Compare Giraffe and Annika prices across 50+ stores and find the best deal. Developed by atelier mimina. Published by PLAYISM. Released on 2/17/2020. Available on PC. Genres: Action, Adventure, Indie. Metacritic score: 70/100.

A short, handcrafted rhythm-adventure with a story that sneaks up on you - ideal when you want something gentle that still lands an emotional punch by the credits.

I went into Giraffe and Annika expecting a cute nothing-game, the kind you finish in an afternoon and forget before dinner. I was wrong about the forgetting part. Atelier Mimina's solo-developer project is a 3D adventure set on the pastoral island of Spica, where cat-eared Annika wakes up with no memories and a bluebird companion named Pipi. The setup sounds tropey - and it is - but the story builds quietly through comic-strip cutscenes between dungeons, and by the time the credits roll the mystery of who Annika actually is lands with a warmth and a weight that surprised me. The narrative breadcrumbing is patient, and if you let it work on you, it pays off. The core loop is exploration punctuated by dungeons. Annika begins the game unable to even jump, and each of the five dungeons rewards completion with a new ability - jumping, swimming longer, dashing - that opens previously off-limits corners of the island. Each dungeon has its own flavour too: one puts you in a minecart, another has you navigating boat sections through an ocean-themed layout. There is no combat during exploration; you dodge patrolling ghosts, health crystals sit everywhere, and death barely matters. Challenge-seekers are going to bounce off this hard. But the rhythm boss battles that close each dungeon are a genuinely different flavour. Annika moves left and right while timing button presses on incoming orbs - green orbs are single taps, blue orbs require holds - all while dodging projectiles fired toward the centre. Three selectable difficulty tiers and a music book that lets you replay any fight after the fact give these sequences more longevity than the dungeons themselves. The boss songs are also the score's best tracks: catchy, slightly eerie, and the kind of thing you hum an hour later. Where the game earns its rough edges is in the handcraft visible in every corner of Spica Island. The manga-style splash art in cutscenes has a storybook warmth. The NPC designs are goofy in the best way. Even the save statues are ridiculous. The ambient music during exploration has a Ghibli-adjacent pastoral quality - unhurried, slightly nostalgic - that makes wandering feel rewarding even when the objective is unclear. And it will be unclear sometimes. The game lacks a map, directional guidance is sparse, and progress is occasionally gated behind collectible cat pictures that the game never clearly flags as mandatory. Some backtracking through already-cleared dungeons is required, and the English localisation has a few clunky sentences. The movement itself gets floatier as you unlock abilities, and the jump physics feel loose in a way that a more demanding platformer would never get away with. All of that said, Giraffe and Annika is the definition of a game where the whole outweighs any individual part. It is firmly aimed at a younger audience or anyone who wants a low-stress few hours in a world that is unambiguously kind. Adults who need difficulty to stay engaged will likely find the adventure sections thin. Adults who can sit with a gentle pace and let a small story do its work will find something genuinely affecting. A first playthrough runs around five hours, and there is a point-of-no-return before the final dungeon worth knowing about if you want the true ending. The bones are budget; the soul is not. Kai, Scout Team

Giraffe and Annika
ActionAdventureIndie

Giraffe and Annika

Feb 17, 2020atelier miminaPLAYISM
GamerScout Says

A short, handcrafted rhythm-adventure with a story that sneaks up on you - ideal when you want something gentle that still lands an emotional punch by the credits.

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Screenshots & Media

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About Giraffe and Annika

I went into Giraffe and Annika expecting a cute nothing-game, the kind you finish in an afternoon and forget before dinner. I was wrong about the forgetting part. Atelier Mimina's solo-developer project is a 3D adventure set on the pastoral island of Spica, where cat-eared Annika wakes up with no memories and a bluebird companion named Pipi. The setup sounds tropey - and it is - but the story builds quietly through comic-strip cutscenes between dungeons, and by the time the credits roll the mystery of who Annika actually is lands with a warmth and a weight that surprised me. The narrative breadcrumbing is patient, and if you let it work on you, it pays off. The core loop is exploration punctuated by dungeons. Annika begins the game unable to even jump, and each of the five dungeons rewards completion with a new ability - jumping, swimming longer, dashing - that opens previously off-limits corners of the island. Each dungeon has its own flavour too: one puts you in a minecart, another has you navigating boat sections through an ocean-themed layout. There is no combat during exploration; you dodge patrolling ghosts, health crystals sit everywhere, and death barely matters. Challenge-seekers are going to bounce off this hard. But the rhythm boss battles that close each dungeon are a genuinely different flavour. Annika moves left and right while timing button presses on incoming orbs - green orbs are single taps, blue orbs require holds - all while dodging projectiles fired toward the centre. Three selectable difficulty tiers and a music book that lets you replay any fight after the fact give these sequences more longevity than the dungeons themselves. The boss songs are also the score's best tracks: catchy, slightly eerie, and the kind of thing you hum an hour later. Where the game earns its rough edges is in the handcraft visible in every corner of Spica Island. The manga-style splash art in cutscenes has a storybook warmth. The NPC designs are goofy in the best way. Even the save statues are ridiculous. The ambient music during exploration has a Ghibli-adjacent pastoral quality - unhurried, slightly nostalgic - that makes wandering feel rewarding even when the objective is unclear. And it will be unclear sometimes. The game lacks a map, directional guidance is sparse, and progress is occasionally gated behind collectible cat pictures that the game never clearly flags as mandatory. Some backtracking through already-cleared dungeons is required, and the English localisation has a few clunky sentences. The movement itself gets floatier as you unlock abilities, and the jump physics feel loose in a way that a more demanding platformer would never get away with. All of that said, Giraffe and Annika is the definition of a game where the whole outweighs any individual part. It is firmly aimed at a younger audience or anyone who wants a low-stress few hours in a world that is unambiguously kind. Adults who need difficulty to stay engaged will likely find the adventure sections thin. Adults who can sit with a gentle pace and let a small story do its work will find something genuinely affecting. A first playthrough runs around five hours, and there is a point-of-no-return before the final dungeon worth knowing about if you want the true ending. The bones are budget; the soul is not. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Rhythm Boss FightsMetroidvania-LightManga CutscenesAmnesia NarrativeSolo DeveloperLow-Stress ExplorationDay-Night CycleCompletionist-Friendly

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 10
Storage
4 GB available space
Graphics
NVIDIA Geforce GTX 750 Ti | AMD Radeon R7 360
Processor
Intel Core i3-6100 | AMD FX-8350

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 10
Storage
4 GB available space
Graphics
NVIDIA Geforce GTX 960 | AMD Radeon R9 280
Processor
Intel Core i5-6600 | AMD Ryzen 5 1600

Reviews & Ratings

Metacritic
70

Game Info

Developer
atelier mimina
Publisher
PLAYISM
Release Date
Feb 17, 2020

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