
Skeletons are brilliant. Their clickety-clacking, rattle-me-bone structures are unambiguously fun to look at, and – best of all – no matter how terrible the fate of the fleshy prison surrounding a skeleton, they always look really happy. It's always a treat to dive into a game like Skelattack that features skeletons so heavily, and even better when the game turns out to be kinda fun.
Taking control of the chillaxed cadaver Skully, you'll need all your wits about you to repel the invasion of human heroes, an endeavour which amounts to a whole lot of jumping, climbing and sword-swinging. The game's immediate feel is somewhat reminiscent of the excellent Guacamelee and its sequel, with somewhat weighty character movement but little in the way of momentum.
Skully can double-jump and climb walls, but the way you do the latter is initially unintuitive. Rather than the traditional method of pushing against a wall and hitting jump – or even the more technical Super Metroid method – you can ascend simply by pulling away with the analogue stick. Think Mega Man X, but without having to press the jump button. It's weird and takes a little getting used to. Worse yet, you'll most likely lose lives attempting to correct a descent only to jump off a wall and into hazards.

Once you nail the movement, it's a lot of fun to get around, but the game doesn't ease you into the action at all. The challenging platforming sets up a rather skewed idea of what Skelattack's extremely banal fighting is going to be like. Then you actually face an enemy and they're pretty much pathetically weak, which causes a pretty big disconnect in the game feel. What we have here is rough, tough platforming mixed with combat so simplistic that it's weird they even included it.
This dichotomy, unfortunately, defines the whole experience – Skelattack is exceptionally generous with its checkpoints, but won't hesitate to put you through some extremely demanding scenarios. Sadly, the vast majority of the challenges seem to rely on enormous numbers of instant-kill spikes all over the floor, ceiling and walls; you'll make tricky leaps between them, wall-jump past them, or – in a particularly frustrating early segment – your little bat friend, Imber, will fly you between them while pouring water disrupts your air control.

Compounding this frustration, getting killed causes you to drop some of the collectable gems you're carrying, which will remain where you died for you to collect again. Sound familiar? The problem is, re-collecting them often means getting perilously close to the spikes – and it will be spikes – that one-hit killed you in the first place, often leading to repeat deaths and real annoyance. The thing is, though, those gems you'll find yourself dropping are tied to health upgrades, which don't help against the spikes in the slightest.
It's not that Skelattack is too hard, it's just very inconsistent; spikes kill in one hit, sure, but arrows don't? Swords don't? Giant spinning blades don't? It just means we found ourselves deliberately taking hits to run through enemies rather than waste time fighting them, or didn't bother avoiding traps that weren't instant death because there are multiple checkpoints per screen anyway. We found ourselves wondering who Skelattack was actually for. It's somehow too easy and too hard at the same time, which is kind of fascinating when you really think about it.

In terms of presentation, Skelattack is also a bit of a mixed bag. It's pleasant enough to look at and you'll never confuse foreground for background elements, but it's a touch by-the-numbers. Compounding this visual flatness, there's also something a little weird going on with the framerate; it's not that it isn't locked down in terms of output, but it's curious as to what exactly it's locked down to, with the movement, animation and scrolling feeling somewhat choppy and unsatisfying. The music went in one ear and out the other, too; it's inoffensive but completely unremarkable.
All this negativity makes Skelattack sound worse than it is – the game is perfectly playable and often genuinely enjoyable, but we felt like it wasn't quite sure what it wanted to be. The interaction between Skully and Imber is cute (if a little overdone), the Metroidvania-lite exploration is neat, and the general loop of defeating bosses to gain powers is always a treat. But the game's identity crisis is a major source of consternation and means it'll linger in the memory due to irritation rather than your feeling any kind of warmth towards it.
Conclusion
A strange little thing, Skelattack seems to lack confidence in itself, wanting to be one of those hard-as-nails "masocore" platformers while not really committing to the tight design that defines that subgenre. As a result, it's a game that'll make you seethe with frustration not from deliberate and challenging level design, but from sloppily-constructed traps that seem to think such things are excused by a multitude of checkpoints. It's definitely not a disaster, but Skelattack leaves a lot to be desired.
Comments 28
When was the last time anyone willingly bought a Konami game? I'm guessing MGS 5 right? They suck now!😜
@Zeldafan79 Do Anniversary Collections count?
@Zeldafan79 COUGH Super Bomberman R COUGH
@Zeldafan79
"When was the last time anyone willingly bought a Konami game?"
Me. 😀
Dance Dance Revolution, Para Para Paradise, DrumMania, Beatmania IIDX, Pop'n Music, etc. All those games are mostly on PS2 and PS1.
I still love Dance Dance Revolution from Konami even the game is already 22 years since October 1998. I am a huge fan of DDR series.
Konami lost their maestro a lot since 2013.
DDR without Naoki Maeda felt completely different.
The newest DDR (DDR A20) actually have a good concept but the newest songs they added mostly suck or not as good as old DDR.
Oh, i play Gitadora (Drum) Nex+age (newest Gitadora) too at my local Game Arcade.
Ahh that’s a shame. Looked interesting and it’s an actual Konami game! But yeah, removing this from the wishlist, in this genre it has to be something pretty special to get a buy from me now
@Zeldafan79 Rocket Knight Adventures on the MD back in the day.
Well I'm disappointed, but not surprised, because remember, no matter what they're making, it's still Konami.
But hey, prove us wrong Konami.
It’s not even made by Konami, they’re just publishing it. But hey, whatever suits your narrative.
@TheLightSpirit Yep it's a great little game, very clever with some nice play mechanics.
Kojima will be turning in his grave.
I noticed the weird framerate issue too when looking up footage of the game, so I did some research and found that the developers intentionally locked the game at 35 fps because they thought it made the game look better. WTF?!?! I immediately lost all interest in the game because of that.
@TheLightSpirit That's to stop people leaving one-word replies, which is also annoying.
@nessisonett Yeah, I was about to say - Konami is just the publisher here.
@TheLightSpirit Konami published this, it didn't develop it.
When its on a sale I will get it
@TheLightSpirit No problem!
@Anti-Matter I think he may have meant recent Konami games.
@Zeldafan79 ISS64 - great game of sockball
Poor marketing and support from Konami. Would be super peeved as the developers who spent months making the game
@Mrnotultra Start off with TMNT Collection or Metal Gear Collection.
@Zeldafan79 the last few games I bought from Konami were the remake of Metal Gear Solid it was absolutely brilliant and brought it up to date. What an update of a classic. I also got Symphony of the night remastered for Switch. I recommend a download. Also they did that tmnt compilation of SNES and megadrive was awesome . . . . . No wait sorry wrong timeline! X x x
Well that's what happens when your entire company now relies on an indie game for success.
@Zeldafan79
Castlevania LoS 2
@Kang81 Underrated game, that is.
I’ve read other good reviews on this though. Might still be fun, if on sale.
@Orpheus79V
Yeah, I just got around to finally playing it as it was a casualty of releasing shortly before the current gen systems. It was added to my backlog and I just never got back to it. I still prefer the original LoS, it was such a good game and had an amazing story. I still feel bad for Gabriel. 😞
Came here because of the wall jumping. The weird delay, and the fact that you can stop mid jump, meaning you never even hit the next wall and then fall...I just don't get it.
So many games have already done this mechanic and it's been near perfected. Why make it worse...it's like a fake difficulty adjustment.
@RPGamer your invited! It’s wonderful here isn’t it? All those Konami arcade classics on tap. Always wanted to play that aliens arcade game, and the simpsons! I wonder and hope that they will resurface one day. symphony of the night is now in my top 10. Surely someone somewhere is developing a msg solid remake. Xx
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