If Gravity Circuit is an example of a game "not understanding the inner workings of the many things it's inspired by", then Penny's Big Breakaway is the exact opposite. If anything, this game feels like something made by game designers first, and everything else second.

This is to say: Penny's moment to moment gameplay is really good. It's an incredibly smart game from start to finish. Penny herself is up there in the list of "best controlling platforming characters." There existing an actual learning curve to effectively using the Yoyo tricks to keep your flow is shows to me that Evening Star understands the secret sauce of other high skill ceiling platformers. The combo system and focus on score attack mechanics does wonders for this game's level design and dramatically increases the depth of sections I typically would not have a second thought about. "How do I get through this efficiently?", "Should I risk getting hit and dropping my multiplier here?", etc. There's tons of performers in Penny's (being the game's theme) and you, the player, are one too. The developers ask you to step into the spotlight: "can you show us that you've got it down?"
It's funny to hear the mixed reception of this game's controls in more critical spaces online, because all the people I've seen who stuck with it ended up appreciating how Penny's plays by the end.

Almost as if game design that pushes the player to get better can be rewarding, or something...

Now, I won't boil down all (only some) of the complaints about this game into a simple "skill issue"-- it's clearly more complicated than that. The bugs, for example, are not really a complaint that can be argued against. I think some exaggerate how often and intrusive the glitches really are, but there's definitely some jank in this game. It feels bad to lose your high combo due to a physics inconsistency. I also think Penny's suffers from "bad boss fight" disease-- strange for a game that seemingly understands platformers can be satisfying without them. It especially hurts to end the game on such a "blah" note of the final boss which captures exactly none of the aspects that make the levels so fun.

Out of all the complaints I'm the most sympathetic to, though, it has to be what I've seen about the presentation. Don't get me wrong-- it's not bad at all. There's some truly good tracks and area design in this game. Tee Lopes in particular pops off for the level themes in this game. I like that guy. But I don't know, man. If Penny's has the secret sauce in regards to its level design and moment to moment gameplay, I don't think it does in regards to its presentation. I wasn't ever really enraptured with the world of Macaroon like I was with the technically amazing game design. I still like Penny (the girlie) though. She's cool, even if she does have grandma hair.

Still, Penny is a great game. It genuinely makes the shot for one of the best 3D platformers I have ever played, and if Evening Star can make something this impressive when left to their own devices I greatly anticipate whatever it is they make next. There's clearly some real talent here.

Reviewed on Mar 04, 2024


3 Comments


2 months ago

You ever hate a 6/10 game so much you mention it derogatorily in a completely different review?

2 months ago

love the first sentence of this review so much. the rest of it just further convinces me of suspicions i already had. definitely gonna be playing this soon. sounds great

as a response to your comment's rhetorical question: that's how i feel about both shovel knight and a hat in time

1 month ago

Yeah, you get it. There's great moment-to-moment stuff, but the boss fights almost all miss. The presentation felt awkward to me at times, too. Penny has a great kit and I often enjoyed the shape of levels, but maybe there's something about the light and color that feels a bit too much like a simple overlay on the shapes? Like everything was just given a wrap. It's all on theme, but it doesn't do much else.