A game fully designed to speedrun is up my alley. I enjoyed getting through Kamiko faster and faster and that's when the game really clicked for me. I think in my best run, I beat the game in 20 minutes.
Unfortunately, the game itself has a lot of minor annoyances that build up. The way enemies respawn drove me up the wall and i hated not being able to shoot diagonally as the archer.
I wouldn't recommend it unless you really want a short speedrun friendly game.
Unfortunately, the game itself has a lot of minor annoyances that build up. The way enemies respawn drove me up the wall and i hated not being able to shoot diagonally as the archer.
I wouldn't recommend it unless you really want a short speedrun friendly game.
Quite honestly, if the devs let this game cook for like another year or however long, I think they really could've had something special on their hands.
“KAMIKO” is a short level based arcade styled beat em' up. The game consists of four(?) short and simple stages. Each stage requiring a tiny bit more of your puzzle solving skills than the last. It takes a good hour or so to beat the game on your first run and around 30 minutes, even less, for subsequent replays with any character. Once you've completed the first run, the maps become super easy to navigate and become even more and more menial. There isn't much replay value to be found to be honest. I didn't notice any storytelling elements that changed with whatever character you chose, though each character has their own unique way of playstyle. I think this is another one of the missed opportunities this game has. Furthermore, I really wish they would have expanded upon the individual selections of the character's more than just gameplay.
Oh! Additionally, one of the puzzles involves you pressing a switch and narrowly making it across a bridge that persists for just the tiniest amount of time. If you get sidetracked for even the slightest moment, you'll have to retry until succession. Meanwhile, enemies keep respawning. Again. And again. And there's nothing you can do to make them not respawn. Wonderful.
Combat in this game is really lacking in depth, progression throughout stages sees character benefits only in health and stamina. While playing the stages, the buffs may seem trivial due to the fact that there's no punishment for dying, as you respawn back to life with full health and stamina at the cost of 5 seconds of waiting. The final boss is really going to require you to have those health bonuses if you play reckless, though. Honestly, I believe that if they had let this sit in development for a bit longer, we would have had a game with a more compelling story and probably even a better combat system. Mashing “A” while dashing between all 4 corners of the map gets boring, in addition to the infinite enemy respawns and limited health spawn points. 4 times. Without any significant changes.
The gameplay also switches between playing like a Zelda-like game to spontaneously becoming a bullet-hell. That switch-bridge puzzle I mentioned earlier? Yeah, there's like 2 or 3 of those. Grabbing a key to open up a door? Great! Just traverse the entire map while the enemies you killed 5 minutes ago respawn again and make your way to the door without getting hit. Grabbing an orb to place on a pedestal? Nice! Just know that you have to do that twice or else you can't progress. Also, the orbs are located in different areas. You'll have to play this pseudo bullet-hell game 3 times in a level. You can't fight back until you place the item in its respective area or until you get hit and drop the orb. Easily one of my most disliked aspects of the game.
On the contrary, the art and music direction is super cute. I think this is honestly the best part about the game. They really nailed the pixel art for what it's worth, to be honest. I wish they had used the style featured on the game's cover as the style of the graphics. I prefer that and the style of the character CG's much more than the actual sprites featured during gameplay. Not going to complain much on that front since the game is absolutely dirt cheap.
TLDR: Short but sweet beat em' up that I personally believe had the potential to be so much more. Pickup when it's on sale, it ends up costing like $2, I think it's worth the +1 hour of playtime.
“KAMIKO” is a short level based arcade styled beat em' up. The game consists of four(?) short and simple stages. Each stage requiring a tiny bit more of your puzzle solving skills than the last. It takes a good hour or so to beat the game on your first run and around 30 minutes, even less, for subsequent replays with any character. Once you've completed the first run, the maps become super easy to navigate and become even more and more menial. There isn't much replay value to be found to be honest. I didn't notice any storytelling elements that changed with whatever character you chose, though each character has their own unique way of playstyle. I think this is another one of the missed opportunities this game has. Furthermore, I really wish they would have expanded upon the individual selections of the character's more than just gameplay.
Oh! Additionally, one of the puzzles involves you pressing a switch and narrowly making it across a bridge that persists for just the tiniest amount of time. If you get sidetracked for even the slightest moment, you'll have to retry until succession. Meanwhile, enemies keep respawning. Again. And again. And there's nothing you can do to make them not respawn. Wonderful.
Combat in this game is really lacking in depth, progression throughout stages sees character benefits only in health and stamina. While playing the stages, the buffs may seem trivial due to the fact that there's no punishment for dying, as you respawn back to life with full health and stamina at the cost of 5 seconds of waiting. The final boss is really going to require you to have those health bonuses if you play reckless, though. Honestly, I believe that if they had let this sit in development for a bit longer, we would have had a game with a more compelling story and probably even a better combat system. Mashing “A” while dashing between all 4 corners of the map gets boring, in addition to the infinite enemy respawns and limited health spawn points. 4 times. Without any significant changes.
The gameplay also switches between playing like a Zelda-like game to spontaneously becoming a bullet-hell. That switch-bridge puzzle I mentioned earlier? Yeah, there's like 2 or 3 of those. Grabbing a key to open up a door? Great! Just traverse the entire map while the enemies you killed 5 minutes ago respawn again and make your way to the door without getting hit. Grabbing an orb to place on a pedestal? Nice! Just know that you have to do that twice or else you can't progress. Also, the orbs are located in different areas. You'll have to play this pseudo bullet-hell game 3 times in a level. You can't fight back until you place the item in its respective area or until you get hit and drop the orb. Easily one of my most disliked aspects of the game.
On the contrary, the art and music direction is super cute. I think this is honestly the best part about the game. They really nailed the pixel art for what it's worth, to be honest. I wish they had used the style featured on the game's cover as the style of the graphics. I prefer that and the style of the character CG's much more than the actual sprites featured during gameplay. Not going to complain much on that front since the game is absolutely dirt cheap.
TLDR: Short but sweet beat em' up that I personally believe had the potential to be so much more. Pickup when it's on sale, it ends up costing like $2, I think it's worth the +1 hour of playtime.
A real light 2D Zelda-like. Has a four stage open dungeon vibe with bosses for each stage. There is replay-ability in the form of speed running or beating the game with each of the three different characters who use different move sets, typical sword, bow & arrow and one that plays sorta like Rygar with the shield.
The 8-bit style pixelation and Japanese imagery is very cool, as is the soundtrack. For a quick hour romp at a very reasonable price I can’t fault it!
The 8-bit style pixelation and Japanese imagery is very cool, as is the soundtrack. For a quick hour romp at a very reasonable price I can’t fault it!
Bought this game a few days after the Switch’s launch when I had my fill of Breath of the Wild and it is so one of the greatest blind eShop purchases I have ever made. The gameplay is fun, yet challenging. The music is awesome. The sprite work is beautiful. If you have a Switch OLED, you need to play this game. I thought the sprite work was great on the launch Switch, but it gets taken to new heights on the OLED
Wonderful short game. probably not worth the full price considering its length, so grab it on sale.
Also, I didn't find out until the last boss that you can charge your attacks, so be sure to make use of that when you play. Probably why it took me twice as long to finish my first playthrough than others.
Also, I didn't find out until the last boss that you can charge your attacks, so be sure to make use of that when you play. Probably why it took me twice as long to finish my first playthrough than others.
Complete playthrough. "Delightful" is very much the right word for this game. It's short, yes - a first playthrough of the game's four areas can be completed within an hour, and sub-20 minutes is very possible once you're familiar with the game - but great fun throughout that time, with a low price tag justifying the purchase. The game's 'puzzles' are only of the very lightest in nature and the combat is simplistic, but the game plays so smoothly that it comes together in a very satisfying way, with a very catchy soundtrack to top all that off.