Compare League of Evil prices across 50+ stores and find the best deal. Developed by Ratalaika Games S.L.. Published by Ratalaika Games S.L.. Released on 10/25/2016. Available on PC, Mac. Genres: Action, Indie.

A punchy mobile-born precision platformer with 140 bite-sized levels, timed challenges, and a level editor - honest about what it is, honest about its age.

My first impression of League of Evil on PC was the same one most precision-platformer fans will have: this thing was built for a touchscreen and it knows it. Originally a celebrated iOS release from 2011, it landed on Steam in 2016 carrying all the hallmarks of its origins - short, self-contained levels, a clean double-jump and wall-jump moveset, and an overall structure that rewards five-minute bursts over long dedicated sessions. That is not a dismissal. It is a user manual. The core loop is satisfying in a very focused way. Each of the 140 levels across four themed chapters asks you to punch the mad scientist at the end - one decisive, deeply cathartic hit - while also hunting down a hidden briefcase and clearing the stage fast enough to earn three stars. The briefcase and the speed run almost always conflict with each other, which means most levels will eat two clean runs out of you by design. Controls are built around a double jump, wall jump, ground punch, and a flying kick mid-air; nothing complicated, everything reactive. Instant restarts mean the death counter climbs happily into triple figures without ever feeling punitive, just persistent. The chiptune-adjacent soundtrack keeps the tempo up, cycling through a small set of tracks per chapter - energetic enough to fit the pace, repetitive enough that you will probably start noticing the loops somewhere around world three. Where the game struggles on PC specifically is variety and visual ambition. The tile sets repeat across levels in ways that start to blur together, and the resolution cap at 720p is a genuine concession to its mobile roots that no amount of charm fully papers over. Some players in the Steam community have flagged inconsistent double-jump registration and controller presets that cannot be freely rebound - real friction points for a game where pixel-precise inputs are non-negotiable. The level editor is present and functional, allowing you to build stages with the same traps, turrets, and enemies found in the main game and share them across platforms, though the PC community around it is quiet enough that browsing user content feels like a solo activity most days. Who is this actually for? Completionists chasing three-star runs on 140 levels will get genuine mileage here. Anyone who played the mobile original and wants a nostalgia hit with controller support will find it serviceable, frustrations aside. Players new to the precision-platformer genre who want something low-stakes to train reflexes before graduating to harder entries in the space will find the early chapters generous and the later ones properly demanding. If you arrive expecting the inventiveness of its contemporaries on PC, you will leave underwhelmed - the game never pretends to be anything other than what it is: a well-worn mobile gem, ported faithfully, aging visibly, still capable of producing that specific satisfaction of a clean run through a stage you have died on fifteen times. Kai, Scout Team

League of Evil
ActionIndie

League of Evil

Oct 25, 2016Ratalaika Games S.L.
GamerScout Says

A punchy mobile-born precision platformer with 140 bite-sized levels, timed challenges, and a level editor - honest about what it is, honest about its age.

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About League of Evil

My first impression of League of Evil on PC was the same one most precision-platformer fans will have: this thing was built for a touchscreen and it knows it. Originally a celebrated iOS release from 2011, it landed on Steam in 2016 carrying all the hallmarks of its origins - short, self-contained levels, a clean double-jump and wall-jump moveset, and an overall structure that rewards five-minute bursts over long dedicated sessions. That is not a dismissal. It is a user manual. The core loop is satisfying in a very focused way. Each of the 140 levels across four themed chapters asks you to punch the mad scientist at the end - one decisive, deeply cathartic hit - while also hunting down a hidden briefcase and clearing the stage fast enough to earn three stars. The briefcase and the speed run almost always conflict with each other, which means most levels will eat two clean runs out of you by design. Controls are built around a double jump, wall jump, ground punch, and a flying kick mid-air; nothing complicated, everything reactive. Instant restarts mean the death counter climbs happily into triple figures without ever feeling punitive, just persistent. The chiptune-adjacent soundtrack keeps the tempo up, cycling through a small set of tracks per chapter - energetic enough to fit the pace, repetitive enough that you will probably start noticing the loops somewhere around world three. Where the game struggles on PC specifically is variety and visual ambition. The tile sets repeat across levels in ways that start to blur together, and the resolution cap at 720p is a genuine concession to its mobile roots that no amount of charm fully papers over. Some players in the Steam community have flagged inconsistent double-jump registration and controller presets that cannot be freely rebound - real friction points for a game where pixel-precise inputs are non-negotiable. The level editor is present and functional, allowing you to build stages with the same traps, turrets, and enemies found in the main game and share them across platforms, though the PC community around it is quiet enough that browsing user content feels like a solo activity most days. Who is this actually for? Completionists chasing three-star runs on 140 levels will get genuine mileage here. Anyone who played the mobile original and wants a nostalgia hit with controller support will find it serviceable, frustrations aside. Players new to the precision-platformer genre who want something low-stakes to train reflexes before graduating to harder entries in the space will find the early chapters generous and the later ones properly demanding. If you arrive expecting the inventiveness of its contemporaries on PC, you will leave underwhelmed - the game never pretends to be anything other than what it is: a well-worn mobile gem, ported faithfully, aging visibly, still capable of producing that specific satisfaction of a clean run through a stage you have died on fifteen times. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardsworkshopcloud-savestier:indiePrecision PlatformerChiptune SoundtrackLevel EditorSpeedrun FriendlyBite-Sized LevelsTwitch ReflexesMobile PortStar Rating System

System Requirements

Minimum

OS
Windows 7
Memory
512 MB RAM
DirectX
Version 9.0
Storage
128 MB available space
Graphics
NVIDIA GeForce 8600 / ATI Radeon HD 2600XT (256 MB)
Processor
Intel Core 2 Duo @ 2Ghz / AMD Athlon 64 X2 equivalent
Additional Notes
We recommend play it with gamepad

Reviews & Ratings

No ratings available

Game Info

Developer
Ratalaika Games S.L.
Publisher
Ratalaika Games S.L.
Release Date
Oct 25, 2016

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