
Step into Mawkey's shoes and explore the linear world of Honduras, freeing animals and stopping the deforestation of evil businessman Adreim.
Modeled estimate, not a reported figure. How we estimate →
Media

About
🦜Mawkey The Last Macaw is a 2D pixel art adventure in which we control Mawkey, trying to prevent the destruction of the environment and the mistreatment of animals in Honduras.
Deforestation and fires caused by the evil businessman Adreim lead to the extinction of all the scarlet macaws in Honduras, leaving Mawkey alone on his journey.
This game is inspired by games like: Rayman, Donkey Kong and Mario Bros.
We will have a total of 5 Bosses throughout the game, making it a somewhat challenging game for those casual players looking for a challenge.
This game reflects what is happening in the world today, something that we humans do not see and do not want to change.
Mawkey’s Allies
Throughout his journey, Mawkey will meet five animals who will help him pass various levels. Their names are:
Colimbus: The Emerald Hummingbird. He will help you by revealing the hidden cages where hunters have captured several exotic Honduran parrots.
Trukki: The strongest toucan in his family. He can hold Mawkey to prevent him from falling into the void between the levels.
Xerothillo: This little friend helps you shrink to fit into small spaces.
Flyo: A dove with a lot of flow that will allow you to run at incredible speeds.
Mowsy: The white bat in charge of guiding you with his echolocation through extremely dark caves where nothing can be seen.
Please support this project by adding it to your wishlist.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Latin America
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A really fun game, featuring a beautiful story and an amazing art style. Also, I loved the fun facts interspersed throughout the levels. Shout out to the dev for such an incredible title!!
Es un buen juego, me encanta todo: música, gráficos e historia. Sólo como recomendación, yo sé inglés, pero para invitar al pueblo hondureño y demás países latinos, integrar el idioma español para que muchos lo puedan disfrutar.
I encountered this game by chance when I opened the page of a Honduran subreddit, which I occasionally visit to find the guts to connect with some of my people. As someone who is half Honduran, this project really spoke to me as something I just HAD to play, given that our country lacks representation and coverage for things other than corruption and homocide, and most people don't even know of its existence. And [b]WOW[/b] Eduardo Guerra & Co, this blew me away and really made me go down memory lane!! I mean, Copán and Roatán?! In the (unfortunately) few times I've travelled to Honduras, those have been two major places I went to! I have a picture of me and my mom standing in front of the Copán ruins, and you could see me not being in the best mood. I believe that I was too young to really grasp the importance of preserving Mayan and other tribal/indigenous landmarks. Thinking about it now gives me second-hand embarrassment, because they're my ancestors and I should've shown respect. Also, who else is lucky enough to learn about the Mayans?! In Norway, where I've grown up and where my other half is from, we never could have learnt about such a niche topic! Therefore, seeing them represented here made me smile, and it is undeniably a crucial chapter of Honduran history and culture to include if you're going to try to represent it. Bien hecho, en serio!! During one of my first visits to Honduras, we saved a baby tapir at night from some hunters that killed its mother. My mother, being a veterinarian, was engulfed in rage at the unfairness that this baby had just experienced. My grandfather, a former Honduran politican, now farmer, agreed to take it in until it could be given to a sanctuary, and during our visit my mother decided to help out my grandfather by nursing the baby tapir back to health. Because of them I am a burning animal rights activist, but I usually keep it to myself. I do my absolute best to boycott whatever corruption exists in the industry. Basically, I love ALL animals, but my absolute favorites are the wolf, the elephant, and pretty much any bird. Macaws are especially beautiful (I have a picture of me holding several of them when I visited a Honduran bird sanctuary), and I never knew that the Scarlet Macaw was the national symbol of Honduras! Maybe it makes sense, because my grandfather used to lift me up at six years old up in a tree so I could feed his "pet" Scarlet Macaw. We named him Paco, and he'd come every morning for some bananas and to mimic our voices, and then he'd leave to do his own things. Eventually he found a mate, Lola, but he sadly died when he was killed by a hawk whilst protecting his nest. I also didn't know that the white bat was native to Honduras, nor that it even existed! All I know about bats in Honduras, is that it's the word most kids pronounce wrong at first. It is no doubt one of the cutest things I've seen in a while, and I love how it's one of Mawkey's companions. Both fun and not-so-fun facts about Honduras casually getting mentioned in the game as you progress, is also a great way to spread awareness about it. Thank you so much, because both our people and our beautiful wildlife need urgent help, yet no one is talking about it. Also, knowing that you are using part of the game's profits to help out animal shelters really touched my heart. You're not only doing important work for the entertainment/gaming industry, but also making this world a better place by using this game's profits for something good. By doing that, you're already far better than the mainstream game developers whom far too often seem to fall for the path to greed. I love how there's a different inspiration for each world you progress to, and that the transitions between each are shown (f.e. the tapir & rocket ship minigames which prevent the game from feeling repetitive). The difference in colors/aesthetics from one background to the next, as well as the glitchy/drowsy effects in this game, allow for a huge variation of moods that can be conveyed. It goes hand-in-hand with the unique soundtrack, which I love. As someone who has done a bunch of pixel art, I find it hard to master, yet the pixel art in this game is beautiful and absolutely do all the characters justice. I don't think I've ever seen a cuter pixel bird, and especially not one I actually felt for as I did for Mawkey! I also love the game's cover art in the store! Rio happens to be my favorite movie of all time, and I couldn't help but think about Blu and Rafaél when I saw Mawkey and Trukki helping each other out! It also made me wonder if Rio was an inspiration for this game, which if it was, would be amazing. One form of inspiration I did see confirmed on the Kickstarter, was Mario, and that was exactly the vibe I was getting, especially when I got to the underwater and beach levels! I played tons and tons of Mario when I was younger, so this was also a thing that hit my wave of nostalgia! When I first downloaded this game, I was afraid that it'd be too easy. But it really wasn't, proven by the fact that I sat for almost two hours in the last boss fight just now. The game had an appropriate difficulty level, and I liked that I had to go about some of the levels as if they were a puzzle. This is also the first time I haven't been able to look up tutorials for a game, which makes sense given that it's so new, but man did it force me to think hard whenever I was stuck on something, lol. All in all, this game is very well thought out, and I am convinced that it was made with passion. Although the controls and duration of some of the narrator bubbles could do with a little polish (as well as enabling the F12 key for screenshots, because it wouldn't let me take any), the biggest flaw was not making this game longer, because this was an absolute joy for me to play - and is no doubt an important game for our community. I am not complaining though because I did love the ending, but oh man how great it would be if this game could become a franchise!! It was so addicting to play, and rightfully so! I am so glad I found Mawkey: The Last Macaw. I have since followed Guerra Pixel Studios on social media, as well as subscribed to your (Eduardo's) newsletter because I am beyond excited to see what else you'll create in the future. A huge applause from me to you all. [h1] Viva Honduras, y Feliz Navidad! <3 [/h1] [spoiler](Also, if there are any Hondurans lurking here and wanting a friend, I'd love to connect with any one of you to practice my Spanish!)[/spoiler]
Really good and fun game based on Honduran community and wildlife.
Que adictivo, me encanta:)
Muy bueno, me encanto la historia y el mensaje que deja, ademas de las incontables mecanicas, lo unico malo es que es muy corto. 20/10 Y GOD B)
Está bastante bonito visualmente, la historia está interesante y la banda sonora me parece acertada en cada nivel. Muy buen trabajo.
es cine un juego con alma y hecho con cariño 1000000000000000000% recomendado
uno de los mejores juegos, mecanicas 10/10/ historia 10/10 y soundtrack un millon infinitooooooo
Mawkey The Last Macaw developed and published by Guerra Pixel Studio is a 2D pixel-art platformer that builds its identity around a blend of classic side-scrolling gameplay and a clear environmental message. Taking control of Mawkey, the last surviving macaw in a world scarred by human impact, players are guided through a series of levels that reflect ecological damage in both visual and mechanical ways. The game doesn’t rely heavily on dialogue to communicate its themes; instead, it uses its environments and obstacles to tell a story about loss, survival, and the consequences of environmental neglect. The core gameplay follows a traditional platforming structure, with an emphasis on movement, timing, and navigation through increasingly complex stages. Controls are responsive and easy to grasp, making the game accessible from the start, while later levels introduce tighter jumps, environmental hazards, and enemy encounters that gradually raise the challenge. The pacing is steady, allowing players to become comfortable with the mechanics before layering in additional complexity. While the platforming rarely becomes overly demanding, it maintains enough tension to keep players engaged, particularly when hazards are combined in ways that require careful positioning and quick reactions. What sets the game apart is how its mechanics are tied to its themes. The environments are not just backdrops but active elements of the gameplay, reflecting issues such as deforestation, pollution, and wildfires. These conditions manifest as obstacles—burning terrain, unstable platforms, and contaminated areas—that players must navigate, reinforcing the narrative through interaction. This integration gives the experience a sense of purpose, as each challenge feels connected to the broader world rather than existing in isolation. Adding to this are the animal companions that assist Mawkey throughout the journey. These allies provide abilities that help with exploration, such as revealing hidden paths or enhancing movement in specific situations. While these mechanics introduce some variation, they function more as supportive tools than as transformative gameplay elements. They add a layer of interest to certain sections, but the overall structure of the game remains consistent, with the core platforming loop largely unchanged from beginning to end. Visually, the game embraces a clean and colorful pixel-art style that emphasizes clarity and atmosphere. The environments capture the vibrancy of tropical ecosystems while also depicting their deterioration, creating a contrast that reinforces the game’s themes. Character animations are simple but expressive, and the overall presentation is cohesive, even if it does not aim for high levels of detail or technical complexity. The aesthetic works well in maintaining readability during gameplay while still conveying the emotional tone of the setting. Despite its strengths, the game’s simplicity can limit its long-term impact. The mechanics do not evolve significantly over time, and the level design, while varied in appearance, follows a fairly predictable structure. For players familiar with platformers, this can make the experience feel somewhat repetitive, especially during extended play sessions. The difficulty level, while balanced for accessibility, may also feel too forgiving for those seeking a more demanding challenge. In the end, Mawkey The Last Macaw is a focused and sincere platformer that prioritizes message and atmosphere over mechanical depth. It succeeds in delivering a cohesive experience that is easy to engage with and carries a meaningful theme throughout its design. While it may not stand out for innovation or complexity, it offers a thoughtful and visually consistent journey that resonates through its simplicity. Rating: 7/10
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Collider | $4.6K | 67 | 69% | $2.99 |
| Desert Gunner | $4.6K | 67 | 42% | $2.99 |
| MiDZone | $4.6K | 67 | 40% | $2.99 |
| Mad Tracks | $4.6K | 303 | 88% | $0.99 |
| Balling Up | $4.6K | 55 | 85% | $3.99 |
| Neighboring Islands | $4.6K | 151 | 77% | $1.99 |