140 is a very short platformer game for the PC with a simple but distinctive aesthetic.
The game has no story.
The gameplay is mostly fairly simple, but really has two modes; there is the gameplay during the levels, and the gameplay during the “bosses”.
The levels are all full of fairly standard platforming elements; moving platforms, “spikes/lava” which takes the form of static, and various other simplistic elements. The game does mix these up somewhat, with blocks which trigger other blocks to appear or disappear, expanding and contracting blocks which hover in place but can crush the player, blocks which temporarily turn themselves into ground which will kill the player if they touch it, and, in one level, brief, periodic periods of anti-gravity, where the player will fall up (but cannot jump off the ceiling).
The game is quite brief, consisting of only three levels of increasing difficulty, and checkpoints are frequent – a very necessary feature in the third, quite difficult level of the game. The player must periodically retrieve floating orbs and bring them to platforms to transform the level in order to continue on their way through it, and each time the level grows deadlier and more complicated, until they have reached the end of it.
At the end of every level there is a boss of sorts, though in reality they are merely segments of very different gameplay. The first one is a fairly traditional boss which shoots at the player from above and splits in half every time the player shoots it with a little hovering shooter which fires automatically every few seconds, requiring the player to time their presence underneath the boss to harm them. The second one has the player navigating through an environment which feels like they are racing down a narrowing track as an enemy whose touch means death zooms back and forth past the player. The third and final one has the player trying to defend themselves from enemies, pointing their blaster at them before they attack; as the player only has one shot per group of enemies, they have to make it count. This last one is quite frustrating as it plays heavily with interface screw, first by making it so that the blaster rotates either 90 or 180 degrees before firing (in a predictable pattern), and secondly, by shifting around the entire screen and thus giving the player only a very tiny amount of time to react. This was the most frustrating part of the game, and was a poor design choice as it felt very awkward rather than like a fun puzzle.
The game has a very simple aesthetic to it; everything in the game is a geometric shape of some sort, and the player themselves turns from a triangle to a circle to a square depending on their movement and actions. Even the music is very simple, the game being silent at first, then gradually building up a more and more complicated soundtrack which beats in time with movements of objects in the environment.
The game is decent overall, but it is very short, and the third “boss” is quite obnoxious as the game experimented with interface screw in the place of interesting gameplay. On the whole the game was not terrible, but given its very short length, with the entire game likely taking no more than an hour to beat, and the frustrating final “boss”, there’s not a whole lot to recommend beyond its aesthetic.