
The world's first minesweeper shooter. Identify infected cells, peacefully clear your way around them... or shoot 'em down and face the consequences.
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Languages: English
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An amazing game that I've already poured dozens of hours into on the Itch.io version. It's fun to strategize when to try and send off an immune cell or an infected cell and balance spending money for more survival or try and test your skills by forgoing upgrades so your vaccine at the end of the run can be given to more people. The virus combination system also keeps things fresh with different types of color combinations changing how you engage with every battle when you do inevitably pop a virus infested square, giving you combos such as high HP bubble launchers or gas capsules that can go invisible, or charging virus' that can teleport. The only thing I can knock against the game a lack certain quality of life features that would be really helpful, such as quitting in the middle of a level, or being able to toggle when you can use certain upgrades, like the cell marker. I'm one to get stuck in narrow corridors with the cell marker and having to bump back against the cell I've marked or unmarked on accident. 8/10, really great recommendation, wouldn't really recommend waiting for a sale unless you're exceedingly cheap for any reason.
A fun little game, basically a more fun Minesweeper with some extremely challenging combat in a single level. Great for the price, took me 20 hours to 100% it.
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Hours played at review time, across 36 reviews with recorded playtime.
A truly great game design is one that makes someone wonder how they haven't seen a game like this before. Shooters often require players to surgically weave between enemy projectiles, but they allow you to spray wildly if it allows you to survive. Precision in those games comes from memorizing enemy formations to maximize scoring. In Metavaxx, that's turned on its head - all twenty-five of these levels were hand-designed, with some of the largest having truly bizarre shapes for pieces that really make you slow down to examine which piece is touching more than the number of infected cells it displays. You'll have to work your agent deep into these narrow crevices, which really drives the point of the game's emphasis on surgical precision. There's so much tension in blowing up the wrong cell and then scrambling and weaving back out so you don't get clobbered by the twenty viruses that go everywhere, trying not to get swallowed up by sulfur fumes or by oxygen bubbles. As much as the game stresses you to learn which cells are and aren't infected, some are entirely locked in by other cells, making fights inevitable. My only complaint of the game is that while the concept of choosing one of six different manufacturers for the vaccine is interesting, only half of them seem valid. If you're a good enough player at figuring out where the infected cells are, then one of the manufacturers becomes useless, the one that gives you the chemical marker. Another one gives you a 100% power increase but with the tradeoff of no cells being marked with numbers at all, which works against the entire point of the game. I'm amazed at the enemy variety from just ten different molecules, since sometimes they can come out as big a cluster as eight pieces, so you could have one that briefly puts up a shield when attacked, aggressively pursues you when attacked, and then explodes in sulfur when defeated, which can be a nightmare in cramped spaces. There's enough variety in the evolutions to keep gameplay interesting, too, they make for the easiest achievements. This is a really cool game overall, I can't recommend it enough, and just like the infection, I've been spreading the word about this game to get more people to check it out.
An interesting minesweeper/shmup hybrid, it's mediocre at both of those aspects but eventually it clicks that they are just means to approach the real objective. Your goal is to pump as many points out of 'samples' (levels) as you can and you do that by leaving the largest pile possible of one of the two cell types. If there's fewer mines than safe cells, then it's better to play reverse minesweeper and ignore as many of the safe cells as possible. If I had to give a criticism, it's that optimal play gets boring. You can get upgrades but they come at a penalty to your score. You can reduce or remove that penalty by leveling, but levels are limited and you need those to remove the base penalties. Usually the point of upgrades is to make the game feel better, so it's annoying when the game taunts you that you're not doing the equivalent of a level 1 no armor playthrough. Speaking of base penalties, it'd be nice if we could easily tell how much a reduction/increase in cost or the removal of a side effect would help our score. The manual gives us some numbers but doesn't tell us the calculation so it's hard to tell how '65% distrust' will interact with the number of side effects. Still, it's a nice change of pace if you're used to both of the base genres. Just keep in mind that the board game-like campaign is the actual game and it's more enjoyable.
yes very good yes
A fun minesweeper clone with twin-stick shooter and roguelite elements, a game that I've had a lot of fun playing so far. You've definitely gotta know how the original Minesweeper works to play this well, but the combat is simple enough to grasp and the tools they give you let you handle most combat situations with relative ease. Which is a good thing, because like in the original Minesweeper, there's a lot of guesswork. Guesswork in this game ends up with increasing amounts of enemies appearing, which in the later levels can mean you've gotta prepare for a lot of fighting. This is much more preferable than losing immediately due to guesswork like in Minesweeper, and makes the game less stressful that way. Occasionally you end up in situations where, due to how many "mines" there are, or even just the layout of the stage, you must open up an infected cell to progress. If the combat didn't feel as smooth as it did then I'd probably not enjoy it as much as I do. The enemy variety offers an extra sense of danger to the encounters, especially when you're first learning what they each do. The levels also often mix two or more colors for tons of enemy variety. Those dark green cells are vicious. The puzzles taking place in labyrinths that look like various cell structures is a very fun twist on the original puzzle of minesweeper. You've really gotta study the tiles to make sure everything lines up since they're all big blobby shapes, and the stages being endless loops of the same small board makes the levels feel massive even when the amount of cells actually present is relatively small. Each puzzle can take some real thinking if you want top avoid combat, but as aforementioned, messing up isn't the worst deal. The graphics and sounds are great. Absolutely love all the music, and the faux-crt with the blobby shapes makes it feel like I'm looking at a screen displaying a microscope output or something. The menus being all minimalist and medical is also fun. Definitely recommend this game if you like twin-stick shooters or minesweeper or both. Worth the money it asks for.
Excellent minsweeper/twin stick shooter mashup.
I played a lot of this when it came out on itch.io some time ago and got a free steam key from there for already owning the game. Punkcake has a real knack for making arcadey games that don't require a ton of explanation to start playing, but turn out to have a lot of depth as you keep playing and come to better understand the mechanics and the strategy that emerges from them. Metavaxx is a great example of this! The decision processes about whether to go for the infected or uninfected cells, whether to take an upgrade or skip to keep costs low, when to attempt which samples, and how all these decisions vary as you get further along and the samples get more infected all scratch some kind of itch in my brain, and all the systems are robust enough that making a poor strategic decision or a bad minesweeper guess doesn't ruin you, it just leaves room for improvement next time. That said, the level of challenge on a particular sample can be very high, especially early on when you might not have the sort of loadout you're aiming for (but personally I'm still losing samples here and there even toward the end of the game), keeping you on your toes all the way through. The most significant criticism I have of the whole game is just that the menu controls are unorthodox. Clicking the mouse to select the option that the keys have selected, rather than where the user is clicking, is something that comes to feel normal after a while, but is definitely a strange thing to run up against when you're just starting out, and adds a sort of clunkiness for a new player that I don't think is intended at all. Overall I absolutely love this game, and have never regretted supporting Punkcake on patreon; this is the first of their games I picked up, but the level of quality in the games they've released since this one has remained consistently excellent.
Metavaxx, developed and published by PUNKCAKE Delicieux, is an inventive hybrid that combines methodical puzzle-solving with real-time action in a way that feels both unusual and surprisingly cohesive. It takes inspiration from classic grid-based logic games and reframes them within a dynamic, roguelite structure, asking players to think carefully while moving quickly. The result is a game that constantly pulls you between caution and urgency, rewarding those who can balance both without fully committing to either extreme. The gameplay unfolds across a series of grid-like arenas representing contaminated environments, where each tile holds potential risk. Much like traditional deduction-based puzzle games, players are encouraged to read patterns and infer which spaces are safe and which conceal danger. However, instead of slowly uncovering information at your own pace, you are actively navigating the grid in real time. This transforms what would normally be a calm, analytical experience into something far more intense. Every movement carries weight, as stepping into the wrong space or misjudging a situation can quickly spiral into failure. What sets Metavaxx apart is how it integrates combat into this framework. Players are not limited to passive deduction; they can directly engage threats using a range of tools, clearing dangerous areas at the cost of potentially damaging the surrounding grid. This introduces a meaningful trade-off between precision and force. Playing carefully preserves more of the environment and leads to stronger outcomes, but it also requires patience and confidence in your deductions. Acting aggressively can simplify immediate problems, but often comes with long-term consequences. This constant tension gives the game a distinctive rhythm, where success depends on knowing when to slow down and when to act decisively. The roguelite progression system adds further depth, shaping each run through a series of upgrades and modifiers. As you advance, you gain access to abilities that alter how you interact with the grid, whether by improving survivability, enhancing offensive options, or providing new ways to gather information. These choices allow for different playstyles to emerge, encouraging experimentation across multiple attempts. The randomized structure ensures that no two runs feel exactly the same, even though the core mechanics remain consistent, giving the game a solid degree of replayability within its compact scope. Pacing plays a crucial role in maintaining engagement. Individual sessions are relatively short, but they are dense with decision-making, requiring sustained focus throughout. Early stages introduce the fundamentals at a manageable pace, but the difficulty escalates steadily, presenting more complex scenarios that demand a deeper understanding of the systems. This gradual increase in challenge feels well-structured, though it can be punishing for players who struggle to adapt to the game’s dual nature. The need to simultaneously process information and react in real time is what defines the experience, but it is also what makes it demanding. Visually, Metavaxx adopts a clean and colorful pixel-art style that emphasizes clarity. The grid is easy to read, with distinct visual cues that help players quickly identify different elements, which is essential given the speed of play. The aesthetic is simple but functional, aligning with the game’s focus on mechanics rather than presentation. Audio design complements this with energetic, looping tracks that reinforce the sense of urgency without becoming distracting, helping to maintain the game’s pace and atmosphere. Despite its strengths, the game’s unconventional design can make it difficult to approach. The combination of logic-based gameplay and real-time action is not immediately intuitive, and the lack of extensive guidance means that players are often left to learn through trial and error. This can make the early experience feel disorienting, particularly for those expecting a more traditional puzzle or shooter format. Additionally, while the core idea is strong, it does not evolve dramatically over time, which may limit long-term appeal for players seeking a broader range of content or mechanics. In the end, Metavaxx stands out as a creative and tightly designed experiment that successfully merges two very different styles of gameplay. It offers a challenging and engaging experience that rewards both careful thinking and quick reactions, delivering a gameplay loop that feels fresh even within a small package. While it may not appeal to everyone due to its difficulty and niche concept, it provides a memorable experience for players willing to engage with its unique design. Rating: 7/10
I do recommend. Controller works really well on this. I like how there are unlock able starting traits. It only took me a few games and everything was unlocked, so I really don't see why others complain about the chemical marker starting trait being locked at the start.
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