Ministry of Broadcast
A pixel-art cinematic platformer where you survive a dystopian reality show to cross THE WALL. Think Prince of Persia meets Black Mirror, built by two people.
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About Ministry of Broadcast
Ministry of Broadcast is a cinematic platformer in the tradition of Prince of Persia and Flashback - deliberate, momentum-weighted movement, one-hit-kill hazards, and a world that communicates more through architecture and lighting than through dialogue dumps. Twin Petes, a two-person studio, built this thing largely by hand, and you can feel that craft in every frame. The pixel art has a grimy, washed-out palette that suits the premise exactly: your country has been divided by THE WALL, and the only way across is to compete in a state-run reality show broadcast to a captivated, complicit public. The gameplay loop is obstacle-course platforming across four themed arenas - Forest, Swamp, Prison, and the ominous Studio itself. You grab ledges, roll through vents, and make the kind of desperate jumps that punish button-mashing and reward patience. The controls carry that classic cinematic-platformer weight, which means your first hour will involve a lot of falling and restarting. That is a deliberate choice, not a flaw in execution. The game wants you to feel the cost of each section. When momentum clicks, sections flow with a grim satisfaction that feels earned rather than gifted. The writing is where Ministry of Broadcast surprises most. The unnamed protagonist - immediately nicknamed Scarf Guy by basically everyone - has an internal voice that is dry, exhausted, and occasionally very funny. The satire of media spectacle and authoritarian performance is not subtle, but it lands because the game never mistakes volume for wit. Background details, throwaway NPC lines, and environmental storytelling do more heavy lifting than any cutscene. The Metacritic score of 67 undersells what the writing achieves at this scale and budget. Where it earns honest criticism: the checkpoint spacing can feel punishing in ways that read as oversight rather than design intention, and a handful of late-game platforming sequences drift from tense into tedious. Players with low tolerance for trial-and-error repetition will hit friction. The runtime lands around four to six hours depending on how long you bounce off specific sections, and the ending commits to its tone in a way that not everyone will find satisfying. This is a game with things to say about spectacle and sacrifice, and it says them without blinking. For anyone who grew up on the cinematic platformers of the early nineties, or who watches reality television with a creeping unease, this is a precise and thoughtful piece of work. Twin Petes made exactly the game they set out to make. The soundtrack - understated, percussive, occasionally haunting - holds the mood together across the full runtime without overstaying its welcome. That kind of restraint in a small indie release is rarer than it should be. Kai, Scout Team
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Game Info
- Developer
- Twin Petes
- Publisher
- Hitcents
- Release Date
- Jan 30, 2020