
CRATES N' MOHAWKS is a chaotic arena shooter where every crate swaps your weapon. Grab crates, adapt to constantly changing guns, dodge swarms of enemies, and survive as long as possible while pushing your score higher.
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About
A mob-spawning rift strikes the natural habitat (a scrapyard) of our deadbeat hero that is just trying to sleep and eat cold pizza on an old sofa. Realizing crates contain precious defensive mechanisms, our hero must fight to survive this hostile threat!
FEATURES
Fast-paced action - straight to the point
Short and sweet gameplay - each run is under 10 minutes
Score multiplier: grab crates frantically within seconds and get extra points!
18 unique guns with different behaviors to cycle through
10 colorful enemies to give the middle finger
10 pickups to make surviving more manageable
Waves increasing in challenge 'til death or glory
More than 5 alternative game modes that can 'up' the difficulty or just make it more experimental
Accessibility options (under custom mode): tweak some of the game numbers so that the difficulty fits you
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Portuguese - Brazil**languages with full audio support
Reviews
I was looking for something fast-paced with quick runs and not much thinking and this certainly it. Pretty fun and not as ridiculously unforgiving as Ubermosh for example. There's not a lot of complexity so it probably won't amuse me for longer than a few days, but at this price who cares. It's good.
CRATES N’ MOHAWKS, developed and published by hslentz, is a compact twin-stick shooter that thrives on speed, unpredictability, and constant adaptation. It drops players into a chaotic arena setting where survival depends less on long-term planning and more on immediate reaction and flexibility. The premise is intentionally light, revolving around a sudden outbreak of hostile creatures in a scrapyard-like environment, but it serves mainly as a backdrop for an arcade-style experience focused on action rather than storytelling. The defining feature of the game is its crate-based weapon system, which fundamentally shapes how each run unfolds. Instead of allowing players to stick with a preferred weapon, every crate collected forces a swap, instantly changing the way combat must be approached. This mechanic introduces a constant layer of unpredictability, as players are required to adapt on the fly to whatever tool they are given. Some weapons are suited for precise, controlled attacks, while others favor wide, chaotic damage, and learning how to use each effectively becomes a key part of mastering the game. The result is a gameplay loop that rewards versatility and quick thinking rather than memorization or rigid strategies. Combat itself is fast and relentless, with enemies appearing in waves that gradually increase in intensity. The arenas are designed to keep players moving at all times, as standing still or hesitating often leads to being overwhelmed. Movement and positioning are just as important as aiming, and the balance between offense and survival creates a constant sense of tension. The addition of score multipliers tied to rapid crate collection further encourages aggressive play, pushing players to maintain momentum and take risks in order to achieve higher scores. The structure of the game is built around short, repeatable sessions, making it easy to jump in for quick bursts of gameplay. Each run is an opportunity to improve performance, refine reactions, and push for a better score. This arcade-style design is one of the game’s strengths, as it delivers immediate engagement without requiring a large time commitment. At the same time, it also highlights the game’s reliance on repetition, as the core loop remains largely unchanged from one session to the next. To add some variety, the game includes additional modes that introduce different rules or increase the challenge. These variations provide new ways to engage with the mechanics, though they still revolve around the same central idea of surviving waves and adapting to weapon changes. Accessibility options allow players to adjust certain aspects of the experience, making it more approachable for those who may find the default difficulty too demanding. This flexibility helps broaden its appeal, even if the overall structure remains focused on high-intensity action. Visually, CRATES N’ MOHAWKS uses a colorful pixel art style that emphasizes clarity during chaotic moments. The environments are simple but effective, ensuring that enemies, projectiles, and pickups are easy to track even when the screen becomes crowded. The aesthetic leans into its arcade roots, prioritizing readability over detail, and supports the fast-paced nature of the gameplay. While it does not aim for visual complexity, it succeeds in creating a cohesive and functional presentation. Over time, the limitations of the game become more apparent. While the crate mechanic adds variety, the overall gameplay loop does not evolve significantly, and extended play sessions can begin to feel repetitive. There is little in the way of long-term progression or narrative development, which means that continued engagement depends largely on the player’s interest in improving their performance and chasing higher scores. For some, this will be a compelling challenge, while others may find the experience lacking in depth. In the end, CRATES N’ MOHAWKS is a focused and energetic arcade shooter that excels at delivering quick, intense bursts of gameplay. Its emphasis on adaptability and fast decision-making gives it a distinct identity within the genre, even if it does not expand beyond its core idea. For players who enjoy score-driven challenges and are willing to embrace its repetitive nature, it offers a satisfying and engaging experience that works best in short sessions. Rating: 7/10
I heavily recommend this for people who want a simple but fast-paced experience, this game is very fun when it comes to it's arcade-like approach. Definitely deserves more attention! EDIT: Having spent a longer time with this game (hours shown aren't accurate), I can say that while my opinion remains the same, I think that the game could really benefit from an update or two. The base of it all is simple enough to build onto the arcade experience by giving it not only a QoL update (more settings, languages, UI changes) but also doing more with it at it's core, like expanding the weapon and shields roster while also enhancing the already existing ones to a certain extent. Maybe add new game modes to go alongside the main one and changing/balancing out a few things that are already pre-established once you start playing (like the band-aid HP for example, expanding it to 5 points instead of 3). Adding new background music that flows along with the gameplay would do wonders as well, making it all the more frenetic and addicting to sit through. Additions and changes like these could genuinely make this game go from a simplistic twin-stick shooter to a much bigger game that fully embraces it's arcade roots. tl;dr: Very nice game, could become an amazing game if given a massive overhaul. I hope the developer is still considering to work on it because Crates n' Mohawks is something I've put quite a lot of time into and I want to see it get big. Post Update Edit: Holy cow, everything I mentioned was featured and done with the update. I'm genuinely happy to see the game in this state, as of now I only have played the normal and custom modes offered but I will be checking out the others soon enough to see if I can handle them somewhat. The balancing with the enemies was done quite well, certain guns put them down immediately while others take a couple more hit points to do that (ex.: the minigun doing the latter but also being fit for the big crowds). Music additions were great, the tracks fit with the frenetic and fast nature of the gameplay in comparison to the previous ones. The few complaints that I have (along with a bug report) is that the taunt button was removed (pressing "T" in the previous version had the character give us the birdie) and while it's a tiny thing that doesn't take anything away from the rest of the game, I think it would be cool to bring it back in an expanded form - basically more taunts and tricks to do during the run by the press of a button - as in my eyes that action was a simple but cool little feature. I also would like to mention that the addition of more windowed resolutions would complete the full set of all the necessary settings the game can benefit from, give us the ability to not just resize the window while on the desktop and set the game to whatever size we want in Steam's launch options but also to choose some preset resolutions in the game itself. As for the bug reports, the music loop continued to play after I died and returned to the main menu a few times, somehow also becoming tied with the SFX and no longer to the Music bar over on the settings (I turned the latter down and the music continued, I turned the prior down and it stopped along with the sounds) The issue got resolved as soon as I started a new game though, but it's still possible to have that happen. Additionally to that, I think the window of time to get more than a few consecutive crates is quite small. Changing up the 2 seconds of time to maybe 3-3.5 seconds will make just feasible enough considering how the player moves between rolls, consider adding a small line below the crate indicator to display that window of time going down aswell so that one will be aware of the mechanic. Overall, the game is still great! The update gave it the proper polish it needed, now all that is left to do is to continue giving it that same care as minor and major updates rollout. Hopefully the dev begins promoting it around as they may and people pick up on this title, because this to me is a neat lil' twin-stick gem.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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