Pitweenk: a Pixelated Pink and Puzzling Platformer

Simple apps that allow casual game players to pass the time are all-the-rage right now, and Pitweenk adds an interesting addition to the market. But is the game really worth the zero-dollar price tag? Let’s find out.

Pitweenk opens with a simple title screen with a play button. Tapping the play button brings you to the level select area, where you begin one of 25 levels. There’s no real backstory to the game, so you might just have to use your imagination.

The object of the game is to get from point A to point B without dying. The coloured balls move around the screen in a pre-determined path. Once you figure out the pattern the balls follow, you can proceed without much difficulty. Landing on a spring will cause you to jump up in the air. This can be a little tricky, and the timing needs to be just right to avoid touching a ball. Touching a spike or falling down a hole will also cause you to restart the level. The game feels solid and I didn’t come across any glitches – but the simplicity of it doesn’t really allow for it. The replay value is good – if you miss a star, you can return to the level to try and get it again.

The controls are simple, consisting of just a left and right button. Most players will use their left thumb to go left and their right thumb to go right. This may seem unnatural at first, but once you start playing the controls become really intuitive. There is no dedicated jump button, which means that you rely fully on springs to make the character jump. The large ad banner in the free version is strategically placed in the middle of the screen. I touched the ad several times while playing, which disrupted the game.

The graphics are simple and flat. I feel as though the developer may have drawn the entire game him or herself, which I think gives the game a nice indie-look. The overall appearance looks a bit familiar, with the platform that reminds me of Super Mario World. Maybe the graphics could be a little more detailed, but they are fun and bright nonetheless.

The music consists of a short jingle when a level begins and another jingle when the level is completed. The character makes a noise when he dies, touches a spring, and when he gets a star. The sound when the character gets hit reminds me of Pac-Man exploding. This summarizes the entire soundtrack of the game; there is no background music, which I feel could have added some atmosphere to the world. Again, I feel as though the developer may have whipped these jingles together.

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