
Akinofa
An undead fish with green fireballs sounds like the pitch of the decade. The execution, unfortunately, is where the magic runs out.
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About Akinofa
My first few minutes with Akinofa genuinely charmed me. You pilot a spectral, flame-wreathed fish through auto-scrolling stages, shooting down enemies and collecting coins to spend on permanent upgrades between runs. The premise is weird in the best small-studio way, the pixel art is clean and legible, and for a fleeting moment the dark-fantasy atmosphere hints at something quietly special hiding inside a budget shmup. That moment, sadly, does not last. The core loop is a horizontal shoot-em-up with roguelite dressing: move in four directions, fire a primary projectile, optionally carry a secondary weapon with limited ammo, and survive long enough to bank coins at the game-over screen. Those banked coins buy stat upgrades that are supposed to smooth out future runs. In practice, the upgrade economy is the game's most punishing design choice. Enemies and breakable objects drop coins so infrequently that reaching even a handful of meaningful upgrades demands an exhausting number of repeated runs. Die early and often you will, because the difficulty ramps sharply after the first stage and you can absorb only three hits before being reset to square one. The permanent upgrades exist precisely to soften that curve, but the grind required to afford them works against any sense of momentum. What makes that grind feel hollow is the absence of genuine randomness. Levels are fixed, enemies appear in the same positions every time, and the shooting itself never grows past its initial simplicity. A roguelite lives or dies by the variety it generates across attempts, and Akinofa offers very little of that. You will loop through the same opening stages repeatedly, seeing the same geometry, the same enemy placements, until completing a run starts to feel less like skill growth and more like attrition. The pixel art locales are pleasant to look at on first pass, and the action is easy to read, but neither quality can carry a structure this repetitive. There is one group of players for whom Akinofa has an obvious, if narrow, appeal: achievement and trophy hunters. The full achievement list can reportedly be cleared in well under half an hour of play, which has turned the game into a minor destination for completionists chasing score padding rather than a satisfying shmup experience. That is not nothing, but it is a long way from a recommendation aimed at genre fans. I wanted to find the handcraft underneath the rough edges here, the way I often do with solo-developer shmups that trade production polish for genuine personality. Akinofa has personality in its protagonist. It does not, yet, have the mechanical depth or the run variety to back that personality up. If Pixel Lantern revisits the coin economy, adds procedural enemy placement, and lets the secondary weapon system breathe a little more, there is a real game trying to surface. Right now it is more curiosity than keeper. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Microsoft® Windows® XP / Vista / 7 / 8 / 10
- Memory
- 512 MB RAM
- DirectX
- Version 9.0
- Storage
- 250 MB available space
- Graphics
- DirectX 9c-compatible graphics card with at least 256MB of video memory
- Processor
- Intel Core 2 Duo or AMD Athlon 64 X2
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Game Info
- Developer
- Pixel Lantern
- Publisher
- Pixel Lantern
- Release Date
- Jul 15, 2021
