Compara los precios de Alien Spidy en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Enigma SP. Publicado por Kasedo Games. Lanzado el 20/3/2013. Disponible en PC, Mac. Géneros: Action, Adventure, Indie.

Adorable on the surface, quietly brutal underneath: a momentum-based web-swinging platformer that will charm you in the first five minutes and test your patience for the next several hours.

I want to root for Alien Spidy. I really do. The little six-legged extraterrestrial has expressive, readable animations, a cartoon world built from lush forest canopies, shimmering pond surfaces, and cave crystals that catch the light in ways that feel genuinely handcrafted. The premise is modest and sweet: Spidy crash-lands on Earth while searching for his missing friend Virgi, and now has to pick through roughly 70 levels across four distinct environments to piece his spacecraft back together. On paper, and in the first ten minutes, this is exactly the kind of small-studio platformer I love to champion. The core loop is built around momentum physics: run, jump, shoot your web at anchor points to swing, chain orb pickups for combo bonuses, and reach the exit as fast as possible. Your score bleeds away in real time whenever you are not collecting, and every death subtracts a further chunk of points. The pressure is constant and deliberate. Power-up orbs scattered across stages grant temporary abilities like super jump, super speed, and a water shield, and the level geography shifts across a forest, a pond section, a cave system, and space, each introducing new hazards and obstacles. On its best runs, when the swing timing clicks and you thread a narrow gap between thorns and a dive-bombing bat without breaking your combo, the game produces a brief, electric satisfaction. Those moments exist. They are not imaginary. What undermines them is a control scheme that never quite earns the trust a game this demanding requires. Web-shooting is mapped to a right-stick flick on a gamepad, with no aiming reticule to guide the throw, and the web anchor zones are frequently smaller than they appear. The result is that a meaningful percentage of your deaths will feel imposed rather than earned. Jumping has its own quirk: Spidy can only leave the ground while in contact with the terrain, and the physics engine occasionally bounces him clear of the surface on gentle slopes, swallowing the input entirely. Keyboard and mouse controls actually include an aiming reticule for the web, which makes the omission on gamepad feel like an oversight rather than a design choice. On top of the control friction, progression from one world to the next is locked behind a cumulative star threshold. Stars are earned by hitting score targets on individual levels, and those targets are genuinely steep. Players who do not replay levels will hit a wall well before the cave section. The presentation is where the craft shows most clearly. The 2D backgrounds pop with colour against darker foreground layers, and the mixed 2D-and-3D rendering gives the world a slight depth that suits its miniature sense of scale. Enemies like bats, ants, fish, and toxic mushrooms are sized against Spidy in a way that quietly reminds you how small and fragile he is, which is a quietly effective bit of world-building. The soundtrack is upbeat and inoffensive, sitting in the background without demanding attention. It does not linger the way a truly memorable platformer score does, but it also does not grate during the inevitable repeat attempts. Alien Spidy lands somewhere painful: close enough to something genuinely good that its shortcomings feel like loss rather than incompetence. Players who have made peace with the idea that some deaths will be the game's fault, and who find satisfaction in replaying short stages for marginal score improvements, will find more here than most reviews suggest. If your tolerance for imprecise controls runs low, the frustration arrives fast and rarely lets up. The soul of a lovely little platformer is in here. It just needed tighter web physics to let it breathe. Kai, Scout Team

Alien Spidy

Alien Spidy

20 mar 2013Enigma SPKasedo Games
GamerScout opina

Adorable on the surface, quietly brutal underneath: a momentum-based web-swinging platformer that will charm you in the first five minutes and test your patience for the next several hours.

PCMac
ProtonDB Gold
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€0.00
en N/A
Mínimo histórico: €0.14

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Acerca de Alien Spidy

I want to root for Alien Spidy. I really do. The little six-legged extraterrestrial has expressive, readable animations, a cartoon world built from lush forest canopies, shimmering pond surfaces, and cave crystals that catch the light in ways that feel genuinely handcrafted. The premise is modest and sweet: Spidy crash-lands on Earth while searching for his missing friend Virgi, and now has to pick through roughly 70 levels across four distinct environments to piece his spacecraft back together. On paper, and in the first ten minutes, this is exactly the kind of small-studio platformer I love to champion. The core loop is built around momentum physics: run, jump, shoot your web at anchor points to swing, chain orb pickups for combo bonuses, and reach the exit as fast as possible. Your score bleeds away in real time whenever you are not collecting, and every death subtracts a further chunk of points. The pressure is constant and deliberate. Power-up orbs scattered across stages grant temporary abilities like super jump, super speed, and a water shield, and the level geography shifts across a forest, a pond section, a cave system, and space, each introducing new hazards and obstacles. On its best runs, when the swing timing clicks and you thread a narrow gap between thorns and a dive-bombing bat without breaking your combo, the game produces a brief, electric satisfaction. Those moments exist. They are not imaginary. What undermines them is a control scheme that never quite earns the trust a game this demanding requires. Web-shooting is mapped to a right-stick flick on a gamepad, with no aiming reticule to guide the throw, and the web anchor zones are frequently smaller than they appear. The result is that a meaningful percentage of your deaths will feel imposed rather than earned. Jumping has its own quirk: Spidy can only leave the ground while in contact with the terrain, and the physics engine occasionally bounces him clear of the surface on gentle slopes, swallowing the input entirely. Keyboard and mouse controls actually include an aiming reticule for the web, which makes the omission on gamepad feel like an oversight rather than a design choice. On top of the control friction, progression from one world to the next is locked behind a cumulative star threshold. Stars are earned by hitting score targets on individual levels, and those targets are genuinely steep. Players who do not replay levels will hit a wall well before the cave section. The presentation is where the craft shows most clearly. The 2D backgrounds pop with colour against darker foreground layers, and the mixed 2D-and-3D rendering gives the world a slight depth that suits its miniature sense of scale. Enemies like bats, ants, fish, and toxic mushrooms are sized against Spidy in a way that quietly reminds you how small and fragile he is, which is a quietly effective bit of world-building. The soundtrack is upbeat and inoffensive, sitting in the background without demanding attention. It does not linger the way a truly memorable platformer score does, but it also does not grate during the inevitable repeat attempts. Alien Spidy lands somewhere painful: close enough to something genuinely good that its shortcomings feel like loss rather than incompetence. Players who have made peace with the idea that some deaths will be the game's fault, and who find satisfaction in replaying short stages for marginal score improvements, will find more here than most reviews suggest. If your tolerance for imprecise controls runs low, the frustration arrives fast and rarely lets up. The soul of a lovely little platformer is in here. It just needed tighter web physics to let it breathe.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Precision PlatformerMomentum-BasedScore AttackWeb-SwingingPhysics PlatformerStar GatingOrb CollectionController Required

Requisitos del sistema

Mínimos

OS
Windows XP SP3 (1GB RAM) / Windows 7 / Vista (1.5 GB RAM)
Memory
1 GB RAM
Graphics
Intel HD 3000 / Geforce GT 540M
DirectX®
9.0
Processor
Intel Core 2 Duo 1.86 GHz
Additional
Minimum Spec is assuming you will use a resolution of 848x480, with no antialising, giving a performance of 60FPS. OS Windows Service Packs are as follows; XPSP3 – Vista SP2 – Win7 SP1
Hard Drive
2 GB HD space

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Información del juego

Desarrolladora
Enigma SP
Distribuidora
Kasedo Games
Fecha de lanzamiento
20 mar 2013

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¿En qué plataformas está disponible Alien Spidy?

Alien Spidy está disponible en PC, Mac.

¿Cuándo se lanzó Alien Spidy?

Alien Spidy se lanzó el 20 de marzo de 2013.

¿Quién desarrolló Alien Spidy?

Alien Spidy fue desarrollado por Enigma SP y publicado por Kasedo Games.