Nice short game. Always happy to see more games with changeable palettes. The puzzles were a nice mix of quick reflex tests and multi-room spanning logic puzzles. My only complaint is the hidden upgrade. i wish it had a bit more(or any?) signposting. i felt like i found it by accident rather than intentionally.
A gem of a minimalistic indie puzzler with such a smart central “mechanic” used in novel ways throughout.
I like to imagine Elechead is a Mega Man boss getting his own adventure, and the 4-color almost game-boy art style of the sprites and tilesets suggests maybe the creators were cheekily thinking the same.
I like to imagine Elechead is a Mega Man boss getting his own adventure, and the 4-color almost game-boy art style of the sprites and tilesets suggests maybe the creators were cheekily thinking the same.
Excellent, bite-sized puzzle platformer. I'd put this in the same camp as A Monstrous Expedition, Stephen's Sausage Roll and the like, but with some additional platforming elements.
Actual puzzle solutions are almost always a matter of planning, not deft execution of platforming (with a few exceptions usually being obvious, like an on-screen timer). Plenty of secrets to build towards a true ending as well as woven into the main game, and the whole thing is still extremely short and sweet.
Highest recommendation.
Actual puzzle solutions are almost always a matter of planning, not deft execution of platforming (with a few exceptions usually being obvious, like an on-screen timer). Plenty of secrets to build towards a true ending as well as woven into the main game, and the whole thing is still extremely short and sweet.
Highest recommendation.
Elechead's seamless level design maximizes the potential of its excellent central mechanic and many clever ideas, while striking a perfect balance between brisk pacing and challenging puzzles. Additionally, the chiptune music is well done, the collectibles do a great job rewarding smart play, and the (minimal) story/setting is charming. Oh, and it does all this in roughly 2 hours! What a fantastic little puzzle platformer.
In 1 word: delightful.
In more words, Elechead is game that knows exactly what it is. It's snappy and precise gameplay make the movement feel so satisfying. The head-throwing feels great and becomes so intuitive and the ability to power different parts of the room is very unique and a fun concept.
I was surprised to see it wasn't level based but more room based similar to Celeste but with designated checkpoints that can, cleverly, sometimes play into the puzzle of the room itself. Although the checkpoints were placed so that sometimes I'd die and go a couple rooms back and have to repeat rooms I didn't die in.
Rides the line of difficult perfectly. Most of the rooms I was able to "solve" in real time as I completed them but a far number of rooms left me staring at the screen wondering "How do I pull this off?". And respawning is super fast so it doesn't feel too punishing.
Secrets were well hidden and satisfying, I found about half on my first way through and went back for the remainder.
As far as it's length, I think it's ideal. It left me wanting more, but I think that's far preferable to it over staying its welcome. If it was longer, I'd like to see a couple more mechanics introduced but I think it nailed it.
If you're into timing based puzzle platformers, absolutely worth giving this a try!
In more words, Elechead is game that knows exactly what it is. It's snappy and precise gameplay make the movement feel so satisfying. The head-throwing feels great and becomes so intuitive and the ability to power different parts of the room is very unique and a fun concept.
I was surprised to see it wasn't level based but more room based similar to Celeste but with designated checkpoints that can, cleverly, sometimes play into the puzzle of the room itself. Although the checkpoints were placed so that sometimes I'd die and go a couple rooms back and have to repeat rooms I didn't die in.
Rides the line of difficult perfectly. Most of the rooms I was able to "solve" in real time as I completed them but a far number of rooms left me staring at the screen wondering "How do I pull this off?". And respawning is super fast so it doesn't feel too punishing.
Secrets were well hidden and satisfying, I found about half on my first way through and went back for the remainder.
As far as it's length, I think it's ideal. It left me wanting more, but I think that's far preferable to it over staying its welcome. If it was longer, I'd like to see a couple more mechanics introduced but I think it nailed it.
If you're into timing based puzzle platformers, absolutely worth giving this a try!
There are so many bright and positive things I can say about ElecHead, a tight puzzle platformer based around the mechanic of manipulating your electricity-charged head to power platforms and objects to navigate the world. Standing at a confident four hours long, it manages to pack an immense set of skills and tricks that all stem from its primary two-button control scheme. After obtaining the ability to throw your head, that's it, and it is because of this simplicity that not only do all the puzzles seem fair and within reach, but are critical to how well-designed every asset of ElecHead is. The core adventure of the titular robot won't give too much pause, it consistenly challenges the player by presenting new obstacles and ways to shake up your existing knowledge. Talking any more about the puzzles themselves would be robbing the game of its best solves, so instead I will say constantly be thinking about everything the game has told you and try everything. It was a joy to see everything ElecHead has to offer and I hope a new game or more levels will grace us in the future.
Also, the music is incredible. Put it on the maximum setting.
Also, the music is incredible. Put it on the maximum setting.
This review contains spoilers
GAMER MARCH MADNESS DAY 4: ELECHEAD
Pure puzzle platformer kino. Ingenious puzzles, great mechanics at play, cute visuals, as well as short, sweet and to the point. It's impressive how much the dev managed to squeeze out of such a small and simple concept for a game.
SPOILER!!!!!!!
I really like the reveal at the end that you gotta go all the way back with your head throwing powers to get the ending, but its personal impact on me was a little bit lost as I, God Gamer as I am, figured out how to get most of the way there immediately after getting to teleporter 3. I'm sure my mind would be blown and fucked if I hadn't found out early.
Pure puzzle platformer kino. Ingenious puzzles, great mechanics at play, cute visuals, as well as short, sweet and to the point. It's impressive how much the dev managed to squeeze out of such a small and simple concept for a game.
SPOILER!!!!!!!
I really like the reveal at the end that you gotta go all the way back with your head throwing powers to get the ending, but its personal impact on me was a little bit lost as I, God Gamer as I am, figured out how to get most of the way there immediately after getting to teleporter 3. I'm sure my mind would be blown and fucked if I hadn't found out early.
I'm mindful that I might end up writing something that takes longer to write and/or read than it would take a person to just play the entirety of the game in question, so, short and snappy. Here goes!
ElecHead! It's a puzzle-platformer which establishes a tiny handful of core mechanics in the first, like, 4 minutes, pats you on the back and throws you at a series of challenges which are solved through the clever use of electricity. I really like this style of game design: nothing against the alternatives, of course, but I really enjoy games which hand you a small number of central mechanics at the start and test your growing understanding and mastery of them over time by only changing the environment in which they are challenged, rather than serving you a slowly expanding set of skills.
Nama, the game's developer and designer, clearly established the central mechanics available to the player early on, because it's really impressive how incredibly well designed the challenge in this game is. The game is given a genuinely satisfying and enjoyable difficulty curve through level design alone, gently introducing new environmental hazards and mechanics at a pretty even pace, which all tie in to the central electricity mechanic that the player has direct influence over.
ElecHead is really a masterclass in how to do so, so, so much with so little; I felt like I was still learning more and more about the game right up until the finish, and having an absolutely wonderful time with the process of learning the entire time. Also, it needs mentioning, Nama has a really delightful sense of humour that comes across in the mechanics and some of the smaller details of the game (including one particularly devious puzzle that I won't spoil).
There's some really nice environmental narrative stuff going on, and a particularly entertaining secret ending that's a reward for some fairly enjoyable secret hunting. The soundtrack is really nicely composed, and complements well with the process of thinking your way through some of the trickier puzzles that might have you stumped for a little bit; but it's never a tiresome experience, overall. There's even some leaning into some interesting meta-mechanics which I feel were used sparingly, and really show an interesting lens on game design. It all comes together and, in a sentence, produces a really interesting and compelling gameplay experience with so little chaff and a huge amount to love!
Nama is absolutely a game designer you ought to keep your eye on.
ElecHead! It's a puzzle-platformer which establishes a tiny handful of core mechanics in the first, like, 4 minutes, pats you on the back and throws you at a series of challenges which are solved through the clever use of electricity. I really like this style of game design: nothing against the alternatives, of course, but I really enjoy games which hand you a small number of central mechanics at the start and test your growing understanding and mastery of them over time by only changing the environment in which they are challenged, rather than serving you a slowly expanding set of skills.
Nama, the game's developer and designer, clearly established the central mechanics available to the player early on, because it's really impressive how incredibly well designed the challenge in this game is. The game is given a genuinely satisfying and enjoyable difficulty curve through level design alone, gently introducing new environmental hazards and mechanics at a pretty even pace, which all tie in to the central electricity mechanic that the player has direct influence over.
ElecHead is really a masterclass in how to do so, so, so much with so little; I felt like I was still learning more and more about the game right up until the finish, and having an absolutely wonderful time with the process of learning the entire time. Also, it needs mentioning, Nama has a really delightful sense of humour that comes across in the mechanics and some of the smaller details of the game (including one particularly devious puzzle that I won't spoil).
There's some really nice environmental narrative stuff going on, and a particularly entertaining secret ending that's a reward for some fairly enjoyable secret hunting. The soundtrack is really nicely composed, and complements well with the process of thinking your way through some of the trickier puzzles that might have you stumped for a little bit; but it's never a tiresome experience, overall. There's even some leaning into some interesting meta-mechanics which I feel were used sparingly, and really show an interesting lens on game design. It all comes together and, in a sentence, produces a really interesting and compelling gameplay experience with so little chaff and a huge amount to love!
Nama is absolutely a game designer you ought to keep your eye on.
What a delightful game. Finished it in an afternoon, then went back through almost the whole game to find all the collectibles. I love a short game, but I do think there was some untapped potential here — felt like the game was over right as the puzzles were getting tough, there wasn't much left to do after getting the optional upgrade. Still, I'd rather be left wanting more than feeling like a game overstayed it's welcome. I do want more though.
This review contains spoilers
Had a blast when it was a chill clever puzzle-platformer, then actively disliked it once it blew up into a small-scale Metroidvania with no map. There are two ways to finish the game - one is to get back to a secret path at the start of the game and the other is to get the 20 collectible chips and access a locked door near the end. I never figured out how to do the former and the latter requires you to basically replay the entire game hunting for secret pathways (the game also tracks some chips but not all of them, weirdly) as well as find an EXTREMELY hidden upgrade. It was annoying enough to wipe out the good will that the first couple hours of it gave me, and frankly I ended up pretty negative on the whole thing as a result, despite the fact that it is like 70% great.