Showing posts with label 2D platformer. Show all posts
Showing posts with label 2D platformer. Show all posts

9 Aug 2026

REVIEW: Pit Panic (2026 Video Game) - on PS5


Review by Jon Donnis

Pit Panic is built around one simple idea, keep moving upwards. The problem is that almost everything in the ancient temple is designed to stop you. Traps, enemies, environmental hazards and awkward routes are all competing for your attention, while the collapsing surroundings leave little room for hesitation. It creates a fast platforming experience where good movement matters as much as knowing what to do.

The controls are one of the game's strongest features. Movement is responsive, which makes the fast pace much easier to handle, and there is a satisfying sense of momentum to getting around the levels. Once you become familiar with the movement, the game gives you plenty of opportunities to use it properly, particularly when negotiating hazards or trying to maintain a good run.


The hook adds considerably more depth than a standard grappling tool. It can dig through blocks, swing you around the environment and reveal hidden treasures, making it useful for both movement and exploration. More importantly, it becomes part of the game's environmental puzzles rather than simply being another movement mechanic.

Those puzzles provide some of the more inventive moments. Objects and materials can be manipulated in unusual ways, including turning sand into glass and jelly into fire. Bridges can even become weapons when the situation calls for it. These ideas give the levels a playful quality and encourage you to look at the environment rather than simply searching for the next platform.

There is also a good balance between straightforward platforming and experimentation. You can often see where you need to go, but working out how to get there is another matter. The physics-driven movement means that positioning, timing and momentum all matter, which gives the platforming more substance than simply jumping from one fixed platform to another.

The level design benefits from the game's variety. Four distinct biomes provide different visual styles, enemies and puzzles, helping to prevent the experience from feeling visually monotonous. The cartoon presentation works particularly well with the game's humorous tone, giving Pit Panic a light personality despite the considerable number of ways it can kill you.


The risk and reward mechanics are another worthwhile addition. Sacrificing health to obtain power-ups can be useful, but it also creates decisions that have consequences later in a run. It is a simple system, but it fits the game's emphasis on quick decisions and gives you another reason to think about whether taking a particular opportunity is worth the cost.

Pit Panic is also easy to understand. The objective is obvious, the controls are approachable and the basic mechanics can be learned quickly. The difficulty comes from putting those mechanics together effectively. Knowing how the hook works is one thing. Using it while moving quickly through a dangerous section is another.

That difficulty will be a sticking point for some players. Death is frequent, and mistakes can set a run back considerably. Certain precision sections leave little room for error, while some situations require trial and error before you understand the correct approach. For players who enjoy demanding platformers, that is likely to be part of the appeal. For more casual players, it could become frustrating quite quickly.

The game's challenge also means that progress can feel inconsistent. You can have a strong run going and then lose it because of one poorly timed movement. That makes successful attempts satisfying, but it can also interrupt the momentum that the game's otherwise excellent movement creates.


There is a similar issue with repetition. Pit Panic offers a large amount of content, including more than 1,000 handcrafted levels, daily challenges and player-created levels. That gives the game plenty of material to work through, but the fundamental objective remains the same throughout. You are still trying to climb, avoid hazards, solve environmental problems and improve your performance.

The daily challenges are particularly useful because they provide a reason to return without requiring another full commitment to the main experience. Competing for better times adds another layer for players who enjoy chasing their own scores or comparing their performance with others.

The question is whether that is enough to provide long-term appeal. For me, Pit Panic works particularly well as a game to play in shorter bursts. There is enough variety and challenge to make individual sessions enjoyable, but I am less convinced that I would want to spend huge amounts of time playing it continuously.

That does not take away from what the game does well. The movement feels good, the hook gives the platforming its own identity, the environmental puzzles are entertaining and the different biomes provide welcome variety. The difficulty is also more rewarding when you start understanding the mechanics and making fewer mistakes.

There are certainly moments when Pit Panic becomes a rage game. A difficult section can demand several attempts, and losing progress because of a single mistake can be irritating. But the game does give you the tools to improve, and the challenge generally feels connected to mastering those tools rather than simply making the game difficult for its own sake.


Pit Panic is therefore a solid and enjoyable platformer with a clear mechanical identity. It does not completely avoid the problems associated with its genre, particularly repetition and frustration, but its responsive controls, satisfying movement and environmental puzzles give it enough character to stand apart.

I like Pit Panic, although I am not convinced it has the long-term pull to become a game I would continually return to. For players who enjoy challenging platformers and do not mind repeated failure while learning a level, there is plenty here to enjoy. Those looking for something more relaxed may find the difficulty considerably less appealing.

Pit Panic scores 7.5 out of 10.

Out Now on PS5


13 Apr 2026

REVIEW: The Rogue Prince of Persia (2025 Video Game) - On PS5

Review by Jon Donnis

The Rogue Prince of Persia, released in late 2025 and developed by Evil Empire with Ubisoft as publisher, takes the familiar foundations of the long running Prince of Persia series and reshapes them into a roguelike 2D platform experience. It follows an unnamed Prince who carries a magic bola as he attempts to save his homeland from an invading army of Huns. The story unfolds around the city of Ctesiphon, where the Prince’s actions provoke the Hun forces, leading their chief Nogai to unleash possessed soldiers on the city, leaving the Prince with the task of stopping the destruction.


At its core, the game is a 2D side scroller built around fluid movement and constant momentum. The Prince is designed for acrobatic traversal, with wall jumping, wall running, swinging and pole jumping forming the backbone of how each level is approached. Combat is equally dynamic, mixing melee and ranged attacks with kicks that knock enemies backwards and evasive movement that relies on vaulting over opponents. The Prince carries both a primary and secondary weapon, and can switch loadouts freely even while fighting, which keeps encounters flexible and reactive. Progression is shaped through Medallions that enhance weapons, while enemies drop coins used to buy gear or restore health mid run. Chests scattered through levels provide additional weapons, and a Memory Board tracks interactions with supporting characters, some of whom offer insights into level layouts and hidden details. Procedurally generated levels and roguelike systems ensure each run feels slightly different, while a time travel mechanic tied to a mysterious artefact prevents permanent death and returns the player to a hub known as The Oasis, where upgrades and restocking take place.


The strongest aspect of the game is how confidently it builds on the series identity while pushing it into a roguelite structure. The parkour system feels natural and responsive, and it combines seamlessly with combat to create a constant rhythm of movement and attack. There is a clear emphasis on skill development, repetition and learning enemy patterns, and the progression loop encourages players to refine their approach while chasing better gear. The visual direction is vibrant and expressive, and the overall presentation supports the fast pace of the gameplay without getting in the way. It stands out as a competent and entertaining roguelite that captures the essence of the franchise while carving out its own space, with fast progression and mechanics that feel well balanced and consistently engaging. It is also a strong entry for fans of 2D action games, offering a mix of familiar ideas and new systems that work together effectively.


Despite its strengths, the game does struggle with variety over time, with repetition becoming noticeable during longer play sessions. While the systems themselves are solid, the limited range of scenarios can make runs feel familiar once the initial novelty wears off, and this affects long term engagement more than moment to moment enjoyment.



Overall, The Rogue Prince of Persia is a fun and well made 2D action roguelike that delivers smooth parkour, enjoyable combat and a satisfying gameplay loop. It is easy to pick up, energetic in motion, and consistently entertaining, even if it does not always maintain variety in the long run. It earns a solid 8 out of 10.

Available now at https://amzn.to/4eg6g3l



31 Mar 2026

REVIEW: Ariana and the Elder Codex (2026 Video Game) - On PS5

Review by Jon Donnis

Ariana and the Elder Codex sets out with a simple but effective premise. You play as Ariana, a librarian tasked with restoring the Seven Hero Codices after they have been damaged and stripped of their magic. It is a neat hook, and the idea of physically entering books to repair them gives the game a clear identity. Each Codex feels like a contained world with its own challenges, and that sense of stepping into something broken and slowly putting it right carries the experience forward in a satisfying way.


What stands out almost immediately is the presentation. The hand drawn art style is genuinely striking, giving the game a soft, crafted feel that suits its magical theme. Environments have a clarity to them, and character designs are expressive without becoming cluttered. It is not just pretty for the sake of it either, as the visual design helps guide you through platforming sections and combat encounters without confusion.

The gameplay leans heavily into its Metroidvania roots, and for the most part it handles that structure well. Exploration feels rewarding thanks to the steady unlocking of new magic spells and abilities. With over thirty options to collect and six slots to experiment with, there is a real sense of freedom in how you approach the game. Finding a combination that suits your playstyle becomes part of the appeal, whether you favour mobility, damage, or survivability. That flexibility gives the progression a nice rhythm as previously unreachable areas gradually open up.


Combat is easily the strongest element. It feels fluid and responsive, which makes a big difference in a game that asks you to balance movement and attacks in tight spaces. Encounters are engaging without being overwhelming, and there is a clear satisfaction in learning enemy patterns and responding cleanly. The addition of Magic Items adds another layer, allowing you to tweak your build with buffs such as elemental boosts or reduced knockback. It all feeds into a system that feels considered rather than thrown together.

That said, the experience is not without its rough edges. The amount of dialogue can sometimes slow things down more than it should. There are moments where you want to stay in the flow of exploration or combat, only to be pulled into extended text sequences that feel excessive. It is not that the story is unwelcome, but the pacing could be tighter.


Boss fights are another mixed area. While they are clearly designed to test both your combat and platforming skills, some of them drift into frustration. Instead of feeling like a fair challenge to overcome, certain encounters can feel punishing in a way that breaks the rhythm the rest of the game builds so well. When the balance is right, these fights are a highlight, but when it is off, they can become a sticking point.

Even with those issues, Ariana and the Elder Codex remains an entertaining and well put together action platformer. The core loop of exploring Codices, unlocking abilities, and refining your combat approach is consistently enjoyable. It is a game that understands its strengths, particularly in how it handles combat and progression, even if it occasionally stumbles with pacing and difficulty spikes.


In the end, it lands as a fun and engaging experience with some genuinely interesting mechanics. Not flawless, but easy to recommend for anyone who enjoys this style of game. A solid 7.5 out of 10.