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Video Game / YANKAI'S PEAK.

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YANKAI'S PEAK. is a puzzle game by Kenny Sun. To solve each level, you must move regular tetrahedrons to the corresponding colored tiles... but you are only in control of the blue one.

Luckily, you can not only step along the tiles, but pin yourself to a corner to shift between them and push other pyramids around.

You can buy the game on the App Store here, or on Steam here.


YANKAI'S PEAK. provides examples of:

  • 100% Completion: Full completion of all levels in all previous Parts (as well as the first 11 out of 12 Part VII levels in order) is required to play the last level and beat the game.
  • All the Worlds Are a Stage: Part VI uses all of the game's previous mechanics, with the slippery tiles being the most common.
  • Antepiece: Proper, basic introduction to each mechanic is required to access genuinely challenging puzzles that use it.
  • Block Puzzle: Virtually every level counts as one, where you push other pyramids to make sure all colored tiles are occupied by the corresponding pyramids.
  • Bubblegloop Swamp: Part II is a rather dark area with a watery yet stagnant atmosphere.
  • Color Contrast: Part VII has the same tile pattern as Part I. However, the original colors of white and black are swapped, along with blue and red (so you uniquely control the red pyramid, while the octahedrons and other pyramids are blue).
  • Completion Meter: For each level in a Part that is completed, a new tile will be placed to bring you closer to access of the next Part.
  • Cool Car: One level in Part VII is shaped like a car meant to have the blue octahedrons for wheels; it's fittingly titled "YANKAI'S FLING".
  • Credits Gag: The introduction and end credits feature many names similar to that of the game's developer.
  • Danger — Thin Ice: If you step onto a slippery tile, it will break off the board, the pyramid you're controlling will fall with it, and you will be forced to undo your blunder.
  • Developer's Foresight: If you achieve 100% Completion on a Part without doing so on a previous Part, the former Part's Hub Level will remain accessible until the latter is fully completed as well.
  • Floating Platforms: Floating pyramids act as Part II's main mechanic. They can fill colored tiles while floating, can be stepped on by the player pyramid, and do not slide on slippery tiles or fall upon being pushed above the board. A flatter variant, upon being stepped on, is "stamped" onto the board as a tile.
  • Frictionless Ice: Slippery tiles appear in all levels in Part III and Part VI. Any pyramids that shift onto them will keep rotating until they either fall off the boardnote  or reach a non-slippery tile.
  • Get on the Boat: If you fully complete a Part, you will be forced into the next one's Hub Level.
  • Hub Level: Each Part has a different one with all unsolved levels.
  • Palmtree Panic: Part IV combines a somewhat fluorescent color scheme with a calming ambience of beach waves.
  • Permanently Missable Content:
    • The game's intro cannot be replayed once completed, and each Part's Hub Level cannot be accessed once it and all previous Parts are fully completed.
    • However, there is a separate levels menu that causes solved puzzles to avert this.
  • Shifting Sand Land: Part V's dark brown tiles and ambience of arid winds fit this area.
  • Slippy-Slidey Ice World:
    • Part III introduces slippery tiles that resemble black ice, and it has a windchill-like ambience.
    • Part VI also has numerous slippery tiles, and its signature tile pattern gives off the impression of a snowy boreal forest.

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