I think this game looks great on the system, with the 1 bit art-style really lending itself the Samurai aesthetic the game is going for, but I ended up a little bored by the game. The concept is sound - Zipper is a semi-rogue lite in that enemy placement stays the same when restarting a run you've died on, but changes it if you quit out and restart.

In practice, it wasn't so interesting. That was mainly the lack of any real push to get what I needed to go where I needed to get to. There are no upgrades, the map is always the same layout and though positions in a 'room' will change, the makeup of enemies doesn't. It could have been a decent high score/time attack game but the random placement of a mandatory key each round makes that aspect far more luck based and thus tedious for repeat playthroughs.

Crank-watch: On the surface the crank seems to have no functionality in this game but it actually serves as a preview for on screen enemy movement when you have highlighted a target square for yourself - it's a bit of a shame that the game doesn't mention this, leaving an almost vital mechanic completely missable.

Reviewed on Oct 16, 2023


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