
After a psychologist visit goes terribly wrong, you find yourself trapped in the mind of a game developer on the brink of physical and emotional burnout during the final stages of an intense project. Experience a metroidvania-lite drenched in anxiety and based on a very true story.
Modeled estimate, not a reported figure. How we estimate →
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About
After a psychologist visit goes terribly wrong, you find yourself trapped in the mind of a game developer on the brink of physical and emotional burnout during the final stages of an intense project. Experience a metroidvania-lite drenched in anxiety and based on a very true story.
Help Fletcher Howie Jr. escape his mental prison and save the day!
Based on a true story and definitely inspired by real events
Upgrades, weapons, bosses, enemies and all that jazz
Contains story*
Have you ever seen a honky-tonk man as naked as the day he was born? Contains full frontal pixel nudity!
Completely free of jazz fusion!
Procedurally generated metroidvania, whatever that means.
Do you like movies about gladiators?
これが読めれば日本語が読める。
(* This game is not recommended for anyone with a peanut allergy)
But hey, not down with anxiety? All of the points above can be completely skipped as you plow your way through another tight platformer with killer mechanics (meaning you can kill basically anything that moves), a banging chiptune soundtrack from the legendary Dunderpatrullen, and more pixel art than you can possibly stomach!

What is this?
This is a prototype of a game we originally created back in 2020, also known as the best year ever. We decided back then to not make this game but now we’re back more broke and desperate than ever and we’re ready to make this thing a reality. To make sure this game will be a success, we asked three friends of ours and at least one of them was very excited, one didn’t reply and one said we should get real jobs instead and stop calling him.
Is this a procedurally generated metroidvania?
Honesty is very important to us and when we're writing this we're not sure exactly what procedurally generated means. But what we've done is that we have a huge amount of different made rooms and each session they randomly appear so every turn is different!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Swedish, French, Italian, German, Portuguese - Brazil, 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
Really wanted to like this one, as I have 100%'d both Alwa games and was looking forward to more from this team. First, the good. The graphics are very polished; the bosses in particular are well done. Also, a couple musical numbers (although not my genre of choice) have some considerable production values behind them. All in all the creative direction is very fresh and drew me in. Unfortunately, it's clear this team ran out of money and/or ideas. The game is incredibly short. I beat it in about 3 hours. For a game of this price, I expected more. This is due to three reasons IMO: 1) Lack of content. Each enemy shines in their own right, but unfortunately the difficulty doesn't really ramp at all during the game. Since each room is constrained to a single nonscrolling screen, since there isn't sufficient screen space to present combinations of enemies that present any increasing difficulty. I found little reason than to skip through the endless droves of repetitive enemies onscreen. Perhaps if there had been an incentive to actually attack them (such as an experience or currency system to purchase/unlock items), it could have been more interesting. 2) lack of metroidvania elements. There are only three upgradeable abilities, and two of them I never used at all in the game other than a couple areas I needed the ability in order to progress. At no time did I have to backtrack in order to figure out how to apply a recently collected ability; everything was laid out in a relatively straightforward manner that led to more of an action game experience than an open world. 3) Lack of immersion. Despite the team's best attempt (and they clearly seemed to had fun making this game), none of the characters drew me in. The story overindulged in self parody and didn't really connect. The only character you regularly see was the shopkeep, but 90% of his appearances, the exact same dialog is presented. The characters often went into potty humor which I found a little grating. Their previous Alwa games had heart to them, and I was sorry to see this jettisoned in place of an attempt to force humor. All in all, I expected more. It was branded as a megaman inspired metroidvania, and while I can technically see how those two inspired this game, it failed to have enough meat on the bone to really offer anything new and exciting to me in terms of either genre. I hate typing this since I really want this team to succeed and deliver Alwa 3, but they need to step up their game if they are to stay connected with increasing expectations of this crowded genre.
I can't say I had fun with this one. The writing in particular is so cynical and sardonic, without getting any laughs in return. It feels like there's contempt for everyone and everything under a thin layer of sarcastic wackiness that makes it difficult to become attached to anything. The gameplay is serviceable but never feels like it evolves, and the art is clean but rooms feel so samey that everything blends together (I think the randomized rooms contribute greatly to this as well). I'm a fan of the Alwa games, so I'm disappointed by this one.
Game is really challenges your platforming skills, your movement and most of all...... you patience. VERY Fun game Feels and move good. Funny dialogues and weird maps makes the game like a fever dream.
A nice, quick game with great graphics and soundtrack. The first main section can feel repetitive, but once you unlock your first ability, everything clicks into place and the gameplay opens up. The story is humorous, though the humor may border on crude a few times (nothing beyond South Park levels, though). There are a few rough edges that may be ironed out over time. Currently, there’s no option to rebind keys, and when you pick up a new ability, there’s no on-screen prompt (besides the dialogue). There's aren't a lot of enemy and traps types currently, but this may expand. You only have up to two hit points at a time (one with the hat and one without). This usually works okay since hats are often placed in side rooms, but it does make bosses with large health pools feel damage-spongy by comparison. The cutscenes and cinematics are well done. The highlight for me was fighting a possessed flying car while piloting a UFO.
At the current state it is in, it is hard to recommend this to anyone. Visually though, it is great. It is charming enough to make me take interest in the characters; the environment is varied as well, and the pixel style is done well. However, it is not enough for me to tell even pixel-style loving players to pick this up at the state it is in. The challenge is fine for the most parts, however the lack of rationale to the enemy placements is what frustrates me the most. Even with Assist Mode to help me avoid the runbacks, there are area variations that are not incentivizing to complete where it often forces the player to break momentum, something that is bothersome to platform games. Not to mention, the unclear hitboxes for both the player and the enemies, without providing much leniency, is really frustrating as well, especially in bosses. Still, It can be improved. Again, the thing that gripes me the most is the lack of visual feedback and game element variation. To add even a miniscule of UI elements would alleviate the monotonous loop of the game and add layer to the visual elements of the game. Additionally, hit indicators that are not just sprite flashing can improve the overall feel of the game such as visual effects or controller vibration. The environment, although the areas are well thought of and designed, feels more like boxes than actual areas. It's not as exciting to explore different routes if the thing I only want to see is the exit. It should feel like exploration, may it be having one long area, or add scenic routes that give the players time to think about what to do next. Speaking of what to do next, the UI is REALLY important, especially in objective setting. Exploration purely driven by curiosity dies really quickly, and if it's not clear what the next objective is, even in the boss room, it will give the players doubt in whether or not they did the right things or not, which can totally kill momentum. To reiterate, this aspects can be improved, and if these can be addressed, then it would help to be recommended later down the line.
It's fine.
Great game! Challenging, good level design and with some gags that made me laugh
I love the art style and and the puzzle solving aspect of the game. Room per room you think about how to kill all enemies as fast as you can. Sometimes I go back to some rooms to try the puzzle again and kill the enemies as efficient as possible. It's a game that really needs a lot of patience and thinking to do and not just a mash a button and win game. Will be continuing the gameplay more.
Overall. I find it super fun and stimulating. It is reminiscent of the classic Megaman games and the sprites are just as good. The soundtracks were spot-on too, headphones is a must while playing. As a metroidvania fan I love that the the humor is playing a huge part in the storytelling. I think that adds a unique value and personality to the game as one play it.
Short but fun.
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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.
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