Reviews from

in the past


This review contains spoilers

The fake steam messages during that one part was the best part of the game.

Pony Island trotted so Inscryption could gallop.

one of those weird games that embraces being a video game so much that it barely feels like a video game lol. while it does a lot of fun things to subvert player expectations, the gameplay itself is kinda boring. that may be the point though.

No single event would occure if they would have just used open source software.

oh wow haha the game knows its a game? that's crazy lmao


So after finishing Inscyprtion, and not really wanting to start anything major until Final Fantasy Rebirth comes out, I figured this would be a nice little follow up game. Something I've had on my backlog forever, and with the freshness of how fantastic Inscrpytion was in my mind, this seemed like the perfect opportunity to play this.

What followed a pretty uneven experience, but definitely something that would lay the ground work for the brilliance that would be ahead.

First of all, lets start at the top. I finished this game on Steam Deck, and this was NOT an ideal place to play it. The game controls really poorly on that, which really isn't on the game, and it even warns you to not be stupid and attempt to do that. Some better control options would have been appreciated though.

The game itself is interesting. The puzzle segments were okay, though overused, and the arcade bits were fun. I wish there was a bit more playing around on the desktop, and using creative stuff like that in the game to do cool stuff t here.

The ending is pretty great, which I won't go into detail, suffice to say, I think Daniel's strength might be ending his games on a high point after two now.

Overall this was fun in spurts, frustrating in others, but the ending makes me overall positive on it. Cool to experience, once is good enough though.

ENG: Pony Island, as far as gameplay is concerned, is not much of a game. Half of the game is about making a pony jump and the other half is about solving simple puzzles. Which aren't bad, but they're no big deal. The fun of this game lies in its meta-narrative and its changing aesthetic. Things that Daniel Mullins will continue to do in his next games. In short, much more than a pony game.

ESP: Pony Island, si hablamos en lo que a jugabilidad respecta, no es la gran cosa. Mitad del juego es hacer saltar a un poni y la otra mitad es resolver puzzles simples. Qué no están mal, pero no son la gran cosa. La gracia de este juego radica en su metanarrativa y en su estética cambiante. Cosas que Daniel Mullins seguirá haciendo en sus próximos juegos. En definitiva, mucho más que un juego de ponis.

they should really make a sequel to this game but with cards instead of horses

Pony Island walked so that Inscryption could run. Some very fun moments here, but the core gameplay isn't nearly as fun as Inscryption's card game and a lot of the notes are similar. Had I played this back in 2016, this would almost certainly be higher rated.

Like an early Inscription build expect the core mechanics aren't fun.

It's a short experience that pulls a few neat tricks but doesn't carry enough emotional weight to feel like it worth the slog.

I'm pretty sick of meta games shutting down on me, few games are doing something clever with it. I hope the upcoming sequel has something new to say.

I really enjoyed this game despite the pony gameplay being really dull. But the narrative was fun, the puzzles made me feel smart and there's a fourth wall break that made me momentarily think a friend I hadn't talked to in months was hitting me up on steam...so thanks for that? Totally not bummed. Maybe its a sign to initiate the conversation myself.

Game was short and sweet, played it all in one session. The final core challenge was easily the highlight for me, really really enjoyed it. Shame most of the game was side scrolling pony action with the same few enemies over and over. Really brought down the enjoyment. Good parts real good tho.

Pony Island is pretty interesting. I don't really know what else to say about it.

The gameplay of the actual "Pony Island" part of the experience is not really all that fun. It's tedious, repetitive, and a bit boring at times, but it's necessary for the game to progress.
The puzzle solving aspect is a lot better, and the twists the game introduces on top of that system are really good.
Finally, everything else the game throws at you is phenomenal. There's not a lot I can say about this part of the game without spoiling it, but suffice it to say that this is the part of the game I stayed for. I especially one part of the game at the very end, where it uses clever tricks to confuse you.

All in all, Pony Island is a pretty good game, but is dragged down by its insistence on making you play the actual game.

Feels like a beta for Inscryption, but in a great way that still works as its own game.

No one is on the level of devil. A really unique experience with some shocking and perplexing moments that are mired by gameplay that ends up being repetitive and unfun puzzles that might not be your thing.

Regardless, worth experiencing at least once.

Tem muito aqui do que mais tarde seria Inscryption, mas não quero dar spoiler de nenhuma das obras, joguem os dois e vejam por si mesmos.

Pony Island é sobre quebrar limites, uma experiência bem única, por eu já ter jogado Inscryption não me parece mais tão brilhante assim, apesar ser levado pra caminhos diferentes.

Pep's Season of "Spooks" - Game 8
Nah, sorry, this just isn't for me.
With all the satanic themes I mistakenly thought this was a horror game, but I actually tricked myself into playing - gasp - a puzzle game!
I can just about handle regular Resident Evil-style puzzles but all the codes and swapping the icons around quickly just melts my brain. A shame too, since I think the overall concept is pretty neat.
Not a bad game, just not for me, and doesn't really belong on my season of horror games. Moving on!
Scary Rating N/A - Overall Rating N/A

Foi algo, eu acho.

Pelo menos agora eu sei como é o primeiro game do Daniel Mullins :v

satan sits behind me and laughs as i keep failing all the programming puzzles

This review contains spoilers

The niche sub-genre of games where you explore fake operating systems is something I have a pretty big soft spot for. When they also eventually break the fourth wall it's easy for me to love them. Pony Island does that almost flawlessly.

In Pony Island you find yourself exploring a glitch-ridden arcade machine and as you delve deeper into the files and the actual game itself you uncover more and more sinister elements behind the purposefully cutesy title. The mix of exploring a fake OS with clever hacking puzzles and simple but tricky platforming segments makes for pretty varied gameplay experience. The game keeps coming up with very clever surprises to keep you engaged and you never quite know what's coming next. Eventually, it may even overcome the border between the fake arcade machine and your own PC.
Even though I expected this to be a game of that kind it still got me pretty good at points. There was one particular moment that honestly kinda blew my mind in how effective it was: One of the antagonists challenges you to pay attention to what he says and act accordingly. It's very simple. However, it uses very clever ways to mess with you and get you distracted. At one point it asks you to answer a simple question. No problem. I type in my answer and hit enter. Shortly after I suddenly get Steam messages from a friend of mine. He mocks my answer and starts joking. I'm confused because I didn't know he was watching me play. When I finally realize it's just the game messing with me I already missed the next question from the in-game character. I was impressed by how seamless it was. It looked and sounded absolutely real and the fact that they managed to pull in a real-life friend of mine to trick me is just genius.

I finished the story in about two hours but this seems to be one of those games that have a lot of secrets hidden around so there is a lot of potentials to explore and really go deep. However thorough you want to be, you'll gonna have a pretty unique time, I think. It's successfully bringing the power of Psycho Mantis onto modern technology while telling a pretty captivating story.
This is one of those games that really make me wanna look up the developer and see what other projects they worked on.

Minha filosofia de design para meus jogos é de "jogo vivo" e Daniel Mullins é um dos diretores que conseguem fazer isso.
Apesar de, em alguns momentos, a metalinguagem ser exacerbada, previsível e cômica (principalmente se você conhece obras dele). Em Pony Island, mais uma vez, ele utiliza os formatos da lingaugem de game para aplicar uma metalinguagem em sua gameplay, tema, narrativa e game design,.
Esse jogo aplica conceitos de programação em seus puzzles, além de dialogar diretamente com uma temática forte em desenvolvimento de jogo e UX que é: "Você não é o jogador de seu jogo".
Usar essas premissas e se apoiar na ousadia de quem joga para contar uma história é, no mínimo, ousado. Esse jogo acredita no seu potencial caótico e dialoga sobre a falta do domínio do autor perante sua obra.
Esse jogo é sobre gamedev.
É sobre entender que uma obra nunca fica pronta, que a obra é viva e que você não tem controle nenhum sobre quem vai jogá-la.
E, claro, sobre pony.

Pretty neat game. After having played Inscryption, its fun seeing the begin of everything I loved about Inscryption. A lot of similar ideas. Also it was only 2 hours so that rules.

Very cute game if you like MLP. Would highly recommend to all my bronies. I played this a while ago but forgot to log it.

Before Inscryption, there was Pony Island.
Though I unfortunately haven't had the chance to play the former yet, it's impossible not to draw some comparisons. I'm sure PI is much smaller in scale, and it's definitely not as widely-known. But don't let those details deter you. PI is a creative triumph in its own right; and it's one that deserves more acknowledgement.
This is unlike anything I've ever played - and it's better off for it. There are moments within that are truly exceptional, solely because of that eccentricity and boldness. Not since Undertale has a game left me in awe with its meta narrative and ideas. Furthermore, the presentation, humor, interface, and story beats make it an overall unforgettable experience. I really, highly recommend it.


SHORT REVIEW

Visuals: 4/5
Sound: 4.5/5
Story: 5/5
Gameplay: 3/5
Worldbuilding: 4/5
Overall score: 4/5 [4.1/5]


IN-DEPTH REVIEW

Visuals:
Reminiscent of antique arcade cabinets, PI's simple pixel graphics certainly aren't anything fancy. Instead, PI uses bold, techno-feeling red and blue outlines to make the pony and enemies pop from the gray backgrounds. It's a testament to how one unique little twist can make your art design special.
The computer desktop you explore while outside of Pony Island harbors a sinister, ancient-feeling UI. These old-school menus match the arcade game in their dated feel, with pop-up windows and boxy program shortcuts. I mean that in the best possible way, of course; they're nostalgic, while still being creepy and unique too.
[SPOILERS] I must also specifically commend the visual storytelling. Pony Island evolves drastically after your 331 year nap; the previously unsettling models and landscape become childishly cute, colorful, and happy. The change is easy to understand, but still jarring on a visceral level. It makes the gameplay - which would have otherwise gotten stale - stay fresh for a bit longer. [SPOILER ENDING]
At the end of the day, Pony Island's art direction is not something that I will champion as extraordinary down the line, but it's still really good and serves its purpose well. Simple, but effective. Sometimes that's what really counts.
Overall, 4/5.

Sound:
PI has a surprisingly fantastic soundtrack. I only say it's surprising because many other small games totally neglect this design aspect, either adding in half-baked tracks or taking the easy route with royalty-free music. Fortunately, that's not the case here.
The electronic style is a perfect fit for a game that takes inspiration from classic titles. And while many of the tunes are ominous to add to the chilling atmosphere, they're simultaneously energetic and blood-pumping, all to spur you in your journey of gate-jumping and laser-shooting. They're intense, pure fun, and just amazing all around. I think everyone should give this soundtrack a listen on their own time, just to fully appreciate it.
Overall, 4.5/5.

Story:
PI's story is a creepypasta waiting to be written. AKA, it's not exactly the most original idea in the horror community - but the near-flawless game-ifying execution of it here is what makes it special.
I have a fascination with screen simulators, and I'm honestly surprised that I haven't seen this 'trapped soul' idea utilized before. The fact that you are a prisoner in the machine which you're exploring raises the stakes dramatically. It makes every single thing you do feel like it genuinely matters. After all, you're not just navigating a desktop or a phone. You're trying to save yourself, too. What you're doing affects your protagonist directly.
Probably the best part of PI, though, is its ridiculous levels of meta awareness. There are some truly jaw-dropping 4th-wall breaking moments, especially in the later acts. I won't go into further detail, because I really don't want to spoil anything, but I will say that it makes for a constantly enthralling and ever-evolving experience.
The last thing I'll address is the character of Satan. You'd expect, with PI's creepy presentation, that he'd be an equally creepy protagonist. But on the contrary. He's basically just a normal guy, who also happens to be evil incarnate. He likes ponies, game design, and taking souls!
PI does have a great sense of humor in general, but it especially does towards this depiction of Lucifer. It's to the point that he's never actually that mean or punishing towards you. Really, he just gets frustrated when you won't play his game the way he intended. He even has a tendency to give you positive reinforcement when you DO obey him.
His dialogue adds so much absurdity; it gives it a new level of personality to PI that it would sorely lack otherwise. I don't think PI would not be nearly as good without him in it.
Overall, 5/5.

Gameplay:
Making a good puzzle game is a tricky thing. You have to balance design, UI, difficulty, and pacing. And while PI's puzzles aren't downright BAD, they do have glaring flaws that make them a bit of a bore.
The idea behind them is a pretty cool one, to be fair. The hacker feel they have is neat, and the helpful coded phrases plastered across them are interesting. I unfortunately just didn't find them very engaging or rewarding otherwise. This is largely because of their lack of visual engrossment - all there is to look at is words on a screen, with some boxes to drag around.
Speaking of, having to click and drag those boxes around prolong these segments to an annoying degree. This is a problem that could've easily been fixed with a little more time, I think; some sort of UI that allows you to switch out the pieces quickly would have done wonders.
I think the biggest positive that the puzzles have to offer is their pacing. Some of the later ones are pretty damn difficult, but it's nothing that I couldn't figure out on my own. I enjoyed the challenge and the addition of new pieces as time went on.
As for the in-game Pony Island's mechanics, they're very simple - you jump, shoot, and occasionally glide. It's not exactly the most breathtaking loop in the world. But, that being said, it's not terrible either. Later additions (such as the glitched butterflies you must avoid, and the strong floating enemies) keep things fresh, as well as the aforementioned visual updates.
What really makes the gameplay decent is how the meta narrative uses mechanics. The desktop puzzles you must complete are easily the most fun part of PI. They're not as tedious or slow as the hacking puzzles, nor as repetitive as the in-game Pony Island. They're much more creative and fun - navigating menus to find the options you need, finding glitches and system weaknesses to exploit.
The optional ticket collectibles are great, too. Many are rewarded by discovering tiny details or solving hidden puzzles. While a lot of them are probably impossible to get without a guide, I won't let that take away from my enjoyment too much - that tends to be the case with collectibles, after all.
Overall, 3/5.

Worldbuilding:
There's only so much 'lore' you could give to a game like PI. Digging through files to learn more about Lucifer and his project's development history is about the extent of it. So instead, PI focuses on making its desktop and games interesting to explore.
Even within its limits, there are a lot of fun things to discover in terms of easter eggs and details. I never grew tired of searching around. The tickets add a lot of flavor here, too, for reasons I already discussed.
It also finds a really clever way to give its protagonist a backstory, without making it a central plot point. It's not the kind of character you'd expect to control here, either. But that makes it all the more compelling.
Overall, 4/5.

Overall game score: 4/5. I'm honestly shocked that Pony Island is not rated higher here. No, it's not perfect - not by a long shot. But it's so creative and captivating, especially for a game only 2 1/2 hours in length. The music is fantastic, the story is funny and entertaining, and the interactions you have with it are just amazing. This is definitely one of my most highly recommended screen simulators so far.


An experience more than a game, it has some cool ideas and it creates a kind of scary/unexpected aura without needing to relly on jumpscares at any moment, which is a plus in my book

I mean it's okay, dan mullins other games are all awesome but this one feels a bit half baked, good effort for his first "popular" game for sure, definitely looking forward to pony island 2

Extremely cool and interesting game. Wanna say more but the game is best left experienced blind.

El Diablo atrapa las almas de los que comienzan determinado juego. Tu objetivo es ir descubriendo y probando varias rutas y opciones para poder escapar.

Lo mejor del juego es el primer tercio, mientras vas descubriendo las posibilidades que tienen sus pantallas y en lo que puedes influir. También en esa parte está la mejor serie de puzles, que son los que el enemigo y tu vais poniendo las piezas de las flechas en el orden que queráis y puedes quietarle las suyas y ponerlas donde quieras si eres más rápido que él. Es simple pero funciona.

Pero aunque te estés enfrentando al mismísimo diablo, parece ser que este tiene poca imaginación, pues todo el juego se vuelve repetitivo pasada la sorpresa inicial.

Mismos puzzles de ensayo y error a ver donde encajan las piezas. Mismo juego base donde controlas al poni con poquísimas variaciones.

Lo que era lo mejor del juego, que eran esas pantallas de ordenador donde podías hacer click en varias carpetas e ir investigando formas de hacer frente a la bestia, se vuelven meros trámites para el resto de elementos.