
An Alien with a Magnet
A one-button planet-hopper that earns its difficulty honestly - gorgeous trippy visuals, a Castle Crashers composer on the soundtrack, and just enough content to feel complete without overstaying its welcome.
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About An Alien with a Magnet
I have a soft spot for games that fit their entire design philosophy into a single mechanic, and this one does it with disarming confidence. Hold a button, your little alien ship locks onto a nearby planet and orbits around it. Release, and momentum flings you toward the next one. That is the whole grammar of the game - and Rejected Games somehow coaxes genuine tension, score-chasing, and puzzle logic out of it across 45-plus handcrafted levels. The early stages function as a slow-burn tutorial, teaching you to read orbital trajectories and time your release with care. Players who want instant gratification may bounce off the gentle opening, but the pacing is deliberate, not lazy. Once the game starts layering in battery-powered generators that must be recharged mid-flight, dark holes, lock-and-key obstacles, cannons, and giant magnet power-ups that sweep nearby collectibles into your path, the single-button ruleset begins to feel surprisingly rich. There is also a branching level map where collected gems unlock optional side paths, bonus stages hidden behind secret exits, and a Time Attack mode that turns the whole adventure into a speed-running proposition against global leaderboards. Presentation is where this game punches well above its weight class. The space environments are colourful and varied - planets differ in shape, colour, and the obstacles surrounding them, giving each level a distinct visual personality. The story is told through short comic-book panels, light and charming without pretending to be more than connective tissue. Most importantly, the soundtrack is composed by Waterflame, whose work on Castle Crashers gave that game a huge portion of its warmth. Here the music carries a similarly trippy, spacey energy that makes orbiting around glowing planets feel genuinely meditative at slower moments and kinetic when the hazards start stacking. The honest criticisms are real but proportionate. The repetition noted by early mobile reviewers is present on PC too - the core loop does not mutate as dramatically as you might hope, and completionists mopping up the final achievements after the credits roll may find the gem-hunting and puzzle clean-up a little mechanical. Playtime runs around four to five hours for a focused run, which is right-sized for this kind of micro-indie but worth knowing if you expect an evening-spanning commitment. The alien's narrating voice, present in the original mobile release, is polarising - charming to some, grating to others. For players who like calibrated little puzzle-platformers that know their own scope, this is a quietly confident piece of work from a solo developer who cared about every orbit. It is the kind of game that sits forgotten in a bundle key pile, gets launched on a rainy afternoon, and ends up running two hours longer than planned. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 1 GB RAM
- DirectX
- Version 9.0
- Storage
- 550 MB available space
- Graphics
- Integrated GPU
- Processor
- 2GHz
Recommended
- OS
- Windows 7
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 550 MB available space
- Graphics
- Dedicated GPU
- Processor
- 2GHz
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Game Info
- Developer
- Rejected Games
- Publisher
- Rejected Games
- Release Date
- Mar 28, 2017