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Sacred Reviews: Chii's Challenge

"Chii's Challenge" was developed by Libery using RPG Maker 2000 as part of the Retromania event. An event that was done in order to celebrate the site's 10th birthday. Outside of being an event game this one also takes inspiration from "Chip's Challenge" a classic puzzle game released back in 1989 on the Atari Lynx of all systems.

Though oddly enough I actually did grow up playing that version of the game and would play it during car rides when my parents dragged me and my younger brother to the mall. Albeit the Atari Lynx would eventually be retired in favor of the Game Boy and Game Boy Color. After all, both me and my brother were addicted to Pokemon when we were younger and I suppose you can argue I still am considering how many times I've gone through "Pokemon Gold, Silver, and Crystal" on my channel.

Though, I suppose I should get away from memory lane and get back to talking about "Chii's Challenge" which features a very limited story about Chii trying to jump over a hole on her way home only to end up coming up way short.



Thankfully Chii is willing to take a page out of the playbook of Batman from The Dark Knight trilogy and get up. After all, the whole point of falling is to get back up again. Though how Chii managed to avoid shattering her legs upon slamming into the ground will forever be a mystery. At any rate, the story really doesn't advance beyond this point in any meaningful way. At this point we simply need to solve a bunch of puzzles and try to find a new route home.

Unfortunately the biggest problem for this game is that it's puzzles are a bit too easy. So much so that it's fairly easy to beat this game in under 10 minutes. ON the plus side the game does have a little variety when it comes to puzzles with the player needing to make use of conveyer belts, push boulders, and work out the correct path by solving a teleporter maze or two.

Though, I'll admit I'm willing to overlook the game's lack of difficulty considering this game was made under a strict time limit of 10 days which is probably more than enough time to make a more substantial game, but not everyone spends the bulk of their time outside of work in there bedroom like I do. So I can easily understand why this game is as short as it is even with Liberty having about a week and a half to put it together.

On a brighter note the game definitely manages to capture at least some of the feel of a classic Game Boy game with its look. Albeit the original Game Boy's monochromatic display has been described as being a pea soup of some kind because of how green it is.

And while I think the music is a bit of a step down in terms of quality in comparison to the visuals. The background music works for this game in my opinion. Though the sound effects as you move between options on the title screen might need a bit of adjustment since they seem a bit overly loud to me.

All and all I'd say this a game worth checking out. Though my hopes for Liberty ever expanding this game have basically been smashed to pieces on the boulders of reality at this point.

Posts

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Aw, thanks for the review. For what it's worth, I have been working sporadically on new maps/areas for the game. Slowly. This just gives me more reason to keep working on them!


Whether they come out or not is another thing, though... >.<;

I know that last feeling. I have so many unfinished/planned Let's Play series that I'll probably keel over before I finish them all at this point.
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