A freeware Metroidvania game chronicling the travels of an adventurous egg. Download it here.As the player progresses through the game, multiple separate paths appear, new powerups are found, bosses are conquered, and the plot slowly develops around your travels.The game has a uniquely cartoony appearance that, though simple, is still endearing and convincing. With a huge number of different environments, many of which are wholly optional, a healthy sense of exploration is definitely rewarded. Oh, and the game is really hard at times, with some jumping segments being pull-your-hair-out difficult.Compare to Craz'd!, of similar gameplay, genre, and aesthetic.
Attack Its Weak Point: Every single boss except one is defeated by dodging its attacks for a little while, then jumping on it or shooting fire/ice at it when it's vulnerable.
A Winner Is You: The ending is nothing but a white screen with something resembling the statue near the beginning of the game congratulating you, followed by a rather cute drawing of the protagonist and the pink bird holding hands, looking out over the sea.
Big Boo's Haunt: the Curtain and the UnderTomb, which feature ghosts as enemies (completely different ones from those important to the story). The latter has entire flocks of them.
Blackout Basement: Dark Grotto, which is so dark that you and the torches only reveal a very small circle. Many monsters that you can't possibly see or expect will hit you, and for huge damage too. And of course, they don't emit light. Thankfully, at least the boss does.
One room in Black Castle is like this, with the lights intermittently dying on you and then coming back. Apparently the endboss is too cheap to replace his damn light bulbs...
Bleak Level: The Bottom has absolutely nothing other than a Heart Container and access to CloudRun. It has no scenery and barely any music — if you could call the background noise "music." You can't escape without warping out.
Bullet Hell: In an odd non-shmup example, most of the bosses in this game flood the screen with projectiles or other hazards in between which you must weave. Some non-boss obstacles qualify as well. The purple...substance falling from the ceiling in one room of BlackCastle comes to mind.
Killer grapes. They are killer grapes. Just ask Raocow.
Cash Gate: Some (fairly early) areas are blocked off by yellow walls with shopkeepers sitting next to them. Closer to Broken Bridge than most examples of this trope: the prices they ask aren't completely extortionate, and the main reason they block your passage is that you can't communicate with them until you hatch.
Convection Schmonvection: Some screens in the Fire Cage contain lava. Despite the fact that, as the name implies, the area is an enclosed space, you will not be hurt unless you actually touch the lava.
Copy And Paste Environments: Averted to a greater extent than is possible in most games, as not even the background graphics are the same from area to area. Rather than having tiled or otherwise regular backgrounds, nearly the entire game world is one continuous piece of hand-drawn (probably MS Paint) art, with every screen therefore having a unique appearance. (The exceptions to this continuity are MountSide and the combined block of BlackCastle and the proper final area, both of which are not directly connected to the rest of the game world and only accessible through portals or save point warping.)
Death Course: Short ones (just a couple screens) are all over the place, as platforming is the main part of the game. There are also some protracted sequences, made tougher with unforgiving save placement sending you back to the beginning if you die.
Also, if you skip the upgrade that lets you warp between save points and then fall into FarFall, which you can't get out of without warping, the upgrade will be waiting for you right next to StoneCastle's first save point.
Disc One Final Dungeon: The Curtain. You need pretty much every powerup you can get at that point just to get in, and it's pretty difficult compared to other areas you've gone through. There's dramatic music and lightning, too...
Disconnected Side Area: The game contains quite a few of them. MountSide and BlackCastle can only be reached through special warps.
Door To Before: Done creatively, though; as the player can find a powerup to teleport between save points... well, you can imagine what's on the other side of every boss.
Double Jump: One of the first power-ups you get gives you one.
Goomba Springboard: While it doesn't make you jump any higher than it normally would, jumping on an enemy regenerates your Double Jump, so you can use an enemy as a platform to get to a higher area, or use enemies to form a "bridge" across spike pits and the like.
Groin Attack: The method you need to use to defeat the boss of SkySand often ends up resulting in this, whether or not you specifically aim for it.
Ground Pound: You gain the ability to perform a ground pound early on by jumping in the air and holding the "down" button. Unlike most examples, your movement is not altered and you can stop the ground pound at any time.
Some players may find it very difficult to figure out how to reach the chamber with the first save point (and a necessary power-up) in SkySand if they have made a certain incorrect assumption about how the warp system works. You don't need to have used a save point to warp to it. You only need to have seen it.
Finding the secret library, which reveals a lot of the game's Back Story and explains the boss of CloudRun.
Locating UnderTomb. The only hint you'll find about the place is found in a book in the library. Even if you do figure out where it might be, it still requires dive-bombing every inch of the land until you suddenly find it.
In the RainbowDive minigame, you earn 10 points for making contact with a star. The game doesn't tell you that you earn 15 points for shooting a star. This trick is required to earn the best reward.
Heart Container: There are no fewer than 95 such items, each one adding 10 Hit Points on to your initial 100. Individually, these aren't that useful, when before long monsters and traps will do upwards of 100 damage. As a result of this, and possibly as a form of mercy, some areas (notably IceCastle) are absolutely stuffed with them.
Inexplicable Treasure Chests: Averted, possibly. There are treasure chests, but they only appear when you stand next to them and they can talk to you. Maybe they put themselves there.
Interface Screw: BlancLand has the screen constantly tilting left and right.
Invincible Minor Minion: The purple ghosts, although unlike the archetypal example these are the most dangerous non-boss enemies in the game. The other kinds of ghosts are straighter examples (but still relatively dangerous), although the green ones can be knocked back by projectiles even though they take no damage. Also, the spike-headed things in IceCastle.
You can reach SkySand relatively early in the game. If you land on the platform and continue exploring, you'll be blocked by a flame that cannot be turned off. Looks like you won't be exploring SkySand for a while...
Go through one warp in the area above the Grotto and you'll end up in an enclosed area in SkyLands. You won't get to explore that world in its entirety until much later in the game.
Nintendo Hard: Some of the bosses are ludicrously hard. Some platforming segments are no joke either.
Noble Demon: The Recurring Boss is one of these refusing trying to kill you till much later than he should, and even wishing you good luck right before he dies from the fight with you
Non-Lethal Bottomless Pits: In MountSide and boss rooms with open spaces at the bottom, touching the bottom of the screen damages you and flings you back upward. Everywhere else, an open space at the bottom means there's another room beneath you. Nowhere are there bottomless pits in the sense that you can fall through the bottom of the game world. (There's even an area called The Bottom.)
Noob Cave: Grotto, the first major dungeon, has very little hazards, is very short, and the boss is pathetically easy.
Oxygen Meter: You have a rather short drowning timer underwater. Fortunately, there is only one real water level in the game; a few other areas contain water but not enough for drowning to be a realistic concern. The timer can be lengthened, though.
The Paragon: The author of the "God Was Inside Us All Along" scroll in the library.
Secret Level, sort of. Many areas are optional and some of them are harder to find than others, though all of them have collectible items like Heart Containers to make the effort worthwhile. And to give 100% Completion people a run for their money. How many areas are optional depends on the difficulty level; Some areas that are optional on lower difficulties are mandatory on higher difficulties because you need more Golden Orbs.
Sequence Breaking: Since you can warp to any save point you've been on the same screen as, even if you haven't gotten to it directly, at least one boss can be skipped to go straight to the goodies beyond, depending on what abilities you've acquired by that point. It's actually possible to completely skip the Disc One Final Dungeon and Climax Boss if you go through Deep Dive or the Dark Grotto instead, but only on Normal or Simple.
Smashing Hallway Traps of Doom: They're much like Thwomps in this aspect — they smash when you get near, only the buffer zone of triggering-it-without-getting-hit is very narrow and the things do huge damage. However, outside of StrangeCastle, you can trigger them by shooting them, and an ice shot will destroy them.
Speaking Simlish: Anyone that speaks to you in text is perfectly legible. However, the Shopkeeper actually audibly speaks to you — in a "blarby buhblarbidyblar blarblar" or "Blarble blah burgerburgerburger" sort of speech.
There's also a boss that screams nonsense syllables when it first appears and when you hit it for the first time.
The Spiny: There are two different types of snail enemies. One is yellow with a red shell and is safe to Goomba Stomp. The other one is blue with a purple shell that protrudes spikes if you get too close. There are also spiked versions of the flying circle enemies, electric fish, and the triangle enemies in BlancLand. The first and third can also be killed with fire, and all of them can be frozen.
Stupidity Is the Only Option: To trigger the boss fight of the Dark Grotto, you have to light the four torches that mark the boss's health, implying you're summoning it or waking it up somehow.
Tactical Suicide Boss: There are quite a few, but probably the most glaring example is the purple eye in StoneCastle which summons gold energy bits as part of its pattern that serve no purpose other than to let you jump up high enough to hit it.
Temporary Platform: Sort of. In certain areas, platforms will slowly fall when you stand on them, so you can't stay on them forever. They hover upward again as soon as you're off them, however. There are also "energy clusters" which disappear as soon as you touch them, but also hoist you into the air upon contact. They do respawn after a few seconds, though. There are also "blue platforms" that only become platforms once they're shot at and only stay platforms for a short while.
The Unreveal: May have been unintentional. The game makes it look like you're going to find out where the ghosts are coming from, what they're trying to do, and why. When you finally meet the primary antagonist you learn the proximate reason why he needs to keep the birds in SkyTown (his ghosts need darkness to operate, and the sun follows the birds), but you never learn what his actual goals are, nor do you ever learn anything about who he is. This would be standard Excuse Plot fare if the game didn't keep leaving Story Bread Crumbs that made it look like there was more to the plot.
Walk, Don't Swim: Your bird player chararacter ain't a penguin to swim in water. He compensate by jumping high.
Warmup Boss: Grotto Red, the first boss, is pathetic. On lower difficulties, the game even tells you to jump on him when he's vulnerable.