade game from 1983 alright.” But, Donut Dodo was just getting started. Over the next few days, I went from “this is pretty good. Kind of hard, but good!” to “I could see this being my go-to game with ten minutes to kill!” to “this is one of the best indie games I’ve ever played” and finally “I need to delete this fucking thing from my Switch or I’m not going to be able to get anything else done for a while, including the review of it!” That should count for something, and in my case, it counts for a lot. It’s why I started Indie Gamer Chick.

Dodo Donut is Chick-Approved
Leaderboard Ranking: #6 of 306 Indie Gamer Chick-Approved Indie Games*
Top 99.1 Percentile of All 640 IGC-Reviewed Indie Games
Top 98.0 Percentile of All 306 IGC-Approved Indie Games
*Rankings based on time of publication. Check the Leaderboard for updated standings.

Donut Dodo was developed by Pixel Games (Published by Flynn’s Arcade)
Point of Sale: Nintendo Switch, Steam
$3.99 (normally $4.99) had fingers that refused to type “Dodo” and instead kept typing “Dojo” in the making of this review. Hey, there’s a sequel idea, Pixel Games!

A review copy for Switch was provided. A copy was purchased by me on Steam afterwards, and someone in my house is also going to buy it on Switch. A old man who made too much fun of me for not paying attention while I played the game. LET’S SEE YOU DO BETTER oh shit wait he actually did do better.

Axiom Verge

Well, that didn’t take long. It was only 68 days ago that Shovel Knight dethroned Journey for the #1 spot on the Indie Gamer Chick Leaderboard. Journey had sat as king of the throne for 1,048 days. And there’s MANY more amazing looking indies coming in 2015. I tell you, we’re in the Golden Age of Indie Gaming, and ain’t it sweet?

Axiom Verge certainly had an advantage over Shovel Knight. Metroidvanias are my favorite gaming genre. They factored hugely into my gaming upbringing. Meanwhile, I can probably count the number of times I’ve even held an NES controller on one hand, and I certainly didn’t grow up playing Capcom’s NES library. So maybe it was fate that finally a Metroidvania would take the crown here at IGC. Then again, I think it speaks volumes about its quality that I was (and still am) gaga over Shovel Knight despite having no heart warming childhood stories about the time I ran through Duck Tales in a single life or the hours I spent designing fantasy Mega Man bosses. Shovel Knight holds a special place in my heart, and it does so simply by being an incredible game.

But, Axiom Verge has beaten it. And handily at that. It is the best independent video game I’ve ever played.

I've seen a lot of tributes to the Kraid fight in Super Metroid. This one outshines the rest.

I’ve seen a lot of tributes to the Kraid fight in Super Metroid. This one outshines the rest.

Think of Axiom Verge as the evolutionary Metroid. The same basic concept and play mechanics are present. The same enemy placement sensibility, where each corridor has the same enemies that you encounter one after the other. It’s so close that if you re-skinned the lead character Trace with Samus Aran sprites, put bubbles around each door, and replaced a drone you acquire a couple of hours into the game with the Morphing Ball, you would swear this really was a Metroid game. It’s that seamless.

Really, I can think of nothing else that speaks as great a volume as that when it comes to praising Axiom Verge: that you could believe this was an authentic Metroid game, made by a team of veteran designers working for gaming’s most prestigious house. But it wasn’t. One guy made this. And it’s better than any adventure the house of Mario has given their super heroine. Whoa!

Sacrilege, you scream. Look, we (or at least, people with similar taste to me) whine about how Nintendo turns out samey games. Every Zelda has the hookshot, the master sword, a boomerang, etc. Every Metroid has the Morphing Ball, the Grappling Beam, the Wave Beam, etc. Nintendo can get away with this because we keep eating it up year after year. I’m guilty of it too. Now here comes along a game that could be a Metroid, but it does things different. No Morphing Ball, the Bionic Commando grappling hook instead of the Grappling Beam (you can grab pretty much any platform instead of designated grappling sections once you acquire it), no bubble doors, new gun concepts, new enemies, a deeper story, but the same core gameplay. This is exactly what we’ve been asking for. For years. It’s the twist in the formula we’ve all been hoping for. The logical evolution of the Metroid mechanics.

The platform Trace is standing on here is practical invisible. The game has since been patched to make it and others like it stick out more, but there's still some minor visibility issues in Axiom Verge.

The platform Trace is standing on here is practically invisible. The game has since been patched to make it and others like it stick out more, but there’s still some minor visibility issues in Axiom Verge.

And then comes the Glitch Gun. It’s not really called that. It has some stupid name like data disruptor. Just call it the Glitch Gun, everyone else does. Probably inspired by the types of graphic abnormalities that happen when you haven’t sufficiently blown on your NES cartridges enough, it’s sort of a more proactive version of Samus’s visor from Metroid Prime. When you shoot most enemies with it, you “hack” them, making them glitch out. This might make them simpler to slay, or it might make them useful, even able to open up hidden rooms. The gun will also interact with the environment, creating or destroying blocks, opening up new pathways, or unveiling secrets. It’s very clever and mostly well done. However, later in the game, once the gun is upgraded, I struggled somewhat in consistently clearing out the most advanced glitch blocks, often phasing some in while making others phase out. It’s a small niggling complaint, but it almost always happened when I was trying to clear the blocks out. Beyond that, the biggest mistake I think the developer made with the Glitch Gun was not giving it to players right out of the starting gate. It’s what sets Axiom Verge apart from its heritage more than any other play mechanic. You want to flaunt that stuff right off the bat. If someone has a flying car, I don’t want him to show it off to me by taking me on a trip down the Pacific Coast Highway. Even if it’s a nice ride, I want to see the car fly! And I want to see the Glitch Gun in Axiom Verge right from the start.

Actually, since I’m complaining about things right now, I should point out that I don’t love the graphics. The world Tom Happ has created for Axiom Verge hits similar notes to other games in this genre, but it lacks liveliness and color. The story explains it to some degree (my insane fan theory: Murky and Lurky are behind this), but the starkness of the color is kind of exhausting. And it occasionally gets in the way. It’s often hard to distinguish between the foreground and background. The problem is Axiom Verge is too married to the limited color palette of the 8 bit era. Although I’m quite fond of neo-retro games, I think developers should remember that you shouldn’t handicap your own game in the process of paying homage. Cheat the rules occasionally. Use shading and color techniques not available on classic  platforms, but do so in a clever way so that people don’t notice. Axiom Verge looks very convincing as a classic game, but that often works against it more than it helps it.

The controls are smooth. If there’s a problem with them, it’s that there’s just so much shit to do. By the end of the game you’ll be using pretty much every button on the controller, and unless you’re one of those freaks that can rub their head and pat their belly at will, you’re bound to slip up. I also felt the lack of ability to shoot at a downward diagonal angle while moving made the search for hidden rooms a bit more tedious than it had to be. I had to stop and shoot straight down, move a couple of spots forward and do it again while on the hunt for hidden stuff. It took me twenty-six hours to finish Axiom Verge, and you could probably shave at least an hour of that off just by giving me the ability to fire downward while running. Oh, and the dead zone for the right stick is too small. Combine that with my tiny hands and I kept accidentally bumping it, interrupting the game to select a new weapon. The dead zone should just stop short of maximum range, since it’s unlikely anyone is going to just nudge the stick to pause the game and choose a different gun. Then again, that might have been my fault. I have extraordinarily clumsy hands. Really clumsy. Dangerously clumsy. The last guy I gave a hand job to now goes by the name Sally.

Exploration and meaningful backtracking are the backbone of Metroidvanias. Something I’ve noticed about indies is they often just don’t fucking GET IT with that. Yea, you force players to go backwards, but when you do, you have to make it interesting by including hidden goodies along the way that were previously out of reach with the weapons and items you had access to the first time you were in that area. Huge props to Tom Happ for grasping this. There is so much hidden crap in Axiom Verge that I don’t think I went ten minutes between any pick-up. Even when I would occasionally get lost trying to figure out where the next event would take place at (some kind of Metroid Primeish GO HERE beeping spot on the map would have helped), I was stumbling upon so many goodies that I never got annoyed with it. By time I knew the game was getting ready to wrap up, I decided to take a stroll through all the previous stages just to see what I missed. Shockingly, it was a lot. Even in places where I was certain I had gotten everything, I was wrong. And I didn’t even get a 100% item pick-up, despite having 96% of the map explored. Holy fuck. As much as I’m grateful, I have to wonder if Tom has some kind of mental disorder that led to this. Dude is like a demented Easter Bunny.

I grew to love its story. The plot is problematic for some, because it fails to grab you immediately. This happened to me too. For the first several hours, when friends asked me about it, I said “you’ll want to buy this for the gameplay.” But once the story gets rolling, I actually did care. Quite a bit. I just don’t think the game handled the delivery of the story well. Part of that comes down to the lack of voice acting, because, once again, the game is married to being old school. Oh woe be it, if only we had access to the types of space-age technology that would allow voice acting in video games. Oh wait.

Notroid.

I called this the Ghostbuster gun. You’ll see why.

But, I did grow fond of lead character Trace, and skeptical of whether or not the mysterious giant mecha baby heads that drive the plot were friend or foe. I just wish it had been told better. Having said that, there’s a couple “okay, that was cool” story moments that are integrated into the gameplay that were very risky to include from a creative standpoint. They worked, grabbing my attention and leaving every gameplay moment that followed feeling like the stakes were higher, with tension added that was totally authentic. Axiom Verge might have one of the most interesting sci-fi gaming storylines I’ve ever seen. Saying it gets off to a slow start is an understatement, and I’m guessing many players will be so underwhelmed by it that they’ll blow off the remaining dialog, but they’re missing out.

I loved Axiom Verge. I can’t believe how much I loved it. I never expected to walk away from it having enjoyed it more than any of Nintendo’s entries in the Metroid series. Axiom Verge isn’t a Metroid game. It’s a tribute to Metroid. My expectations were set to “respectable tribute.” Not “better than the originals”. But it is. And yeah, I’m a whippersnapper who was in my twenties when I played Super Metroid for the first time, so I’m not nostalgic for those SNES and GBA classics. You know what? I think even those who would burn me at the stake for saying Axiom Verge is better than Super Metroid (and it is) would have to at least stop and think about whether I’m right or not. It’s that good. It’s for real. It’s the best indie of all-time, at least in this Chick’s book.

Special Note: I am friends with Axiom Verge producer Dan Adelman, whom I previously interviewed on this blog. My friendships with game developers do not and will never influence my opinions on their games. My friends are my friends because I give them my unfiltered, often blunt opinions on their games. Ask my friend Marc. They expect nothing less from me. As for me, I would never be friends with anyone whose friendship is conditional, based on me liking their stuff. That’s not the way real friends treat each other. But my readers deserve to know who I’m friends with, so I’m letting them know.

Axiom Verge logoAxiom Verge was developed by Thomas Happ
Point of Sale: PlayStation 4, Steam

igc_approved1$17.99 (normally priced $19.99) has a father who screamed at her for including the hand job joke in the making of this review.

Axiom Verge is Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard

A review copy of Axiom Verge was provided to Indie Gamer Chick prior to the game’s release on March 31. Indie Gamer Chick has since purchased a copy. All games reviewed by Cathy are paid for by her with her own money. For more on this policy, check out the FAQ.