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


10 Feb 2026

REVIEW: Salmon Man (2026 Video Game) - on MetaQuest VR

Salmon Man

Review by Jon Donnis

Salmon Man is a physics-based VR platformer for MetaQuest that surprises you with how much depth it hides behind a simple concept. You play as Salmon Man trying to make your way upstream using nothing but your paddle, and at first glance, it might look like a straightforward, even quirky, arcade challenge. But as you progress, the layers of design, precision, and difficulty become immediately clear. Every jump, swing, and manoeuvre requires thought, timing, and skill, and the game does an excellent job of making both victories and failures feel meaningful.


The core gameplay revolves around your paddle, which is both your lifeline and your main source of tension. It reacts precisely to your hand movements, with no noticeable lag, allowing you to pull off daring jumps or risky maneuvers with confidence. The physics are demanding yet fair, making every interaction feel grounded and intentional. It's particularly satisfying when you manage a difficult sequence perfectly, and equally frustrating when a single slip sends you tumbling back, forcing you to start again. This high-stakes loop gives the game a thrilling sense of challenge, especially when water transforms into lava and mistakes can cost you dearly.


Level design is another standout. Each stage is packed with creative obstacles, from swinging platforms to absurd environmental hazards, and the layout encourages experimentation and repeated attempts. The game constantly teases you with "just one more go," making it difficult to put down once you get going. The world itself is colourful, lively, and full of absurd touches that inject humour into the intense platforming. For speedrunners, Salmon Man is particularly well-suited. The leaderboard encourages replayability, and unlocking new paddles or completing side challenges adds extra goals for those who enjoy perfecting their runs.


That said, the game is not without its limitations. The graphics are fairly plain, reflecting the small studio behind the project, and while this doesn't impact gameplay, it does make the world feel a little less immersive at times. Players who dislike highly challenging or rage-inducing games may find it frustrating, as some sections require repeated attempts and precise timing to overcome. Motion sickness is generally mild but can occur during certain fast or awkward movements.


Salmon Man is a simple but deeply satisfying VR experience. It combines challenging physics-based platforming with playful, absurd environments and finely tuned controls. Each success feels earned, and the game rewards patience, skill, and persistence. For anyone who enjoys difficult games, precise movement, and the thrill of competing for the fastest times, Salmon Man delivers in spades (oars?).

I score Salmon Man a solid 8 out of 10.

Out Now on MetaQuest

3 Nov 2025

REVIEW: Chickenhare and the Treasure of Spiking-Beard (2025 Video Game) - On Xbox

Review by Jon Donnis

There's something refreshingly old-school about Chickenhare and the Treasure of Spiking-Beard. Developed and published by N-Zone, this bright, energetic adventure takes its cues from classic platformers while building on the whimsical world of the Chickenhare film and comics. The result is a cheerful romp across colourful kingdoms, packed with puzzles, light combat and the kind of charm that only a talking chicken-rabbit hybrid can deliver.


The story follows Chickenhare and his trusty companions, Abe and Meg, as they race to find seven mystical crystals before the dastardly Spiking-Beard plunges the kingdoms into chaos. It's a familiar "save the world" setup, but the game's warmth and humour keep it from feeling stale. From the lively dialogue to the wonderfully animated cutscenes, everything here feels designed with younger players in mind, yet polished enough that parents won't mind joining in.

What makes the game shine is its trio-based gameplay. You'll constantly swap between Chickenhare, Abe and Meg, each with unique abilities that keep things varied. Chickenhare can glide using his ears, Abe smashes obstacles with his shell, and Meg brings a burst of martial arts flair. The swapping system works beautifully, creating a smooth rhythm between exploration, puzzle-solving and combat. It's surprisingly satisfying to master, and the controls are responsive enough to make even tricky sections feel fair.


Visually, this is one of the better-looking family titles on Xbox this year. Each world bursts with colour and personality, from the golden glow of Featherbeard's Castle to the eerie depths of Demon's Hole. The blend of 2D side-scrolling and full 3D exploration gives the game a playful cinematic flair. The camera transitions are handled neatly, with the shifts in perspective adding depth rather than confusion.

The puzzles, too, deserve credit. They strike a nice balance, challenging enough to make young players think without ever tipping into frustration.


Still, while Chickenhare and the Treasure of Spiking-Beard is brimming with heart, it's not without its limits. Older players might find the challenge level a bit too gentle, as combat and platforming rarely punish mistakes. This is very much a game for children and early teens, and while there's enough polish to keep grown-ups entertained, veterans of the genre will breeze through it.

Despite that, it's hard to hold a grudge against something so cheerful. The combination of character-switching, smart level design and light humour makes for a thoroughly enjoyable experience. It's a perfect introduction to the action-adventure genre for younger gamers and a charming nostalgia trip for anyone who grew up on platforming classics.


Chickenhare and the Treasure of Spiking-Beard may not reinvent the genre, but it delivers exactly what it promises: fun, family-friendly adventure with style and heart. Fans of the 2022 film or Chris Grine's original graphic novels will find plenty to love here.

Verdict: 7.5/10 – A delightful, easy-going adventure that soars on charm and colour, even if it plays things a little too safe for older players.


13 Oct 2025

REVIEW: MotoTrials™ (2025 Video Game) - A Brutal, Beautiful Little Gauntlet

MotoTrials™

Review by Jon Donnis

You wake in a shipping container, groggy and disoriented, and the game makes you figure out a few things first before allowing you to get on a bike, the very first puzzle is a simple one, you need to remove your handcuffs, find a giant saw, turn your back to it, time it right and voila you are free, get it wrong and you are shredded to pieces. That blunt opening sets the tone. MotoTrials™ is a compact, 100 per cent physics-driven motorcycle platformer that asks one simple thing of you. Learn the machine. Keep trying. Survive the gauntlet.


Ricky is not a hero with a backstory laid out in cutscenes. He is a name, a body and a bike, and the environment does the talking. The concrete labyrinth is industrial and claustrophobic, full of moving platforms, flame jets, crushers and bridges that give way underfoot. The design merges tight, exacting sequences where momentum and balance matter as well as reflex and quick thinking. Everything is governed by the physics, crashes feel consequential and recoveries feel earned. That honesty makes success quietly thrilling.

Controls are the heart of the thing. The bike behaves like a real object. Throttle, brake and lean change outcomes in an immediate, tactile way. At first it is unforgiving, because the bike is twitchy and your timing will be off. Spend a little time with it and the reward is big. Landings that would feel like luck in a scripted game become obvious once you understand speed and weight, and those moments are where MotoTrials lives. Checkpoints are placed with an eye for balance. Instant respawns mean you are nudged back into the loop rather than punished out of it. The loop is short, sharp and addictive.


The decision to include on-foot sections is bold. I prefer riding, personally, but the occasional moment where you leave the bike to solve a small puzzle adds variety. It is not flawless. Ricky's movement on foot can feel slightly floaty, and that undermines the otherwise consistent relationship between input and result. When the physics that make the bike sing do not translate perfectly to the character, the contrast pulls you out of the experience for a second. Still, those small puzzles break the rhythm in a useful way and stop the game from being relentless in one gear.

Story and voice work do more than you might expect. Cryptic messages and unsettling vocal lines stitch a loose narrative into the gameplay. Ashley and Crusty are memorable in different ways, MOM and Silent Mike add flavour, and the Announcer keeps things eerily formal. The cast does not handhold. Instead, it hints and teases, and that ambiguity works with the environment to create an atmosphere that is quietly unsettling. It does not aim to be profound, just unnerving enough to make you keep listening on the off chance the next line will spell something out.


Visually the game is modest. Textures and models are functional rather than showy. Lighting and sound do the heavy lifting for mood, and they do it well. The soundtrack is minimalist and atmospheric, shifting as you progress and underlining the tension without getting in the way. Together with the voice work it pushes the small studio presentation into something that feels cohesive rather than unfinished.

There are rough edges you should know about. The graphics could be cleaner, and a few physics quirks crop up away from the bike. Some transitions feel abrupt. These are the sorts of issues you forgive if you care more about the loops and less about visual polish. For a project that, by all appearances, was made on a modest budget, the trade-offs are understandable. The core mechanics are intact, and that is the main thing.

Replayability is solid for what it is. Time runs, collectibles tucked into awkward places and a handful of hidden secrets give players reasons to return after the first clear run. It is a short game if you rush, a bite-sized challenge if you take your time. That brevity helps it avoid filler, which feels intentional.


I am pretty strict with Trials-style games. I expect tight, fair design and a feeling that every failure can be learned from. MotoTrials meets that expectation more often than not. It stumbles in small spots, but it kept pulling me back, which is the highest compliment I can pay. It is a lean, occasionally rough gem that rewards patience and practice.

Score: 8 out of 10. It is not polished to excess, but it nails the satisfaction of learning a machine and beating the course. I hope ProudArts gets the chance to expand on this.

Out Now on Xbox