Skelattack has a unique concept and fun visual style, but its inconsistent controls and mixed dialogue keep it from being a particularly stand-out platformer.
Skelattack
Developer: Uzuka
Price: $20
Platforms: PS4 (reviewed), Xbox One, Nintendo Switch and PC
MonsterVine was provided with a PS4 code for review
Both announced and launched on the same day, Skelattack is a new indie platformer that’s developed by Uzuka and published by none other than Konami. How does Skulattack fare as a platformer? Unfortunately, though it has its merits, the game is a bit bony.
The concept of Skelattack is a novel one: you’re a recently undead skeleton who is trying to keep human adventurers away from your dungeon. The skeleton, Skully, has to embark on a journey with his bat friend Imber to recover his lost memories from before he was a skeleton. This is meant to happen while humans decide to attack Skully’s new hometown to destroy those that dwell in the dark. It’s a fun concept that inverts common tropes from games like this, but I never felt particularly invested because of the wonky dialogue. The way the characters are written is a bit too “awesome/random” for me. It’s hard to describe this tone, but it has a quirkiness to it that I found a bit irritating.
The gameplay of Skelattack is mixed all-around. You spend most of the game platforming and slashing away at foes. Combat is basic but sufficient, as most enemies are easy to take down with a few swings of your sword. Your weapon can be powered-up using rare materials you find on your quest, changing its appearance and damage. Imber can use magic as you progress in the game, with the handiest magic coming in the form of healing. Boss fights in Skelattack are a lot of fun, as they require strong timing and heavy button-mashing in a very arcade-y style. While a bit more variety would be welcome, the combat in Skelattack is totally fine.
“There’s a good deal of fun to be had with Skelattack, it’s just hindered by some strange decisions in terms of design and controls.“
It’s the platforming that falls flat in Skelattack, as its clunkiness clashes with the game’s currency system to make a very uneven experience. The Ninja Gaiden-esque wall-jump is the biggest offender, as you have to use the directional pad to jump between walls instead of the jump button. This makes it very easy to overdo or whiff your jumps, leading to multiple deaths from one-hit-kill objects. Since you lose money for dying (and the dropped money appears where you died, including on those insta-kill hazards,) it’s hard to keep any decent amount of money for upgrades. The checkpoint system is fair, so if money were either not tied to death or easier to reclaim, this issue would be far less prevalent.
Even then, there are some platforming sections that are fun and smooth to play around with. Flying through tight corridors with Imber on your head can be pleasantly challenging, and finding secret passages by attacking marked walls is a small but addictive pleasure. There’s a good deal of fun to be had with Skelattack, it’s just hindered by some strange decisions in terms of design and controls.
Skelattack’s greatest strength comes in its hand-drawn visuals. Skelly’s design is simple but very charming, as is the case with Imber and the many side-characters in the game. The environments are fun to explore and to look at as well, and the music can be catchy here and there.
The Final Word
Skelattack is a charming but flawed platformer that, while fun at times, seems to be at odds with itself when it comes to difficulty in its platforming. While I think Skelattack has too many issues to be a great game necessarily, there’s a lot of potential here that I hope to see fully realized in the future.
MonsterVine Rating: 3 out of 5 – Average