24 Killers

24 Killers

released on Mar 09, 2023

24 Killers

released on Mar 09, 2023

Out in the Indian Ocean somewhere is a tiny desert island where a multiverse spanning drama is unfolding. You play as Home, a cursed super intelligence bound to a soldier's corpse by an alien named Moon.

Released on


More Info on IGDB

Reviews View More

Ever wanted to play a game like Chulip but wanted success to be within reach? 24 Killers is for you. I am on my 3rd playthrough as of writing this. Perhaps the amount of NG+ the game expects you to go through is cruel, but for me, the boons you get and the extra stuff you get to learn made it worth it. I’m usually never the type to replay games in that fashion. I’m grateful I get to have more time with it if I want. The only real downside is that it was pretty hard for me to find a walkthrough when I was stuck, but I think that’s because search engines are bad now.

I completely burned through 24 Killers in almost a day and that says something !

Of course, it owes a lot to a game like Moon, but it has its own weird world and internal logic that is a joy to unravel. It's also smartly written enough to feel very satisfying by the time it wraps up.

There are quite a few missteps though. Where Moon let you play in silence and choose your music, this game blasts you with 15 second long tracks for hours on end. They are good, but they become grating after a while. The game design is also quite solid, but left me stuck is some instances where the path forward wasn't too clear. The art style isn't quite up to snuff either with stylistic inconsistencies and generally awkward art direction. It's no Love-de-Lic game, but it works.

It's worth checking out all the same, but it gelled with me mostly because of this hyper specific craving I have for weird, non-violent and original games of the sort. I'm really eager to see what else this developer could make next though with a bit more experience under their belt.

super cute chulip/moon-like game. really enjoy the character designs and worldbuilding, to the point where i kind of want more, but the game wraps itself up just when it runs out of new stuff to show you, so i can't really complain. it refines its specific niche subgenre's mechanics to make it much easier to play than its ancestors, perhaps losing a bit of texture in the process, but i think it's worth the tradeoff.

difficult to rate! stylish and memorable on its own, but so inherently deferential to "moon" that it can't help but pale in comparison.

for instance, 24 killers implements daily restraints on time and action in the same way moon did, a meter which you upgrade over time... except while moon's version felt tight, restrictive, and well-considered, only bloating to a non-issue in the endgame, 24 killers' version is immediately vestigial and loose, acting more as a reference than a design choice. a more in-depth example of ineffective inspiration is its npcs, filled with quirky dialogue that reflects love-de-lic's offbeat writing style but each given half-a-personality, a far cry from moon's living, breathing, time-based world and character habits. because of this, dialogue is always brisk and silly, but lacks meaning unless you're in a conversation with one of the 3-4 main characters who matter to the story. and that's not even to mention what you need to do to help them, each npc divided into six groups of four that require you to repeat the same minigames/tasks per category (do some squats, plant a seed, drive a car, etc.), further emphasizing the lack of unique identity across the cast. most of the designs are wonderful when you see them walking about (i loved the speedster cats in particular, of course) but their words feel interchangeable.

the game's most experimental and novel mechanic is the one i know i'll never fully experience, and one i could hardly find discussion of–the save file system. each save file in the game has it's own unique modifier, treated as parallel universes within the world, and reaching a certain point in each save file allows you to transfer and stack those bonuses for each playthrough. it's a really cool idea, but also.. i mean. i'm not playing this game 24 times to completion! it seems like the sort of idea designed for an extremely short playtime, but my first playthrough took me a solid seven hours. i looked through the save file blessings to see what they entailed, but honestly they didn't seem that impactful on their own either. to reiterate: this IS a really cool idea, and i really think it's worth mentioning, but it also applies to such an incredibly niche audience that i basically didn't even experience it. shout out to anyone who plans to get every steam achievement here, though.

and now that i'm done with all my big complaints: this game really is cool! you don't often see love-de-lic-esque games being made at all, and what we have here is one filled with a lot of love and a unique flair. i think the visuals are what'll stick in my mind the most, every character has a sticky design and the clay-mation aesthetic holds up well in all areas. from what i know, this game was made primarily by a solo developer, and it seems obvious they took a lot of care into making the small in-game map and numerous npcs look as visually interesting as possible. while i'm disappointed this game couldn't reach moon's highs, i certainly had a good time playing it.

tl;dr: 24 killers is a quirky ~7-8 hour package that oddly doesn't seem to strive to go above and beyond, and i'm honestly not sure whether to fault it for that.

This review contains spoilers

as someone who is constantly hungering for anything that makes me feel the same way chulip did when i played it for the first time, seeing this game and its heavy moon/chulip inspiration instantly hooked me. it's short, yes, but that isn't a bad thing in my opinion. each playthrough of the game you do nets you a new ability for your next playthrough, which incentivizes replays and makes you want to try to do everything faster than last time. it's fun to try and route out a path to do everything as quickly as possible, although that might be the speedrunner in me. the characters are also really cute and charming, as with any moonlike, they each have their own distinct personalities and it was really fun pulling the elevator up each time to see what my new guy was gonna be. also, speaking of the characters, i love home and moon's relationship. you can tell they've really grown to trust each other by the end, and it's super sad seeing them have to say goodbye to each other.

the game does have a few issues, however. sometimes it's a little hard to tell what to do. i recall getting REALLY stuck when Wormy came out of the elevator, and was asking for a crowbar. i knew i had seen a crowbar earlier, and so i backtracked and found a fishbowl with a crowbar in it. i tried throwing it around, running into it, throwing the Eyescalibur at it, nothing worked. i felt so frustrated that i dropped the game for a couple days, before coming back to it and finding out i had to drop everything i was doing with the elevator to do some main story stuff for a while. once you know what to do it isn't too bad, but figuring out what to do was really difficult for me. i also don't particularly like how the mons are categorized, and each category of mon has you doing the same thing to get their picture. it feels like you're doing a lot of the same stuff, unlike in moon or chulip where everyone has their own unique condition, which made it fun to try and figure them out. that being said, these two gripes don't take away from my love for 24 Killers, and i still think this game is 100% worth your time.

I stumbled upon 24 Killers completely by chance, and its unique visuals reeled me in. While the game itself was not what I was expecting with its strange narrative and trippy visuals , it felt like Animal Crossing on acid. That's not to downplay 24 Killers though.

The fact that this game seems so overlooked is a shame. It's a true accomplishment, especially considering it was crafted by a single developer over nearly nine years.

However, it's not without its quirks. The unusual story and lack of an in-game journal made things confusing at times. And there was a few bugs but nothing closing my game and restarting didn't fix. Despite the stumbles, it didn't take away from my overall enjoyment of the game.

This is a game that deserves recognition. Made by one person, it's a testament to creative vision and perseverance. 24 Killers is a game more people should play.