Compare Retro Game Crunch prices across 50+ stores and find the best deal. Developed by Rusty Moyher. Published by Retro Game Crunch. Released on 5/19/2014. Available on PC, Mac. Genres: Action, Adventure, Indie.

Seven handcrafted 8-bit worlds, one wonderfully small team, and enough genre variety to make you forget you ever needed a cartridge slot.

I keep coming back to the origin story here, because it matters: three developers met at Ludum Dare 24, made Super Clew Land in 72 hours, liked each other enough to do it six more times. That origin story is baked into every pixel of this collection. Each game was designed in a 72-hour sprint, then polished for thirty days based on backer feedback, which means nothing here is filler by accident. The constraints shaped the work, and the work is better for it. Spread across the seven titles you get a Kirby-adjacent Metroidvania called Super Clew Land, where your little creature evolves by eating and digesting what it inhales rather than instantly copying abilities. End of Line is a sokoban-style puzzle game about a robot who wants to die but whose autonomous repair companions keep reviving him, and it goes to surprisingly dark thematic places for something wearing chunky pastel pixels. GAIAttack is a four-player local co-op beat-em-up pitting adorable animal champions against sky pirates, and the moment you realise your upward attack also extends your jump is genuinely satisfying. Paradox Lost hands pilot Abby a time-travel gun and turns into a dimension-hopping rescue mission. Wub-Wub Wuscue is a deliberate, Kong-flavored arcade platformer starring a pug. Shuten is a samurai shoot-em-up for one or two players, with enemy fire you can reflect back if your reflexes are quick enough, a gold and upgrade system, and a feudal Japan aesthetic that landed it as most players' favorite of the seven. Brains and Hearts is the outlier, a card game set inside Albert Einstein's dream, played against CPU or a local friend. The AI is steep and the concept is genuinely strange; mileage varies wildly. The collection sits around ten to twelve hours if you push through everything, with most individual games clocking in at one to two hours each. That brevity is not a weakness. These games know when to end, and that is rarer than it sounds. The soundtrack across the collection is a legitimate highlight, with the chiptune compositions functioning as homage and original work simultaneously, not just texture. The pixel art carries the same dual identity: chunky, limited palettes that still find room to be expressive. The no-dialog tutorialization is also consistent and clever throughout, trusting you to read the level instead of a text box. The honest caveats: some games hit harder than others. Brains and Hearts feels like a genre island next to its siblings. The puzzle hitboxes in End of Line are looser than they should be. And the collection was built in Adobe AIR, which means no Steam achievements, partial controller support in places, and the occasional overlay glitch. None of these are dealbreakers, but they are the fingerprints of a Kickstarted jam project rather than a AAA release. The Steam community has landed on Very Positive for a reason though: the handcraft is real, the variety is genuine, and the soundtrack alone earns the asking price for the right listener. If you love small games made with big conviction, or if you remember what it felt like to rent a cartridge and spend a whole Saturday figuring it out by feel alone, this collection has something for you. It is the kind of release that deserves to be found. Kai, Scout Team

Retro Game Crunch
ActionAdventureIndie

Retro Game Crunch

May 19, 2014Rusty MoyherRetro Game Crunch
GamerScout Says

Seven handcrafted 8-bit worlds, one wonderfully small team, and enough genre variety to make you forget you ever needed a cartridge slot.

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Screenshots & Media

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About Retro Game Crunch

I keep coming back to the origin story here, because it matters: three developers met at Ludum Dare 24, made Super Clew Land in 72 hours, liked each other enough to do it six more times. That origin story is baked into every pixel of this collection. Each game was designed in a 72-hour sprint, then polished for thirty days based on backer feedback, which means nothing here is filler by accident. The constraints shaped the work, and the work is better for it. Spread across the seven titles you get a Kirby-adjacent Metroidvania called Super Clew Land, where your little creature evolves by eating and digesting what it inhales rather than instantly copying abilities. End of Line is a sokoban-style puzzle game about a robot who wants to die but whose autonomous repair companions keep reviving him, and it goes to surprisingly dark thematic places for something wearing chunky pastel pixels. GAIAttack is a four-player local co-op beat-em-up pitting adorable animal champions against sky pirates, and the moment you realise your upward attack also extends your jump is genuinely satisfying. Paradox Lost hands pilot Abby a time-travel gun and turns into a dimension-hopping rescue mission. Wub-Wub Wuscue is a deliberate, Kong-flavored arcade platformer starring a pug. Shuten is a samurai shoot-em-up for one or two players, with enemy fire you can reflect back if your reflexes are quick enough, a gold and upgrade system, and a feudal Japan aesthetic that landed it as most players' favorite of the seven. Brains and Hearts is the outlier, a card game set inside Albert Einstein's dream, played against CPU or a local friend. The AI is steep and the concept is genuinely strange; mileage varies wildly. The collection sits around ten to twelve hours if you push through everything, with most individual games clocking in at one to two hours each. That brevity is not a weakness. These games know when to end, and that is rarer than it sounds. The soundtrack across the collection is a legitimate highlight, with the chiptune compositions functioning as homage and original work simultaneously, not just texture. The pixel art carries the same dual identity: chunky, limited palettes that still find room to be expressive. The no-dialog tutorialization is also consistent and clever throughout, trusting you to read the level instead of a text box. The honest caveats: some games hit harder than others. Brains and Hearts feels like a genre island next to its siblings. The puzzle hitboxes in End of Line are looser than they should be. And the collection was built in Adobe AIR, which means no Steam achievements, partial controller support in places, and the occasional overlay glitch. None of these are dealbreakers, but they are the fingerprints of a Kickstarted jam project rather than a AAA release. The Steam community has landed on Very Positive for a reason though: the handcraft is real, the variety is genuine, and the soundtrack alone earns the asking price for the right listener. If you love small games made with big conviction, or if you remember what it felt like to rent a cartridge and spend a whole Saturday figuring it out by feel alone, this collection has something for you. It is the kind of release that deserves to be found. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopcloud-savestier:sub-5Game Jam OriginChiptune SoundtrackEvolution MechanicsSokoban-style PuzzlesNo-Dialog Tutorialization72-Hour Sprint DesignLocal 4-Player Co-opFeudal Japan Shmup

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 11 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP SP3
Memory
1 GB RAM
Storage
500 MB available space

Recommended

OS
Windows 7 SP1
Memory
2 GB RAM
Storage
500 MB available space
Additional Notes
Xbox 360, Dualshock 4, or XInput-compatible controller

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Game Info

Developer
Rusty Moyher
Publisher
Retro Game Crunch
Release Date
May 19, 2014

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What platforms is Retro Game Crunch available on?

Retro Game Crunch is available on PC, Mac.

When was Retro Game Crunch released?

Retro Game Crunch was released on 19 May 2014.

Who developed Retro Game Crunch?

Retro Game Crunch was developed by Rusty Moyher and published by Retro Game Crunch.