Honestly, there’s not much of anything I can say negatively about Toodee and Topdee. While I’m a bit irked I didn’t manage to 100% all the hidden content, the main game is still robust and satisfying. I don’t always enjoy puzzle games, but this one really impressed me. It’s honestly the best puzzle game I’ve played since Grindstone, though admittedly, both games are quite different. If you’re looking for something new to play, or if you just want to support an up-and-coming indie team, you owe it to yourself to check this out.
Toodee and Topdee is well worth a look. With an innovative and interesting idea at its centre and dozens of puzzles to work through, this creative little game will have you scratching your head even as you resolve to play ‘just one more level’. It's clever, it's colourful and above all - it's fun!
I'm always worried when a game features one of those gimmicky looking mechanics, because it's so painful to watch the delivery fall short. But I'm a **** for perspective switching and thankfully Toodee and Topdee delivers in spades. Every time you think you've become familiar with what their take on this mechanic has to offer, it throws in a new variation that pleasantly surprises. The puzzles designs are excellent - challenging, but always obvious once you figure it out. And the art is simply charming. For a 6 hour title, this is a surprisingly satisfying experience. Highly recommended.
Toodee and Topdee is perfect for people who like difficult challenges both in the platforming and puzzling aspects.
You might get worried that the main mechanic of the game will get old quickly, but the game switches it up every chapter with new mechanics that make everything feel brand new.
The boss fights are extremely challenging, but if you're struggling you can always use the difficulty settings to add some health.
I do not recommend using extra health in the rest of the game though, because that can break the puzzle elements!
Usually the solution is very easy to execute once you know what to do.
Without spoiling anything- the game has one of the best endings I've seen in a long time.
The game takes about 6 hours to finish, and has a lot of optional challenges (no spoilers).
I highly recommend it!
P.S. You're especially gonna love it if you like programming jokes ;)
I have no doubt that Toodee and Topdee will become one of those indie classics that is constantly referred back to or recommended, if only for its novel hook. For those that play it, however, it will be remembered for its charm, surprises, and lovingly-crafted yet demanding gameplay.
Toodee and Topdee is a really fun take on puzzle platformers. While it can get lost in the wild collection of current puzzle games, it tries to be its own thing (for a good reason). It’s a little quirky and odd. That’s what makes it special though. The story is fine and the gameplay is challenging and fun. Overall, ‘Toodee and Topdee’ is a solid game for anyone looking to get through some puzzles and work their brain.
Along with having to perform some well-timed maneuvers, this also makes for several terribly clever puzzles, which also makes me feel very clever at times.
Toodee and Topdee could have been something truly essential if the developers had have funnelled the creative energy that they put into the puzzles and mechanics into some other areas of game design, too. Unfortunately, the game doesn't have the personality, aesthetics or energy to stand toe-to-toe with the big guns. But the puzzles themselves show a confident understanding of good design and creativity. Ultimately that is the most important thing for a puzzle game, so hopefully, the developers get the chance to revisit what they've done here with a slightly broader vision. This team clearly has talent in spades.
The mix of leaping and pushing blocks forces you to exercise thumbs and prefrontal cortex alike, but jumping between the two can jar. [Issue#363, p.123]
Full disclosure I am friends with the developer and have my name in the credits. So I first found Toodee and Topdee around a year ago on the ld forums for the demo I kept seeing it. so one day I said hey couldn't hurt to check it out. So I launch it up and fell in love instantly. The game has a lot of personality and really polished art and gameplay. Ive been in the community and the way the developer worked and showed the game development is amazing and constantly interacting with community. Ive played the entire game 100% that includes the secret . The base game alone is worth the price alone rn plus the game sounds like there's a patch in the works for the bugs we've found so far and a switch release maybe nothings confirmed there. The extra gameplay is also worth it theres bugs in the game and if you collect a certain amount of them you get a extra chapter and if you get all of them well just best to find out yourself.
Toodee and Topdee - Steam Version - v 1.0.0.4.
The metagame is a boom of creativity and knowing on algorithmic thinking. In contrast it is an aesthetic promise above gameplay. The "cutscenes" are more the game than the player's experience.
Is this an indie game for sure? In fact it is a game made by only two brothers. Despite of this the final game was in partnership with Super Rare Games publisher (based in London) mainly for marketing. In the press kit website content we can get: "The jam version received great feedback, and so Gonen and Ori decided to make it their first commercial project". I suspected that it was a game jam game, it has many compact features typical **** jam game. You can search for the original Ludum Dare 41 entry and play the pre-alpha/alpha version.
References/Legacy - Maybe FEZ by Polytron could be a strong reference in genre mechanics and small gimmicks. Also the integration of the ludic, the narrative and the music in Superbrothers: Sword & Sworcery EP by Superbrothers and Capybara Games, with music by Jim Guthrie. The deus ex machina use is very frequent. We could see the similar plattform/puzzle level design in Master Spy by TURBOGUN too. But without a doubt the game is more based on other designs that appear a lot in game jam games.
Characters - Personality traits - Toodee is rude in speech; Topdee is polited. Todee is cool, awesome, Sonic-like. Topdee is not too charismatic, indeed is very no guts. However we will see at the end of the game a very interesting change in the characters, like a monumental plot twist. The character design of the protagonists is cliché due to the fact of the cute/kawaii and super deformed form is in check nowadays. In the present we have other potentials in a impressionist way to explore pixel art without cute/kawaii/SD appeal - in other words we do not need forced face expressions and big heads to mark humanism in the small frame of pixels, it is not a technical problem today and we could explore other aesthetic markers (including doing it in tribute to retro games).
The side characters are sort OK sort a little bland. The glitches and guardians could have more design in it. We feel a promise of lore and metagame network by the characters however it not happens. Need more ludo-engagement through the plot.
Visuals - that kind of pixel art emulated in low poly 3D is a really solid tendency nowadays in indie development, see the searching for the tools picoCAD and SpriteStack in the present year that can "convert" 2d pixel art in a so-so-3D art (not voxel). In the game there is a magic feature with solidness - it is very impressive the change between the 2D (Toodee) perspective and 3D (Topdee) perspective and vice-versa in the dialogues scenes. It dinamizes the game!The game physics is a great topic! The cloud physics and art are very simple and fun.
Thinking on the playability and the ludo-moto - the puzzles and the design of plattform jumps is well-constructed in a hard way. "Hard" here means a rather orthodox logic - straight. However the pig mechanics in not "hard", being an epicentre of playful creativity. The boss/guardian fights are well constructed in a cubic/kaleidoscopic point, very unique indeed - reminds me of some boss battles in Contra: Hard Corps (Konami, Mega Drive) that are very strong in singular gimmicks.
Music - The general feeling is that the music would be more interesting in another game and in another decade, maybe in the year of 2012 when the FEZ game was published. The same compelling and compulsory visual aesthetic of the game jams can be felt in the musical aesthetic. We can feel great aesthetic vices present in the inner culture of Ludum Dare jamers. On the other hand - we can feel de efforts of the integration between game design and musical composition near to the work of Jim Guthrie in Superbrothers: Sword & Sworcery EP in some aspects, but far from something koshiroist.
Localization - Optimization - Accessibility - see the full review - wasdtest dot com / reviews
Finally, the game is too short and the cost-benefit is not interesting when we balance the aesthetic promises against what the game actually is in praxis experience. Maybe the game needed another 1 or 2 years of development. It was not enough to transform the submitted game jam build for Ludum Dare. Could have explored more the metaworld with more lore and satyric and pythonesque plot and being more careful with mechanics and music.
The balance points out that the Toodee and Topdee is not recommended since the negative topics outweigh the positive topics looking from the point of view of a player from an emerging country who will buy the game on Steam. Although there is no desire to ask for a refund - possibly a good update could come or a free DLC.
SummaryA cosmic turbulence caused the 2D Platformer and the Top-Down Puzzler dimensions to merge! Switch between Toodee and Topdee and their unique perspectives to overcome hard-as-nails challenges, solve mind-melting puzzles and defeat huge bosses. Oh, and there's a co-op mode!