Turbo Kid

If you saw the cult film, then this may ring a bell. Now there’s a metroidvania (ish) game that’s out and about, and indie in the name of the game. I am a fan of the genre, I liked the movie, and I have an itch to support small dev groups, so I picked this one up.

The game is about 10hrs or so to complete, with a decent chunk of content done. I’m sure you could blast through it in half that, or spend another 5 or so hours trying to hit 100%. Following the genre, you start off weak, get various upgrades, which unlock different areas. But this is more like Mega Man, in terms of you have 4 options, pick the one you want, and the items therein may be better designed for another boss. I opted for Sewer, Skatepark, Junkyard and then Wastes. Each areas gives you a skill and a weapon – the Sewers has by far the best skill, and the Wastes a ridiculously OP weapon.

You can get a bad ending, or head to the final dungeon and what is arguably a super boss. That one was a mix of frustrating due to some weird RNG.

First, this is not Hollow Knight or Blashphemous. I am friggin’ spoiled for having played those games and put the bar so high I can barely see it. Turbo Kid is a smaller game in almost all respects, and does a decent job of hitting its targets.

The difficulty of the game starts very high, then peters off as you get more health, then spikes again at the final levels. Most of this is related to finicky controls that are not precise enough for involved platforming. You can kill every boss without taking a hit (once you figure out their patterns) due to dodge rolls, but the environmental hazards are the real pain in the butt. Enemy spawners can fill your screen and the knockback effect of contact can throw you into blades and your doom. The video above shows the use of a bike, and while true, this has the depth of control of Excitebike – especially when you are attempting the various trials.

There are minor quests, a battle arena (ugh), vendors, slotable passive upgrades, and a decent amount of stuff to find. In most games of this genre, I like going back to explore more fully the world, but here every zone looks pretty much the same, and navigating the world requires near constant use of the map as a result. I really like the ideas this game is trying to reach, but the execution is a tough one. Maybe with a few patches, these quibbles will be addressed.

It’s an interesting take on the genre, its a rather small dev team (30 people) and I still think it was a good purchase. Plus, works great on the Steam Deck!

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