In the video games industry, it is not easy to describe the flow. The best description I can give out about that is the moment where all the elements in the game go together, and you say that it just feels right.
With Dead Cells, I have found some moments like that. With the controller in my hand, every slash and jump just felt right. However, up until now, that experience seems to keep avoiding me.
Then at this year PAX West, luckily I got the chance to try Kunai. From the first look, it seems just like another Metroidvania indie title. However, it is the feeling segment where this game excels.
The development studio behind this title is TurtleBlaze, while Arcade Crew takes care of the publication. In fact, this publisher has surprised me before with Blazing Chrome. That game just gets why its inspiration - Contra works. Then with Kunai, it has shown a deep understanding of side-scrolling video games.
Below is the trailer of the game, which you can have a look:
Tabby - our cute cube-headed hero
In the title, you will get to control Tabby. It is a weird robot whose face is a tablet. In a far future, an oppressive force has destroyed the resistance to its own reign. Thus the last hope to us all is the happy robot from a capsule.
The joy of Tabby expresses on his face (a tablet). He is happy just being alive. He will switch mug in combat. He is just a cute little hero in the world seems like an upgraded version of the GBC color palette.
The demo that I have tried at this year PAX West is the opening of the title, slowly acclimating the player into an early weapon. That sword will help you understand how TurtleBlaze has built Kunai; it is a simple weapon with many effects. It is your very first weapon, allow you to combat the enemies, but there are also other applications to it.
Slash mid-air will give you a small upward bounce. You can also slash your enemies in the air. Basically, it is your defensive move. Plus, you can also use it to steal energy from your enemy as well.
The Kunai
The next one you will get to use is the famous eponymous kunai, a throwing blade with an attached rope. It is the main way to get around in the game. Using the kunai to move is not exactly feels like the grappling-indie Flinthook. In that game, you would be pulled towards your hooked point.
With the kunai, you could draw the kunai in to scale those vertical shafts, mainly it is all about swinging. You begin with just one kunai to get used to it, a few minutes after you will get the second one.
Once you got both kunais, the map is yours. Swinging around feels like a 2D version 16-bit Spider-Man which I have always been wishing for. You can run, jump into the high air, then slash downward. Utilize the kunai to get the needed momentum; you could also toss the 2nd kunai backward onto the ledge if you are out of range.
The whole thing is fluid, and fast with the combat system and movement that ties together right at the tips of your fingers.
By the end of the demo, I was still vibing with the movement of Kunai. Similar to my first moment together with the title Dead Cells, it is just so good that I got submerged in it hours on end. The control scheme in this title is snappy, plus the fantastic animations only contribute to that zippiness. Kunai nails the movement segment.
My concern
My sole concern is with the Kunai's longevity. From the trailer, we only see one more weapon of Tabby: a long-range attack gun and an ability to hover through gaps. I hope it was just the trailer, and Tabby would get more weapons and skills in the game.
I am looking forward to the official release of Kunai to see if it could keep up with the fantastic experience from the demo or not. It has a strong foundation and only needs to develop upon that.
Kunai will launch to Switch and PC, but we do not have a confirmation about release window yet.