Metascore
73

Mixed or average reviews - based on 6 Critic Reviews

Critic score distribution:
  1. Positive: 2 out of 6
  2. Negative: 0 out of 6
  1. 85
    Despite a few hiccups, HoPiKo is still an incredible game. It’s a pure test of mechanical skill set to a breathtaking chiptune soundtrack, and while that may not be for everyone it is absolutely for me. Playing each level over and over until I had mastered the quickest path through it was insanely fun, and I can see myself coming back to this one to beat my best times again and again.
  2. Jan 8, 2019
    80
    Simultaneously hardcore and casual, HoPiKo is a pick-up-and-play speedrunning platformer delight that demands the utmost precision and perseverance from the player. It's not for the easily dissuaded, or for anyone looking for anything other than a manic arcade experience, but those who dig its frantic ways will find it very hard to stop snacking.
User Score
tbd

No user score yet- Awaiting 3 more ratings

User score distribution:
  1. Positive: 0 out of 1
  2. Negative: 0 out of 1
  1. Jun 20, 2021
    7
    HoPiKo is a fun little 'hardcore-casual' game with great music, in which you blast through stages (or 'Runs') very quickly, precision andHoPiKo is a fun little 'hardcore-casual' game with great music, in which you blast through stages (or 'Runs') very quickly, precision and timing being the key. The Runs are broken down into 5 levels apiece, and to progress to the next Run you have to get through all 5 levels without dying.

    Unfortunately it's let down by a baffling design choice that makes it harder than it needs to be, and sometimes makes success feel more down to luck than skill. Your character can only jump from platform to platform, which he can do either perpendicularly (with a button press), or at an angle that you set with the analogue stick. To perform an angled jump, you point the stick where you want him to jump, and to trigger the jump, you release the stick. In practice, it is virtually impossible not to change the angle of the stick slightly as you lift your finger off it, so you lose all precision. I cannot understand why the angled jump isn't simply triggered by a button press - did no one find this infuriating during testing? To get to the 5th level in a Run and then die because you didn't go exactly where you were pointing, is controller-smashingly maddening.
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