
Save the Ninja Clan
A micro-budget Super Meat Boy cousin with a genuinely clever trick up its sleeve: break the game on purpose and watch the Game Manager lose his patience.
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About Save the Ninja Clan
I have a soft spot for games that wink at you from inside their own rules, and Save the Ninja Clan does exactly that in its best moments. Solo developer Willz built a tight, brutal 2D platformer across three worlds and roughly 30 levels, and then hid a second way to play inside every single one of them. That second layer is the most interesting thing here, so let me get to it before I talk about the problems. The headline gimmick is the Error Area system. Wander off the intended path and the level's background bleaches out, the game's unseen Game Manager starts talking directly at you, and suddenly you are inside a secret challenge that can flip your controls, throw invisible platforms at you, or just skip you to the next level if you clear it. It is a lo-fi, fourth-wall-nudging idea that carries genuine charm. The three playable ninjas each add a mechanical wrinkle too: the green one double-jumps, the purple one sprints, and the grey one dashes with a brief window of invincibility. Switching between them as the worlds progress forces you to rethink how you approach the same obstacle course. Throw a kunai into a wooden crate and you can hop on it as a mid-air platform. That kind of layering is where the game quietly earns respect. Now for the harder conversation. Critics across multiple platforms landed in noticeably different places on the controls, and the gap matters. Some found the platforming crisp enough to justify the challenge. Others found the ninja slides on landing, the D-pad goes entirely unused with a gamepad, and deaths pile up from imprecision rather than from clever level design. The visual presentation is functional at best: blocky character models, muted backgrounds, and music that reviewers consistently called forgettable. The Steam user base has been warmer than the press, sitting at a very positive rating from a small but loyal pool of players, which suggests the PC version may run closer to the intended experience than its console ports. The whole thing clocks in at two to four hours for a full run and achievement sweep, so it never outstays its welcome, at least. Who is this for? Honestly, it is for the kind of player who instinctively checks every corner of a level for something the developer did not intend you to find. The adjustable game speed slider is a quietly generous accessibility feature, letting you slow the chaos down or crank it into a proper speed-run test. If you are chasing a perfectly tuned platformer with responsive, N++-tier movement, you will feel the friction. But if you are the sort who finds the Error Areas and starts annotating them, the game rewards that curiosity with its best content. It is a small, rough-edged thing made by one person, and it knows roughly what it wants to be. That counts for something. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Microsoft® 7 / 8 / 10
- Memory
- 1 GB RAM
- Storage
- 250 MB available space
- Graphics
- Graphics Card made within the last 4 years
- Processor
- 1.4GHz or faster
- Additional Notes
- Xbox Controller Recommended
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Game Info
- Developer
- Willz
- Publisher
- Sometimes You
- Release Date
- Jan 20, 2017