

You’ll often find new hats and objects that allow you to perform new abilities, but most of the game’s puzzles are physics-based, requiring moving objects onto switches, for example. Parodies are littered throughout Pikuniku’s world, as well as funny and entertaining minigames such as the dance-off with a robot, which is only accessible once you’ve found something “cool” to wear in order to gain entry to an exclusive nightclub. Most of these are funny and charming, but there are a few that offer genuine challenge, such as Toastopia that provides a more difficult platforming experience, possibly as a parody of Super Meat Boy. You’ll have to make your peace with that and decide whether it’s worth the price of entry, but rest assured that there is plenty of content beyond the main quest, with side-missions and minigames littering the semi-open world. Pikuniku is billed as a 4-5 hour game, though the main story will probably only last you half that time. is giving out free money to the people of the world, only taking a few resources in return, but things aren’t quite as they seem and soon you’ll be dragged into a story of conspiracies and rebellion, as well as a few side-quests that will likely raise a smile. Soon after this introduction however, I found myself exploring the world of Pikuniku and enjoying its simple brand of platforming and its quirky sense of humour. Well, the more I think of it, the more I realise that if I met a big red oval with long, spindly legs, I’d probably want to run in the opposite direction too. Except that Piku is actually a bright red oval with long, spindly legs. You start by jumping, rolling and kicking your way out of your cave in the side of a mountain, before heading down to the village below, where the inhabitants believe you to be a “beast” and flee in fear of your terrifying form.
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Pikuniku is a side-scrolling, 2D platformer set in a colourful world full of wonderfully weird characters. Pikuniku revels in its bizarre nature, from the very beginning when Piku is awakened by a ghost inside a cave, all the way to the game’s amusingly odd ending. That’s not to say that it needed to make sense for it to work.
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Who would have thought, then, that a game with a visual style resembling the PSP classic LocoRoco, coupled with the humour of Katamari no less, would come with such a dystopian flavour? I’m not sure why I went with the food metaphor, but then, I never found my time with Sectordub’s Pikuniku actually made sense either. Dystopian tales are often depressingly “mature” games, aren’t they? Usually covered in a crispy coating of drab, dark visual styles, to boot.
