Compare Pineapple Smash Crew prices across 50+ stores and find the best deal. Developed by RichMakeGame. Published by RichMakeGame. Released on 2/2/2012. Available on PC. Genres: Action, Indie. Metacritic score: 62/100.

One person made this top-down squad shooter in a back room and somehow nailed the feel of Cannon Fodder and Alien Breed in a single afternoon-sized package. Worth it if you respect the craft.

My first hour with Pineapple Smash Crew had me genuinely surprised that one developer, Rich Edwards of RichMakeGame, pulled this off solo. The game drops you straight into randomly generated derelict spaceships with a four-person mercenary squad and no hand-holding whatsoever. The attitude is essentially: here are your grenades, figure it out. That lack of a tutorial could feel dismissive, but it actually respects you. The controls using mouse and keyboard click into place within minutes, and once they do, the feel of guiding your tight little formation through corridors while the screen fills with robots and aliens has a genuinely satisfying crunch to it. The whole design revolves around grenades as the primary offensive tool rather than the usual backup option. You start with just a frag and a steerable rocket, but as your squad levels up you unlock a surprisingly deep roster: laser grenades that fire straight through walls, warp grenades that suck projectiles and enemies into a vortex, tele-frag grenades that teleport your crew and kill anything in the path, mines, holo-decoys, healing zones, and more. Each of the four squad members carries one grenade type at a time, so cycling between them to match the right tool to the right situation becomes its own quiet tactical layer. The way the game handles squad health separately from a shared ammo bar, and uses credits both as an unlock currency and a continue mechanic, adds just enough friction to keep things from feeling trivial. When you lose a squad, you know it was your fault. The chiptune soundtrack by Syphus deserves a specific mention because it earns it. It has that rare quality of being genuinely upbeat and propulsive without ever feeling disposable. You will catch yourself humming it. The pixelated aesthetic matches the music perfectly, with blocky marines in bright colours and high-resolution explosions that pop against the lo-fi tiles. It is a deliberate visual joke and it works. Where the game stumbles is also where most of the Metacritic criticism lands. The three mission objective types (clear enemies, collect artefacts, move toxic barrels) start rotating before the environments feel meaningfully different, and the single boss archetype gets repetitive fast. The campaign runs roughly three to four hours, and there is only one game mode. No co-op either, which stings given the clear Cannon Fodder lineage. Critics in 2012 were right that the weapons system is strong enough to carry a deeper, longer game. That game does not exist here. Play it in short sessions and the repetition stays mostly in check. Treat it as a sit-down-for-an-evening game and the seams show. For what it is, a debut solo project with an honest retro soul and a weapons sandbox that stays clever throughout its short run, Pineapple Smash Crew holds up as a small, handcrafted thing worth your time. The bigger vision is visible through the gaps, and that is both its charm and its limitation. Kai, Scout Team

Pineapple Smash Crew
ActionIndie

Pineapple Smash Crew

Feb 2, 2012RichMakeGame
GamerScout Says

One person made this top-down squad shooter in a back room and somehow nailed the feel of Cannon Fodder and Alien Breed in a single afternoon-sized package. Worth it if you respect the craft.

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About Pineapple Smash Crew

My first hour with Pineapple Smash Crew had me genuinely surprised that one developer, Rich Edwards of RichMakeGame, pulled this off solo. The game drops you straight into randomly generated derelict spaceships with a four-person mercenary squad and no hand-holding whatsoever. The attitude is essentially: here are your grenades, figure it out. That lack of a tutorial could feel dismissive, but it actually respects you. The controls using mouse and keyboard click into place within minutes, and once they do, the feel of guiding your tight little formation through corridors while the screen fills with robots and aliens has a genuinely satisfying crunch to it. The whole design revolves around grenades as the primary offensive tool rather than the usual backup option. You start with just a frag and a steerable rocket, but as your squad levels up you unlock a surprisingly deep roster: laser grenades that fire straight through walls, warp grenades that suck projectiles and enemies into a vortex, tele-frag grenades that teleport your crew and kill anything in the path, mines, holo-decoys, healing zones, and more. Each of the four squad members carries one grenade type at a time, so cycling between them to match the right tool to the right situation becomes its own quiet tactical layer. The way the game handles squad health separately from a shared ammo bar, and uses credits both as an unlock currency and a continue mechanic, adds just enough friction to keep things from feeling trivial. When you lose a squad, you know it was your fault. The chiptune soundtrack by Syphus deserves a specific mention because it earns it. It has that rare quality of being genuinely upbeat and propulsive without ever feeling disposable. You will catch yourself humming it. The pixelated aesthetic matches the music perfectly, with blocky marines in bright colours and high-resolution explosions that pop against the lo-fi tiles. It is a deliberate visual joke and it works. Where the game stumbles is also where most of the Metacritic criticism lands. The three mission objective types (clear enemies, collect artefacts, move toxic barrels) start rotating before the environments feel meaningfully different, and the single boss archetype gets repetitive fast. The campaign runs roughly three to four hours, and there is only one game mode. No co-op either, which stings given the clear Cannon Fodder lineage. Critics in 2012 were right that the weapons system is strong enough to carry a deeper, longer game. That game does not exist here. Play it in short sessions and the repetition stays mostly in check. Treat it as a sit-down-for-an-evening game and the seams show. For what it is, a debut solo project with an honest retro soul and a weapons sandbox that stays clever throughout its short run, Pineapple Smash Crew holds up as a small, handcrafted thing worth your time. The bigger vision is visible through the gaps, and that is both its charm and its limitation. Kai, Scout Team

Tags

singleplayertier:indieGrenade-Focused CombatSquad FormationProcedural ShipsChiptune SoundtrackRetro ArcadeSolo DeveloperMouse-Keyboard ShooterCredits-as-Continues

System Requirements

Minimum

OS
Windows® XP SP3
Sound
DirectX compatible sound card
Memory
1GB RAM
Graphics
NVIDIA 6600 or ATI X700, 256MB GPU memory or better
Processor
Intel® Pentium® 4 (2Ghz) or AMD® Athlon 64 (1.6GHz) processor or better
Hard Drive
50 MB HD space
DirectX®
DirectX® 9 or later

Recommended

OS
Windows® Vista / Windows® 7
Sound
DirectX compatible sound card
Memory
1GB RAM
Graphics
NVIDIA 6600 or ATI X700, 256MB GPU memory or better
Processor
Intel® Pentium® 4 (2Ghz) or AMD® Athlon 64 (1.6GHz) processor or better
Hard Drive
50 MB HD space
DirectX®
DirectX® 9 or later

Reviews & Ratings

Metacritic
62

Game Info

Developer
RichMakeGame
Publisher
RichMakeGame
Release Date
Feb 2, 2012

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