Compare Platformines prices across 50+ stores and find the best deal. Developed by Magiko Gaming. Published by BANDAI NAMCO Entertainment. Released on 3/28/2014. Available on PC. Genres: Action, Indie. Metacritic score: 67/100.

Terraria-meets-Borderlands in a 16-bit mine shaft, except the loot loop runs dry faster than the developers probably intended. Worth a look if the price matches the runtime.

I keep thinking about the pitch Magiko Gaming had here: a randomly generated underground world, loot-driven character building, multi-jump platforming, and a retro 16-bit soundtrack made up of reinvented classical pieces. On paper that is a genuinely interesting combination, and in the first hour or so you can feel the potential radiating off it. The fog-of-war health system is the clearest sign of a team with real ideas: as your health drops, the visible bubble around your character shrinks, which means low health is not just a number ticking down but an actual sensory panic. That single mechanic is smarter than anything in a dozen more polished titles I have covered. The structure is straightforward. You spawn into a procedurally generated mine, customise a pixel-art character whose hairstyle and headgear genuinely affect stats (an army helmet reduces damage; certain wigs grant an extra jump), then set out to locate nine block cannons scattered across the map that will let you rebuild the Robodig and escape. The world is vast, almost carelessly so. One reviewer finished the story with less than a quarter of the map revealed, which tells you how much subterranean sprawl Magiko packed in. You carry four weapon types simultaneously: pistol, shotgun, machine gun, and bazooka. Enemies and chests drop currency and gear; a hub shop lets you sell or upgrade between runs out. The bones of a satisfying loop are all there. Where things wobble is in the execution of that loop over time. Aiming is locked to the four cardinal directions, no free rotation, which felt like a deliberate homage to 80s run-and-gun design but reads as friction rather than charm once the screen fills up with flying enemies and saw-gear traps. The multi-jump mechanic, up to five consecutive hops, gives the movement a floaty quality that works in open vertical spaces but makes combat positioning feel loose rather than precise. More damaging is the enemy variety, or the lack of it. Progressing deeper into the mine mostly means facing colour-swapped versions of creatures you already know, which bleeds urgency from the exploration well before you collect that ninth cannon. The ending, a brief puzzle assembly after collecting all the parts, lands with a quiet thud when you have been conditioned to expect a payoff. The soundtrack is the quiet hero of the whole thing. Magiko built it around reimagined classical pieces, Nutcracker themes, Swan Lake fragments, run through a retro chip-music filter that somehow makes the underground feel both eerie and cosy at once. It is the kind of compositional choice that a two-person studio makes when they are genuinely thinking about atmosphere, not just filling audio space. The 16-bit visuals are clean and readable, if samey in palette as you push further from the starting zone. Three difficulty levels, each unlocked by finishing the previous one, give the game legs beyond the four-to-five-hour first run, though the structural repetition makes a second playthrough feel like a commitment you have to talk yourself into. This is a sub-five-dollar game with a sub-five-dollar scope and an above-average heart. It is honest about what it is: a compact, slightly rough procedural platformer-shooter made by two people who loved the idea more than they had the resources to fully realise it. If you can forgive the stiff aiming, the palette-swap enemy design, and the underwhelming finale, there is a genuine little world down here worth visiting once. Kai, Scout Team

Platformines
ActionIndie

Platformines

Mar 28, 2014Magiko GamingBANDAI NAMCO Entertainment
GamerScout Says

Terraria-meets-Borderlands in a 16-bit mine shaft, except the loot loop runs dry faster than the developers probably intended. Worth a look if the price matches the runtime.

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About Platformines

I keep thinking about the pitch Magiko Gaming had here: a randomly generated underground world, loot-driven character building, multi-jump platforming, and a retro 16-bit soundtrack made up of reinvented classical pieces. On paper that is a genuinely interesting combination, and in the first hour or so you can feel the potential radiating off it. The fog-of-war health system is the clearest sign of a team with real ideas: as your health drops, the visible bubble around your character shrinks, which means low health is not just a number ticking down but an actual sensory panic. That single mechanic is smarter than anything in a dozen more polished titles I have covered. The structure is straightforward. You spawn into a procedurally generated mine, customise a pixel-art character whose hairstyle and headgear genuinely affect stats (an army helmet reduces damage; certain wigs grant an extra jump), then set out to locate nine block cannons scattered across the map that will let you rebuild the Robodig and escape. The world is vast, almost carelessly so. One reviewer finished the story with less than a quarter of the map revealed, which tells you how much subterranean sprawl Magiko packed in. You carry four weapon types simultaneously: pistol, shotgun, machine gun, and bazooka. Enemies and chests drop currency and gear; a hub shop lets you sell or upgrade between runs out. The bones of a satisfying loop are all there. Where things wobble is in the execution of that loop over time. Aiming is locked to the four cardinal directions, no free rotation, which felt like a deliberate homage to 80s run-and-gun design but reads as friction rather than charm once the screen fills up with flying enemies and saw-gear traps. The multi-jump mechanic, up to five consecutive hops, gives the movement a floaty quality that works in open vertical spaces but makes combat positioning feel loose rather than precise. More damaging is the enemy variety, or the lack of it. Progressing deeper into the mine mostly means facing colour-swapped versions of creatures you already know, which bleeds urgency from the exploration well before you collect that ninth cannon. The ending, a brief puzzle assembly after collecting all the parts, lands with a quiet thud when you have been conditioned to expect a payoff. The soundtrack is the quiet hero of the whole thing. Magiko built it around reimagined classical pieces, Nutcracker themes, Swan Lake fragments, run through a retro chip-music filter that somehow makes the underground feel both eerie and cosy at once. It is the kind of compositional choice that a two-person studio makes when they are genuinely thinking about atmosphere, not just filling audio space. The 16-bit visuals are clean and readable, if samey in palette as you push further from the starting zone. Three difficulty levels, each unlocked by finishing the previous one, give the game legs beyond the four-to-five-hour first run, though the structural repetition makes a second playthrough feel like a commitment you have to talk yourself into. This is a sub-five-dollar game with a sub-five-dollar scope and an above-average heart. It is honest about what it is: a compact, slightly rough procedural platformer-shooter made by two people who loved the idea more than they had the resources to fully realise it. If you can forgive the stiff aiming, the palette-swap enemy design, and the underwhelming finale, there is a genuine little world down here worth visiting once. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Procedural GenerationLoot-DrivenMulti-JumpRun-and-GunRetro SoundtrackCardinal AimingHub-Based ExplorationSingle-Run CompletionDifficulty Unlock

System Requirements

Minimum

OS
Windows XP, Vista, Windows 7, Windows 8
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
260 MB available space
Graphics
256mb Video Memory
Processor
1.8 GHz or faster
Additional Notes
Microsoft Xbox 360 Controller Supported

Reviews & Ratings

Metacritic
67

Game Info

Developer
Magiko Gaming
Publisher
BANDAI NAMCO Entertainment
Release Date
Mar 28, 2014

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