Karoshi Review—Dead Good

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YoYo Games’ previous effort didn’t pan out really well. This time, they have translated a well-known Flash game to the Minis program. I did play the Flash version of Karoshi and its spin-off, Super Karoshi, before playing the Minis version (albeit casually, hence I can’t draw in-depth comparisons). Of note, Karoshi has already had an iOS release. And based on recent experiences, an iOS port to the Minis program is usually bad news.

Furthermore, a common complaint for most of those Flash games which were ported to handhelds: it has a price. What I’m trying to say is that most of these ported Flash games are essentially portable versions of the exact same game. Portability is a feature, but content is more important. If you are paying for a game that is just the same as its free version, there’s something wrong with that scenario. My point here: in contrast, the Minis version of Karoshi offers new content, and it is entirely different from its Flash siblings.

Karoshi looks like an action-platformer, but it is more of a platformer-puzzler. Genres aside, Karoshi has an unusual premise. In order to complete a level, instead of searching for the exit, you must kill yourself. You succeed by committing suicide.

There are a total of 50 levels. And the lifespan of the game can range from minutes to infinity, depending on how well you perform with puzzles. That is why this review is long overdue. Some levels are almost impossible to complete, such that it took me days to finally get them done.

You control Mr. Karoshi, an overworked Japanese salaryman. The control scheme is a D-Pad affair, along with X for jumping. Pushing both shoulder buttons resets the entire level—and you’ll be resetting more often than not.

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There are several ways to die, like jumping onto spikes, getting electrocuted or catching fire. Though there are several ways to die in this game, there’s arguably only one method to die in each scene. This is the greatest drawback of the game. Your fate is based on a single formula. And if you fail to see that, you’re screwed. You can’t get creative, like how the fugly-looking Swap Zap allows you to.

Even with such a weakness, the solutions themselves are quite ingenious and unexpected to begin with. Sometimes it’s frustrating to discover the solution because it was just too damned easy after all. Sometimes it’s amazingly blissful to rediscover your self-worth after proving to yourself that you have strong logic capabilities after all.

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There are several elements that constitute each level in this Mini. There are switches, boxes, spikes and a Goomba-like creature that can be used as a trampoline. There is also Mrs. Karoshi. If you manage to have contact with her, the environment in the scene changes. The skies get pink; the spikes turn to flowers; and, Mr. Karoshi jumps higher. There is also Mr. Karoshi’s boss, and he is basically anti-Mrs. Karoshi. Both of them can be killed, and in most levels, they should be killed in order to complete the level. Killing Mrs. Karoshi and the boss has effects on the environments, too.

There is a story to the game, but it is told the driest way possible. Its dryness is acceptable, though, because it complements the game.  Also, there are coins to collect each level in order to unlock artwork.

The graphics are kind of basic, and the music gets old quickly. But, the level design and the solution for each level (no matter how limited) are worthy of praise. One weird thing: you can only select levels to play if you complete the Story Mode.

This Mini is not for the impatient. This game is for the quick-witted and those who love puzzles so much, no matter how difficult they are. It’s nice to see a Flash game that gets a for-purchase version which offers something new. Even with its sparse feel, Karoshi is dead good on what it is trying to be.

8.5/10

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Comments

7 Responses to “Karoshi Review—Dead Good”
  1. onmode-ky says:

    I looked up some info on this game. Its creator is a game designer at Q-Games, makers of the PixelJunk series.

    About the coins unlocking artwork, this seems to be one of the differences between the Minis version and prior versions. In those, the coin-collecting was to unlock a microgame of some sort.

  2. djax says:

    Any kind of highscore table? For example time of complete of each level etc…

  3. ninigou says:

    good game, but short and the graphic could be better

  4. confuletlyf says:

    sounds like an interesting puzzler. How many levels are there?

  5. djax says:

    …”There are a total of 50 levels.”…

  6. thumbbandit says:

    @confuletlyf
    The answer to your question is in the review… 4th paragraph, first line.

  7. Shazbots says:

    Awesome cant wait to get this game, nice review man. I have one question, when will this game be release on the NA PSN store?

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