Compare Pretentious Game prices across 50+ stores and find the best deal. Developed by Keybol. Published by Keybol. Released on 5/20/2014. Available on PC, Mac. Genres: Casual, Indie.

Four short chapters about love, loss, and drunk-driving colored squares - earnest to a fault, divisive by design, and over before your coffee gets cold.

I have a soft spot for games that wear their influences on their sleeve so openly that the sleeve basically falls off, and Pretentious Game is exactly that. Born from a Ludum Dare jam in 2012, it arrived on Steam in 2014 as a five-chapter bundle packaging what was originally a series of free Flash games. The whole thing runs under an hour, and it knows it. That self-awareness is both its most charming quality and, depending on your tolerance for melodrama, its most frustrating one. The core mechanic is bare-bones 2D platforming: arrow keys or WASD to move and jump, occasional mouse clicks to interact with objects. What makes each screen feel distinct is that the level text serves as the actual puzzle hint. A line like "I will run fearless" is not decoration - it is literally telling you to sprint across a gap you would otherwise treat as impassable. The first chapter, still the strongest of the four, threads this idea through every screen with real consistency. You are a blue square chasing a pink square, and the poetry guiding you is also the logic of the level. It is a tidy, clever loop. Chapters two through four expand the cast to include Gray, Magenta, and Peach, layering in infidelity, divorce, drunk driving, and grief - subject matter that hits harder than you expect from a game built out of rectangles. A handful of levels even break the platforming rules outright, asking you to use your mouse to shove obstacles aside or walk paths that are genuinely invisible, which lands somewhere between inspired and infuriating depending on your patience for trial and error. Where the game wobbles is in its emotional pacing across the later chapters. The tonal consistency of that debut chapter starts to fragment. By chapter four, the difficulty spikes in ways that feel at odds with the contemplative mood the soundtrack - quiet piano pieces in the style of Erik Satie - has been carefully building. Some puzzle solutions are unexplained even after the game has established a visual language for teaching them, and the invisible-platform screen in particular has earned its fair share of community complaints. The comparison to Thomas Was Alone follows this game everywhere, and it is not wrong, but it is also not quite fair. Thomas Was Alone had Mike Bithell's narration doing enormous emotional heavy lifting; Pretentious Game relies on its text-as-clue system to carry both story and mechanics simultaneously, and that dual load sometimes strains the structure. What it absolutely does right is mood. The minimalist visuals, the muted color palette, the unhurried piano score - together they create something that feels genuinely handcrafted rather than assembled. A solo developer built this for a game jam, refined it, and put it out into the world with sincerity intact. You can feel that in the first chapter especially. Whether the back half of the game justifies the whole package is the real question, and the community remains split. Detractors call it underdeveloped; defenders call it a short interactive poem that knows when to stop. I land closer to the defenders, with the caveat that chapter four's difficulty spike is real and the invisible platforms are genuinely bad design that no amount of piano music fully excuses. Kai, Scout Team

Pretentious Game
CasualIndie

Pretentious Game

May 20, 2014Keybol
GamerScout Says

Four short chapters about love, loss, and drunk-driving colored squares - earnest to a fault, divisive by design, and over before your coffee gets cold.

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About Pretentious Game

I have a soft spot for games that wear their influences on their sleeve so openly that the sleeve basically falls off, and Pretentious Game is exactly that. Born from a Ludum Dare jam in 2012, it arrived on Steam in 2014 as a five-chapter bundle packaging what was originally a series of free Flash games. The whole thing runs under an hour, and it knows it. That self-awareness is both its most charming quality and, depending on your tolerance for melodrama, its most frustrating one. The core mechanic is bare-bones 2D platforming: arrow keys or WASD to move and jump, occasional mouse clicks to interact with objects. What makes each screen feel distinct is that the level text serves as the actual puzzle hint. A line like "I will run fearless" is not decoration - it is literally telling you to sprint across a gap you would otherwise treat as impassable. The first chapter, still the strongest of the four, threads this idea through every screen with real consistency. You are a blue square chasing a pink square, and the poetry guiding you is also the logic of the level. It is a tidy, clever loop. Chapters two through four expand the cast to include Gray, Magenta, and Peach, layering in infidelity, divorce, drunk driving, and grief - subject matter that hits harder than you expect from a game built out of rectangles. A handful of levels even break the platforming rules outright, asking you to use your mouse to shove obstacles aside or walk paths that are genuinely invisible, which lands somewhere between inspired and infuriating depending on your patience for trial and error. Where the game wobbles is in its emotional pacing across the later chapters. The tonal consistency of that debut chapter starts to fragment. By chapter four, the difficulty spikes in ways that feel at odds with the contemplative mood the soundtrack - quiet piano pieces in the style of Erik Satie - has been carefully building. Some puzzle solutions are unexplained even after the game has established a visual language for teaching them, and the invisible-platform screen in particular has earned its fair share of community complaints. The comparison to Thomas Was Alone follows this game everywhere, and it is not wrong, but it is also not quite fair. Thomas Was Alone had Mike Bithell's narration doing enormous emotional heavy lifting; Pretentious Game relies on its text-as-clue system to carry both story and mechanics simultaneously, and that dual load sometimes strains the structure. What it absolutely does right is mood. The minimalist visuals, the muted color palette, the unhurried piano score - together they create something that feels genuinely handcrafted rather than assembled. A solo developer built this for a game jam, refined it, and put it out into the world with sincerity intact. You can feel that in the first chapter especially. Whether the back half of the game justifies the whole package is the real question, and the community remains split. Detractors call it underdeveloped; defenders call it a short interactive poem that knows when to stop. I land closer to the defenders, with the caveat that chapter four's difficulty spike is real and the invisible platforms are genuinely bad design that no amount of piano music fully excuses. Kai, Scout Team

Tags

singleplayertier:sub-5Text-as-MechanicNarrative PuzzleFlash PortPiano SoundtrackMinimalist VisualsSingle-SittingLove StoryChapter StructureMouse Interaction

System Requirements

Minimum

OS
Windows XP 32 bit
Memory
2 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
60 MB available space
Graphics
3D accelerated
Processor
Core 2 Duo
Sound Card
Compatible SB16

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Game Info

Developer
Keybol
Publisher
Keybol
Release Date
May 20, 2014

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What platforms is Pretentious Game available on?

Pretentious Game is available on PC, Mac.

When was Pretentious Game released?

Pretentious Game was released on 20 May 2014.

Who developed Pretentious Game?

Pretentious Game was developed by Keybol.