Developer: Benjamin Soulé
Publisher: Benjamin Soulé
Reviewed on: PC
Available on: PC
Released: 29th May 2016
Mistigri is a game developed using a
game making toolkit called PICO-8, the toolkit offers budding game
creators a few preset assets and tools they can use to affordably and
easily make a short game that can be played for free in web browsers.
The games all have a retro inspired pixel art aesthetic and controls can
consist of only six buttons which harkens back to the days of arcade
machines and the NES.
This particular game is heavily
inspired by Bubble Bobble (which just so happens to be one of my
favourite NES era platformers) so I was immediately drawn to it. The
level structure, visual style, weapon upgrades, music and some of the
gameplay elements are very similar to Bubble Bobble, but does
Mistigri do enough to set it apart from the very game that inspired it?
In Mistigri you play as two skeletons called Mist and Grim (Grim is only visible if you're playing 2-player) and they are given the task of working their way through 22 levels, progressing deeper underground to destroy the evil Overlord. As far as the story goes this is really all we're given. None of the story is directly given to us in the game and I've checked through the game's description and can't find any more story elements either. It could have given us a bit more of a context as to what we're doing and why this Overlord is such a threat.
In Mistigri you play as two skeletons called Mist and Grim (Grim is only visible if you're playing 2-player) and they are given the task of working their way through 22 levels, progressing deeper underground to destroy the evil Overlord. As far as the story goes this is really all we're given. None of the story is directly given to us in the game and I've checked through the game's description and can't find any more story elements either. It could have given us a bit more of a context as to what we're doing and why this Overlord is such a threat.
Bubble Bobble doesn't have very much in
the way of story either, but it does explicitly tell us that we are
going through the game to defeat the evil wizard in order to rescue
Bub and Bob's girlfriends and change themselves back into their human
forms.
A little wall of text with some
graphics at the start of the game which tells us why we're going
after the Overlord and who Mist and Grim are would be great
and while it wouldn't affect the actual gameplay, it would give
players something more to aim for and motivate them to
finish it.
It's not like a bit of story couldn't have been done using PICO-8 either because Mistigri has a scrolling list of all the enemies, items and power-ups in the game if you leave it on the title screen long enough (which is a cool feature).
Mistigri is a single screen platformer,
the objective is to defeat all the enemies on a single screen and
only after doing so will you progress to the next level. The way in
which you defeat your enemies is the main thing that separates it
from Bubble Bobble, rather than trapping enemies in bubbles and then
being able to use them as makeshift platforms, in Mistigri you knock
your enemies out by throwing multi coloured balls at them and you
then gain the ability to pick them up and throw them at other enemies
which immediately kills them (which is more similar to Parasol Stars:
The Story of Bubble Bobble 3). You can kill multiple enemies in one
throw if you time it right and you'll be rewarded with more score for
doing this.
The levels are designed very well and
there are lots of different things to consider when platforming your
way around and fighting the enemies. Thin platforms can be jumped and
attacked through, either to navigate your way up or to attack
from below, thick platforms can't be traversed through so you'll need
to find your way past these and dropping into pits will result in you
falling from the top of the screen (again, very similar to Bubble
Bobble). You can also throw balls down pits to attack your enemies
from above which is a useful tactic. Each stage utilises these different elements very well and creates situations where there
are multiple ways of defeating your opponents, you can be fairly
tactical in how you approach different situations and in thinking
about which enemies to go for first.
The early levels are set up so you can easily get big combos by throwing enemies. You quickly learn about your different attacks because of this.
The pacing of Mistigri is much faster
than Bubble Bobble, because of the combo mechanic where you defeat
multiple enemies in one throw, it seems that there is a big emphasis
on speed. You must defeat all the enemies as quickly as possible or
risk an invincible ghost appearing who will follow you around the
level and kill you by touching you (just like in Bubble Bobble). I
feel like the ghost appears slightly too quickly on some stages, this
could be down to the fact that for most of the time I was playing
single-player and obviously if you're doing two player you would
(theoretically) be able to take down the enemies two times faster,
thus preventing the ghost from appearing, but the ghost appears just
as fast regardless of whether you're playing single-player or not which feels slightly unfair at times.
Mistigri features lots of different
items and power ups that randomly appear in stages as you play. The
most important of these items are the potions which change the way
you throw balls, some will make you shoot faster, some will make you
shoot further, etc. You can get extra lives by spelling out either
'EXTEND' or 'MYSTIC' using letters that appear throughout the stages, shooting these letters will change them with should allow you to quickly spell the word you're trying to spell. However the letters appear and disappear so quickly that I never really got
the chance to properly take advantage of this function. I get that
the game is fast paced, but I feel like certain parts need to be
slowed down quite substantially. Other power ups can be activated
too, like a ring of fire which appears after collecting candles and
will last for the remainder of the stage you're on.
The game features a score system which
works like almost every other game with score does, you get points by
killing enemies and if you combo kill them, you'll get a higher score
reward for it. After reaching a set score you'll be rewarded with
another life which gives incentive to collect everything you see and
risk combo attacks whenever you can. One thing I feel the game missed
out on though, was registering your high score, I couldn't find
anywhere where the game kept track of this and it made the score
system feel quite unrewarding.
Mistigri is quite a difficult game, I
never actually finished it (so I can't comment on the last boss, assuming there is one) and this is mostly due to the different enemies and
their attacks. The game starts off simple with fairly slow moving
caterpillar enemies which can't shoot and can only move left and
right. However later on you'll be facing fireball throwing penguins,
birds that can fly around the stage however they please, sun enemies
which lock on and move in your direction whenever they see you,
boulders which move quick and continuously roll down the screen in their attempts to crush you and boomerang throwing ninjas that can throw
their projectile in any direction and do so very quickly to catch you
off guard. The ghost which appears after spending too long on a stage
will go through walls and home in on you until it touches and kills
you.
The mix of all these different enemies
combined with the (sometimes) complicated level designs can make the
game quite frustrating and this is due to the fact that once you lose
all your lives you need to start the game again. There should be a
continue function and upon reaching the end of the game it should
tell you that for the true ending you have to do it without using a
continue. This would keep the challenge but not be frustrating for
people who just want to play it casually.
Sometimes, throwing balls into a pit so they rain down upon your enemy is the best course of action.
The graphics in Mistigri are 8-bit
inspired and it was clearly made to look like an NES game (like most
other PICO-8 games). It has lots of different colour schemes which
change on a level to level basis to stop things looking drab but it
also has different background details like textured floors and walls
and sometimes background objects like rocks and barrels.
The enemy designs are great, it's easy
to tell which enemies are which and this is handy because you'll need
to able to predict their attack patterns if you want to survive. The
enemies all have different movement animations and none of these look
out of place. If this game was released on the NES you wouldn't have
known it was an low budget indie game with how everything looks and plays.
When Mist or Grim die they explode into a pool of blood. This probably seems a bit violent for what the rest of the game is like, but I feel like it could have ran with this idea and made the game a bit more gorey in general, to give it more of it's own identity and separate itself from Bubble Bobble.
Item sprites are detailed and good for
the same reason as the enemies. In a fast paced platformer like this
you need to be able to scan the screen and quickly identify which
items are which so you can decide which to prioritise and this game
does a great job with that.
There are also lots of little details with screen movement, like how when you throw an enemy the screen will very briefly shake which makes it feel like your throw has a lot of force. Also, when you die the screen will flash red for a split second making the enemies hit seem more powerful and deadly.
One issue I have with the graphics is that
they are slightly uninspired because they look like practically every
other 8-bit inspired platformer out there, but I think they're good nonetheless. My major critisism of the graphics in general though is that I don't particularly understand why the main characters are
skeletons or what the enemies actually are and how they have any
relation to each other. If the game had a story this would probably
be explained, but because it doesn't explain anything the game does
seem a little bit randomly thrown together (even though the enemy
designs themselves are great).
The main issue with Mistigri's controls
is that it doesn't support controllers. With it being a fast paced
platformer this is quite a big issue but I think this is more of an
issue with PICO-8 rather than Mistigri itself. Also. this is stopped from
being a detrimental issue because there are workarounds for it. I
used a programme called Joy2Key in order to bind controller inputs to
keyboard keys which then allowed me to use a controller of choice
with Mistigri. It's a bit of a nuisance, but it's pretty much
essential if you want to play Mistrigri properly (playing any
platformer on a keyboard is counter intuitive in my opinion).
Once we get past that issue though, the
controls are actually very good. The jumping is responsive and feels
natural and I never felt like any death was down to an issue with the
game, it was all based on something I mis-timed or didn't see. The
attack button is used to both throw balls and throw enemies once they
are picked up. To pick them up you simply walk into them, which is
easy and instant which keeps the pace of the game fast and snappy.
The general movement feels great too, obviously it isn't fully 360
degree movement (because you only have an up, down, left and right
movement buttons like on an NES controller) but for the type of game
it is (a retro throw back), it works very well.
I did test out the two player a little bit and it worked great using two controllers and keybinding software.
The music in Mistigri is good, it
has a Bubble Bobble-esque feel to it which obviously fits the game
well considering how similar to Bubble Bobble the whole game is.
However, a problem I have with both Mistigri and Bubble Bobble is
that it should have more tracks. The whole game has one music track
and while this makes it stick in your head long after you stop
playing, it becomes very dull and repetitive after a while and can
make the game's level themes stand out less than they should. If the
music changed with the different themes of the levels, I feel that
each of the different themes would have stood out more and kept me
more interested in coming back for more.
The sound design is minimal, each enemy
attack makes a different noise which not only gives the enemies more
distinction between each other but also warns any player that there's
a projectile coming even if you haven't seen it. Jumping, attacking,
picking up items and throwing enemies all make noises which gives
each action you perform some weight. All the sound effects sound
suitably NES-like which merges perfectly with the graphics and
gameplay.
The boomerang enemies are the hardest I came up against. Especially when there's more than one of them, they throw their boomerangs so quickly and it's hard to avoid while keeping your eye on the other enemies too.
Mistigri is a great little platformer
that sets out to be a love letter to the NES era of platformers
(inparticular Bubble Bobble). Personally, I don't feel like it quite
does enough to make itself distinct from Bubble Bobble or any other
retro inspired platformer. It takes many elements from the game it's
inspired by (and other elements from the many Bubble Bobble sequels)
but doesn't do very much that's new (besides the change of main
character and enemy designs).
It's a good challenge and keeps you
coming back to see how far you can get and what the highest score you
can achieve is. Perhaps Mistigri's greatest strength is how it has a
2-player co-op mode which makes the experience far more fun than playing single-player. However this is also it's greatest
weakness because it doesn't seem to have been balanced very well for
playing single-player and can be frustratingly difficult.
The controls are nice and responsive
but it's a shame it doesn't have controller support built in rather
than having to use external software. The gameplay is solid, the
graphics are good (but slightly uninspired), the level designs keep
things varied and interesting and the game as a whole has high
production value, I recommend playing this if you're a fan of Bubble
Bobble or if you need to kill a bit of time and want something better
than a typical Flash game. The fact it's completely free and can be
played in your browser (no download necessary) means that there's no
harm at all in giving it a go. If this was a game
available on Steam that cost money I would be slightly disappointed, but because
it's a free browser game, clearly made by someone who loves Bubble
Bobble, I feel like I enjoyed the experience I had with it, plus you have to remember that this was created with PICO-8 which probably has some heavy restrictions with what you can or can't do when creating a game.
Pros
- It's free and plays in your
browser, you don't even need to download anything!
- Lots of different enemy types
which change the way you navigate stages and keeps you on your toes.
- Levels are designed so each area
can be quickly completed but they also have quite a lot of depth,
offering lots of different ways to defeat your enemies.
- Many items and power ups which
offer a reason to replay the game (to find new items) and give the
game a bit of complexity while still being very easy to understand.
- The controls are very good and
responsive (when using external software to use a controller).
- A very enjoyable little game that
is quick and simple enough to be played for short bursts every now
and then when you're bored. Would work great on 3DS or PS Vita (if
some fine tuning was done).
Cons
- Seems to have been built with the
2-player mode in mind, but this results in the game being too
difficult on single-player.
- It needs some kind of story to
give us a reason to keep playing and give us a bit of information on
who we are and what we're doing.
- There should have been more music
to make the game's different colour pallets and themes stand out
from each other.
- No built in controller support.
- It should have had a continue
function.
- Doesn't do much to separate itself from Bubble Bobble or other NES inspired indie games.
- Doesn't do much to separate itself from Bubble Bobble or other NES inspired indie games.
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