
Aborigenus
A primal-world platformer that wraps up before you've finished your coffee. Worth a look only if bite-sized retro action at a budget price scratches an itch you can't shake.
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About Aborigenus
I went into Aborigenus hoping to find one of those quiet little games that nobody talks about but that rewards the patient player. What I found instead was closer to a proof-of-concept than a finished product. Flying Islands Team's 2D action platformer drops you into a primal world of floating islands, angry wildlife, and a rival tribe that has kidnapped your people. The premise is charming enough. The execution is where things get complicated. You pick one of three classes - shaman, warrior, or hunter - and that choice shapes which abilities you lean on as you progress. In practice, the class system is far thinner than it sounds. Combat boils down to melee attacks with a spear and a ranged throw, with a light XP-to-upgrades loop sitting on top. The upgrade screen is genuinely easy to miss entirely; multiple players have reported clearing the game without ever opening it, which tells you something about how central it feels to the experience. A stealth crouch exists on paper, and most standard enemies can simply be avoided by jumping over them or sliding past. The one required fight is the final boss, who follows a readable dodge-and-shoot pattern that most players will crack in a single attempt. There is also a chicken-riding segment, which is exactly as chaotic and brief as it sounds. The pixel art cutscenes are a genuine bright spot. They carry a hand-drawn warmth that the gameplay itself never quite matches, and the game's tagged as having a great soundtrack, which holds up. The soundscape has the kind of atmospheric minimalism I usually associate with much more deliberate indie work. But atmosphere can only carry so much when the runtime sits somewhere between twenty minutes and an hour depending on how thoroughly you explore, and the three levels on offer are sparse in enemy variety and environmental detail. Bugs are present but mostly non-critical. Vine mechanics are awkward - you drop left or right rather than jump from them, which creates occasional frustration in platforming sections. Controls are functional and controller support is solid, but the experience feels like it needed another full development cycle before release. The Steam community has settled on a mostly positive rating, which likely reflects the very low price floor this one typically sells at rather than an endorsement of the ambition. Reviewers across platforms have been considerably harder on it. At full price, the value case is genuinely difficult to make. At a deep discount or inside a bundle, it is a half-hour curiosity that does not outstay its welcome precisely because it barely arrives. If you are someone who finds comfort in short, uncomplicated retro platformers and can forgive rough edges for a glimpse of a primal-world aesthetic with decent pixel art and a relaxing soundtrack, there is something here. It is thin, but it is not cynical. The developers had an idea; they shipped it. I respect the act even when the result leaves me wanting the second chapter that never came. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP / Windows 7 / Windows 8.1 / Windows 10
- Memory
- 512 MB RAM
- DirectX
- Version 9.0c
- Storage
- 100 MB available space
- Graphics
- 128 MB VRAM
- Processor
- 1.0 GHz
Recommended
- OS
- Windows XP / Windows 7 / Windows 8.1 / Windows 10
- DirectX
- Version 9.0c
- Storage
- 250 MB available space
- Graphics
- 256 MB VRAM
- Processor
- 1.8 Ghz
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Reviews & Ratings
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Game Info
- Developer
- Flying Islands Team
- Publisher
- Flying Islands Team
- Release Date
- Oct 17, 2018


