A robot, a poncho and a journey of discovery! Make your way through this wonderful world of pixelated parallax platforming to solve the ultimate puzzle: who is Poncho?
User reviews:
Positive (46 reviews) - 80% of the 46 user reviews for this game are positive.
Release Date: Nov 3, 2015

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“Absolutely beautiful...”
85/100 – Fan Boy Destroy

“Better-than-perfect pixel art graphics, fantastic soundtrack and gameplay that is fun, challenging and entertaining, Poncho is not to be missed”
8/10 – Punk And Lizard

92% – Mouse n' Joypad

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About This Game

A robot, a poncho and a journey of discovery! Make your way through this wonderful world of pixelated parallax platforming to solve the ultimate puzzle: who is Poncho?

The world is ruined; humanity has disappeared and all that remains are robots, trying to find a new purpose in existence. But for Poncho, the adventure is just beginning! Explore an open world full of colourful characters, leaping between parallax layers to overcome obstacles and solve puzzles. Can you make it to the Red Tower, meet your Maker and ultimately save humanity?

  • A 2D world with 3D thinking! Use brains as well as platforming skill, moving back and forth through Poncho's world as well as left and right to progress.
  • Discover new challenges around every corner: platforms that move when you do, areas that switch from 3D to 2D and back again, shifting walls, seemingly impossible ascents and much more!
  • A philosophical and intriguing storyline filled with mystery and a dark twist...
  • An open world adventure, with a multitude of solutions to every area, hidden secrets and multiple endings!
  • Randomly generated NPC characters and critters that react to Poncho's presence make the world feel alive!
  • Seek out and find new abilities to unlock even more secrets hidden in the world!
  • Gorgeous pixel graphics mix with clever gameplay and a beautiful soundtrack to create a retro-style experience that's truly unique!

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows Vista
    • Processor: 2.0 GHz CPU
    • Memory: 2 GB RAM
    • Graphics: AMD Radeon HD 6770M (Or similar with at least 512mb Vram)
    • Storage: 500 MB available space
    • Sound Card: N/A
    • OS: OSX 10.7 (Lion)
    • Processor: 2.0 GHz CPU
    • Memory: 2 GB RAM
    • Graphics: AMD Radeon HD 6770M (Or similar with at least 512mb Vram)
    • Storage: 500 MB available space
    • Sound Card: N/A
    • OS: Ubuntu 15
    • Processor: 2.0 GHz CPU
    • Memory: 2 GB RAM
    • Graphics: AMD Radeon HD 6770M (Or similar with at least 512mb Vram)
    • Storage: 500 MB available space
    • Sound Card: N/A
Customer reviews
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Positive (46 reviews)
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35 reviews match the filters above ( Positive)
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
Not Recommended
3.4 hrs on record
Posted: October 3
This game feels like... a solid concept for a game. But one that the game doesn't seem to know what to do with. There's very little challenge to the game; only the last level has any remotely hard platforming, and the biggest challenge there is getting the blocks to line up right. Which shouldn't really ever be an issue, but, well, it is. The puzzles aren't very well thought-out or challenging and there's never really any penalty for failure, you just respawn a few seconds back. Except in the two cases of more vertical level design, which, even then, aren't that hard or punishing.

And the collection aspect... the game won't tell you this, but you do have to buy keys from shops. I collected every key in the game and had no keys at the end of the game, and bought a handful of keys from the shop in the meantime, which means that outright you do need to get some keys from the shop, which is... silly to me. There's also the stomp power, which is behind like three locked doors, and servers very little purpose other than unlocking a few small secret areas, not required for the main game.

The levels all try to have an explory collectathon feel to them, but they're all too small to really scratch that itch well, and there are very few collectibles really hidden away anyways. And, well, according to my experience as well as forum posts, it's literally impossible to find everything, some of the collectibles outright don't exist, despite what the devs are saying. So yeah, that's great...

It just feels like a game that lacks polish. The graphics are pretty and the music is solid, and the idea is there, but not really well developed, and the game's a bit buggy as well. And the missing collectibles really make it feel like a mess. On top of that, the game is very short, only 9 levels, and one of them is barely a level at all. And the ending is a big textdump followed by an ambiguous moral choice that holds no weight because there's barely any story and no characters to get attached to.

I don't mean to sound too hard on this game because it's not "bad", but for its asking price (originally $15, now only $10, which is still a bit much for the length/lack of polish) I'd really expect better. It's a shame, really. It's still kind of charming in a way, even with its flaws, but I can't really recommend it.
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Most Helpful Reviews  Overall
56 of 76 people (74%) found this review helpful
5 people found this review funny
4.2 hrs on record
Posted: November 3, 2015
The first 20 minutes of playing this game were indeed a charm. I'm not a big fan of platformers but the colour and smooth movements allured me to this game. The strongest points to this game are the music and the atmosphere in which the game creates which is very impressive and I am so fortunate that you can purchase the soundtrack.

The game has a unique 2D - 3D movement to it. It's hard to explain but for purposes I will attatch my 20 minute preview video. In the game you also have collectibles, broken robots to repair and keys to unlock secret areas (which are colour coded)

If you are a big fan of platformers then I highly recommend this game, it to me is a gem which has come from Greenlight and the developers should give them self a big pat on the back. The only aspects I cannot mention are a) Longevity and b) enemies - (I didnt find any enemies in my 20-30 minutes of playing).

Feel free to take time to watch my video for a more better idea as I'm not too great with writing. :)
Thank you very much for reading and a big thank you to the devs/publishers for the key to go ahead and preview the game.

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32 of 37 people (86%) found this review helpful
1 person found this review funny
3.5 hrs on record
Posted: November 7, 2015
In it's current state, I can just barely recommend Poncho.

The art is beautiful, the gameplay mechanics are solid, and the story is kinda touching. It's got a really good sense of adventure and exploration to it, which I like.

But the game still needs a lot of polishing. There's tons of bugs, and the platforming physics are still pretty wonky. Often you'll respawn just to instantly die again. Or you'll mess up a jump because sloped platforms have wonky physics. Somestimes bits of background scenery just randomly disappear. Nothing gamebreaking overall, but it adds up and becomes very annoying.

I completed the game, and would have liked to go for 100% completion, but I won't do that until the game is improved.

Another tip for the dev: Can color-blind players tell the difference between the keys?
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23 of 23 people (100%) found this review helpful
6.8 hrs on record
Posted: March 15
PONCHO is a 2D platformer that relies on a specific mechanic to tell its story and to keep the experience fresh and challenging. I had already been astonished by the pixel art that I saw on the store page, but I was even more surprised when I saw everything in motion.

PONCHO’s core mechanic allows you to switch planes. You press one button to switch to the background and another button to switch to the foreground. Besides this, one thing I really liked was the fact that there is no hand holding. You’re thrown into an unknown world and you have to figure your way around. Soon enough you find some kind of robot characters which I found out to be really intriguing. How did they get here, what or who are they? I was intrigued by this whole mystery by finding myself lost in this world. I love that. It is a thing very few games are able to do.

These characters kept mentioning something about a great calamity and the fact that the maker has abandoned them. That said, the game starts very mysteriously and it’s only right at the end that the story makes sense. At the end you’re able to choose one of two different endings, but either one or the other is a though choice to make.

The game itself is divided into several levels and each level is subsequently divided into several areas. You change areas by either going to the left or right edge of the area you’re currently in. On each level there’s a certain number of red orbs and keys that you can collect. The red orbs can be used to purchase keys from a merchant. You’re not necessarily obliged to collect them all and they don’t affect the outcome of the story in any way. Still, keys allow you to unlock new areas, so if you want to explore everything you should collect every single key and red orb you come across .

Visually, I think that the pixel art is just on point, it reminds me of Fez to some extent, and the game also has some lovely chiptunes. The backgrounds are very detailed and there are some pretty cool looking particle effects. The game allows you to visit different environments such as a tribe vilage and a junkyard. There is also an underwater section which I found to be really cool. In this part you had to press a different button to see in 3D, so you could distinguish what was on the background and what was on the foreground.

My only complaint is the lack of checkpoints on certain areas, which I think might annoy some people. For example, right on the very last platforming section of the game, I spent well over 30 minutes trying to climb a tower. One small misstep and I would fall to the bottom and had to do everything all over.


Overall, I was really surprised by PONCHO. I had my suspicions if it was going to be able to hook me and if it was going to differentiate itself from other platformers. I’m happy to say that those suspicions were misplaced and that I enjoyed my entire time with it (apart from the slight frustration explained on the previous paragraph). I highly recommend it to platformer fans or for those who are looking for a mysterious and charming world to explore.
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16 of 18 people (89%) found this review helpful
5.4 hrs on record
Posted: February 10
This is one of the coolest platformers I've played in recent time. I had a great time going back and forth through levels. I love how it's designed, the developer has great pixel art skills. Music is good, as well.

This game is worth every cent!
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48 of 76 people (63%) found this review helpful
3 people found this review funny
Not Recommended
3.7 hrs on record
Posted: November 3, 2015
This key was obtained from the developer for the purposes of review

A hard one to really call here, as the base gameplay that's present and the unique gameplay mechanic of going into the foreground/background does make a game that's appealing on the surface. It's got the presentation down: despite it being another pixel platformer, the use of that aforementioned background/foreground goes a long way, and helps create an experience that many may not have seen before. It definitely provides good puzzle based elements to the game to complement it's mechanics, and it can be great for those liking exploration elements and “collectathons” with having to find elements. What drags the game down however is what causes the negative elements in the game: The checkpoint system, and vertical level designs. This game has a high frustration factor, which is compounded by several little problems that forces you to re-do large sections over and over again in the worst way. Checkpoints are based on time on platforms, and it shows lots of flaws as opposed to a generic checkpoint system because of it. In addition, the gameplay causes inconsistencies with times where you have no idea how to get through a section, and having to wait for platforms to get into place for large amounts of time. The negatives are what's going to make/break the game for you: it broke it for me as it caused too many problems for me as a whole. But if you can tolerate it, you've got an experience that is worth your time.

Gameplay Footage and Video Review: https://youtu.be/FbeBy-2jTcY

  • Strong Presentation beyond typical 2D “good” pixel artwork, as works elements of foreground/background well into the presentation. Smooth animations help this.
  • Unique enough to stand out against it's competitors due to it's foreground/background/back-background mechanic, and the additions of the hazards introduced here.
  • Works well from a puzzle exploration standpoint, and gives people who love collect-a-thons a reason to try to find new ways to get through the map.
  • Like how certain locked doors can be gotten around with the unique mechanic, and it feels purposeful.
  • Has that Charm factor with the main character, instantly likable despite not saying anything, and reasonably good character design all around.
  • Performs well with no frame rate drops or problems of that sort.

  • Very High Frustration factor. Too High for my tastes.
  • A problematic checkpoint system can cause large amounts of progress to be removed thanks to one mistake, and it doesn't help that possible learning mechanics are lost due to the time it takes to get back to the obstacle in question.
  • Vertical level designs really compound the 2nd negative point, as you'll have to do large sections of the game over again because you'll fall into an earlier part of the level.
  • Time elements can be annoying due to having to wait for significant periods of time for platforms to line up. While we've seen this in games past, this game in particular have very, VERY long wait times.
  • Back-BackGround/Background/Foreground can cause confusion at times as you don't know what's in the foreground, or the “midground” as it were. Which is then compounded by points 2+3 on this list, making it hard to really want to get back into the game's groove.
  • Feels like there's a slight problem with edge mechanics and jumping, like being too close to an edge affects jump mechanics too much.
  • Direction issues at times on how to proceed through an area, especially when a wrong move means a lot of repeat work.
  • This game in particular has negatives that feed off each other, enhancing each other. While you can isolate some problems in some games, this is one of those cases where it just hits all the worst points at times.
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10 of 11 people (91%) found this review helpful
2 people found this review funny
5.9 hrs on record
Posted: February 9
I must say, as a pixel artist, that this game have perfect art. Atmosphere is amazzing. I enjoy bacground music and think that sound effects are pretty good. Gameplay is great. Layer idea behind this game works well for me. The only thing that I don't like about this game is price, but it is afordable on sales.
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15 of 21 people (71%) found this review helpful
2 people found this review funny
9.4 hrs on record
Posted: November 4, 2015
I’ve always had a bit of a soft spot for cute story worlds with dark, mysterious undertones - and Poncho here is no exception! It’s a pixelated post-apocalyptic perspective-based puzzle-platformer (try and say that without spitting everywhere) set in the overgrown ruins of a futuristic dystopia. All assemblance of animal life is missing. Even the tiny snails lurching along the stalks of pixelated grass are entirely robotic. The machines have taken over and formed a society of their own. But, much like an allegory for the current decline of the mobile games industry, a society cannot function on shameless cloning and metric data alone. The machines lack the human quality to innovate and evolve and subsequently digress into small tribes of nomads. Now they wander the earth, falling apart, cursed by their own immortality as the last computerized image of a human face slowly decays from their rusting harddrives. Into this bleak arena steps Poncho, a small blue mini-fridge with a tablecloth stuck in his door, on a quest to find the illusive creator and restore humanity to its former glory.

Poncho plays like a condensed version of Fez, another pixelated perspective-based puzzle-platformer (spit spit), but unlike Fez, the developer of Poncho hasn’t been ostracized from the internet for declaring war on his critics, playerbase and youtube lets-players; so pre-emptive brownie points for you, Delve Interactive! To contrast the mechanics of Fez, instead of spinning the entire world around on axis, Poncho exists within 3 or 4 two-dimensional ‘layers’ in the background and foreground, allowing the player to platform jump between them in order to collect keys and shiny red floating sweeties. This makes for some mind-bending exploration puzzles when the platforms are static, but it becomes downright infuriating when the platforms start to move a few levels in. Not the standard left-to-right floating platforms most gamers have become accustomed to. The floating platforms in Poncho shift through every dimensional layer within the Z-axis of the gamespace.

This led to multiple situations where I would mistime a jump, land on a platform, only to have the existential rug ripped out from under my feet, or worse - get blindsided in mid-air by a shifting platform as it suddenly occupied the same space as Poncho, smashing the last hope for humanity into quantum glitch soup. The constant shifts between orthographic and perspective views can give the player a rather sketchy view of where they reside spatially. Luckily, Poncho has opted for the Super Meat Boy school of design in that the time between ‘death’ and respawn is almost instantaneous. It's difficult without being punishing.

However, Poncho isn’t all about the platform dimension jumping. There is also quite a strong focus on exploring the open world and being able to come back to any level during the game to collect any keys, sweeties or powerups that you may have missed. Boasting an ‘open world exploration’ element in a game like this is usually shorthand for back-tracking. Fortunately, the level design is fairly tight and succinct, meaning that the player doesn’t have to retread too much ground in order to reach new heights -unlike Fez, where the landscape was so vast and complex that my desire to explore it would evaporate almost immediately. Poncho does its best to keep the next little shiny red breadcrumb always in sight of the player, giving them a firm idea of areas they haven’t explored yet. There are also a couple of fun secrets and easter eggs to keep the completionists checking under every rock!

As a whole, I found Poncho surfing the knife-edge between challenge and controller-smashing frustration. If you fudge a jump, it’s your fault for not thinking ahead X amounts of steps. Perhaps this will amalgamate to that wonderful ‘good’ kind of frustrating which will keep more determined players slogging away until they get it right. But what really sold me on Poncho is the charm of the characters within. It’s show-don’t-tell for the most part, which intrigues me to improve my platforming skill if only to reveal a little bit more of the world!

So if you have a high tolerance for MeatBoy-esque difficulty and enough spare controllers and keyboards to justify hurling a few against the wall, love cute colourful storyworlds and little robot folk, Poncho is for you. For this is the way the world ends. Not with a bang, but a whimper ... as the player misses a platform jump for the umpteen-billionth time.
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10 of 12 people (83%) found this review helpful
6.2 hrs on record
Posted: February 11
Poncho is a game about a little robot making its way through an overgrown post-apocalyptic world to the big data center tower, in response to a distress signal.

Despite being a puzzle-platformer, Poncho is a game you grab when you need to relax and clear your mind of everyday problems.
Each level will bring a relaxing, healing atmosphere upon you, starting with background music, and completing it with peaceful and colorful visuals.

No enemies, no hazards — only you, 3-plane puzzles and a world to explore.
Yes, you can be telefragged, or fall into the pit, but with no punishment from the game whatsoever.

There is no forced progression and a neat world select screen — you can leave a level anytime you like, and you can always go back to previous locations.
Thanks to the levels themselves being looped (you can go both left and right), you can explore any level you have unlocked further without tedious backtracking.

To sum it up, you can count on this game to wash away your worries after a long week of work.
UNLESS YOU’VE REACHED THE FINAL LEVEL. IT IS HELL. Go for the final level only when you are ready for some high-paced, quick decision-making platforming in three planes.

Poncho has very interesting multi-plane drifting system as it’s core mechanic.
You can switch between the front plane, middle plane and far plane any moment you like, providing there is enough space for you to fit there.
This allows you to use perspective as your ally: if the pillar is too high to jump on, just switch the plane, jump, and when Poncho is seemingly above the pillar — switch back.
Voila, you are standing on top of “unreachable” pillar. There are lots of tricks with that system for you, it’s really fun and puzzles are actually good.
Developers made sure to utilize their core mechanic right.

I've mentioned that you can always re-explore previous levels. But what’s the reason to explore a level you’ve already cleared?
1. You can find and unlock 2 abilities in game. One of them, for example, will allow you to stomp the floor and discover secret areas.
2. Collectibles of sorts: keys, memory chips, secret characters, and dead robots to revive (Glory to the Robot King!)
3. Secret areas. These are mostly caves of various sorts, but there is one really cool location where robots are partying hard, and planes keep clamping together.

The game is aware of it’s own amount of content - it has few twists and puzzle mechanics, but it utilizes them well.
It also has just the right length not to get boring, and two endings.

So grab it on Friday, sit back, listen to music, relax, solve puzzles and explore.

Sadly, most people didn’t give Poncho a chance, SteamSpy estimates its owners at 1-1.5k but I hope that this review helps more people to discover this game.

P.S. For more awesome hidden gems, follow the steam CRIMINALLY Low Sales curator.
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12 of 16 people (75%) found this review helpful
1 person found this review funny
Not Recommended
3.4 hrs on record
Posted: January 6
A nice little game, but it really feels a bit unfinished and is a bit buggy (menu, spawning in walls,...), and too short for this price tag.
The graphics in some parts for the different grounds in the level are identical, so no chance without trial and error to find out where walls or platforms are.
The cycles for the timed platforms in several parts are quite luck based, since you can't see them (and they are not synchronised), so again, trial and error, and a bit frustrating...
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Recently Posted
5.8 hrs
Posted: October 14
A great attention to detail, beautifully designed, solid mechanics and also relaxing.
A game that deserves to be better known. The only downside, the price isn't attractive.

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3.5 hrs
Posted: September 21
Okay so, Poncho is amazing in two cathegorys: It's visuals and its really, REALLY great Soundtrack.

Here is what doesn't work.


In Poncho the player moves in three layers, lets call them front, back and middle. With two buttons the player jumps between them but can only jump one layer at the time. Most navigation of the levels and even most of the puzzles of the levels are pretty fun and relaxing. You are not limited in lives and if you fail a jump Poncho respawns at the last solid piece of ground he had jumped off from. That was a good decision as it takes the edge of some of the games problems.

None the less the game becomes a play in frustration when it starts to introduce platforms/blocks that change between these levels as well platforms/that move between the layers when the player does.
Many of these are a problem because the front layer can often barely be seen wich makes knowing the rythm of movement a guesswork. Often i mastered these more by brutforcing it. This makes apparent that the mechanics and some of these puzzles are clearly not well enough designed. Three times i managed to more or less break the game and maneuver into a situation that i only could get out off via leaving the level.


Poncho has not enough content whatsoever. In only 3.5 hours i am pretty sure i have seen everything. After finishing the game it mostly felt as if they had stopped developing in the middle of the process.

For example around the third level Poncho gains the abbillity to stonp down and open up secret areas. The whole thing is barely even used, a handfull of times at most. And that counts for every part of the game.

The biggest insult though is the claim that Poncho is a game of exploration. But i talk about that in the last point.


The game claims that the player explores the world to discover the secret behind the faith of the world in ruins as well as the origins of Poncho.

That is simply false. The levels, while beautifull to look at, are there to be traversed, that is it. There are no secrets or artefacts to discover that may tell you what happened. The same counts for the robts you encounter. Even the most prominent of these add NOTHING to your understanding of the world and Ponchos place therein.

But it gets worse. Bercause all there is to discover is a few words at the beginning and a big text dump at the end.

And lets talk about that ending. In NO WAY has the gamne earned it's attempt at a heavy ending. Because the world has nothing to discover it ends up feeling like we have the very beginning and the very end of the story, no built up, no hints we could have guessed what was or is going on and most of all not enough infos to make the binary decision at the end.

I mean NONE of it makes sense anyway.

SPOILER! (although there really isn't anything worthwhile)

Tuns out Poncho is the son of the person that caused the end of humanity (the game shows us that by giving that person also a poncho to wear over a labcoar wich is ridiculous). To prevent Poncho from disappearing he changed him into a robot and then gave him his heart.
He then went into the Red Tower and built himself a machine so he could stay alive (we see him connected to that machine via a breathingmask) to try and change the fate of humanity and bring them back (the games makes clear that since then a loooong time has pased).

To be able to bring back humanity Poncho needs to give him his heart back so the Father can move freely. That means that Poncho would die.

The player can then decide to give him his heart back so he can restore humanity and die or keep the heart and with the last human (we never get to learn his name btw.) humanity dies forever.

If the player chooses to die, we witness how poncho gets bared up and then in a scene that suggest that all the robots had been humans changes the robiots we have seen into humans.
If the player choolses to live we see the Proffessor/Father/Guy bared up and the robots besids Poncho standing last guard next to him.
In both scenes the world afterwards makes a undeserved "everything end eventually" ending that it didn't deserve to make and that also makes no sense the way it shows.


What kind of machine is that, that could make the world a better place, but also can kill ALL OF HUMANITY if "something goes wrong". We never get ANY idea of that!

Why did he give Poncho his heart?

When Ponchos memory got wiped in the process, doesn't that mean he died anyway?

Great job killing your son (and humanity), dad! Twice!

So he can't move from that machine without his heart?

How did he even reach the tower if he would have died without a heart?

Has he ever heard of the concept of EXTENSION CABLES?

Or for that matter, humanity was clearly technologically advanced. How about an artificial heart? We have those TODAY!

Or how about using that massive restless ARMY OF ROBOTS THAT WANT TO SERVE SOMEONE?

And why not give that artificial heart to Poncho in the first place?

Why leave Poncho back somewhere in a massive ruined city and not take him with him?

How the hell did you get your hearth out by yourself anyways?

Or a transportable version of that machine.

I mean you clearly must have had several decadees if not even hundreds of years for making something like that seeing how overgrown the world has become!


There are more things that make no sense but the end of the song is that Poncho neither has earned such a heavy ending nor did it do it any form of real worldbuilding to support it.

Would i recommend this game?

Not at the full price because beyound the pretty optic it can't keep any of it's premisses. And what is there isn't that good.

I recommend though to buy the SOUNDTRACK!
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Apparently Kid
8.2 hrs
Posted: September 18
Not worth it. You are a pixelated robot wandering around levels switching between dimensions. Theres no direction and levels makes no sense, mostly trial and error just running around switching and collecting keys/gems. Gets pretty boring and repetitive. The switching can be kind of finnicky/buggy and you can do higher than you think. There's no real cohesion or story. Levels are uninspired. Gampley is meh.

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Mr. Figs
4.1 hrs
Posted: September 14
It looks a lot like FEZ. But it's not really like FEZ.

The background-foreground swapping is satisfying and looks nice. There are a few good puzzles throughout the game that make you think about and understand the layout in order to progress. But most of the puzzles rely on blocks that also switch layers, either on a timer, or after a certain number of swaps of your own. Most of the time, I was able to get through these through brute force, basically. I don't know if there's an intended solution for these puzzles, but it felt like I was cheesing it.

I sometimes died and respawned inside a block. This kills you, so I would respawn and instantly die forever. When this happens, you have to quit the level and start over. It happened a few times in the later levels.

Steam says I beat Poncho in 2 hours. So get it on sale, and have fun with the good parts of the game while it lasts.
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1.8 hrs
Posted: September 11
This is an inventive and wonderful to play little 2D platformer that uses the ability to warp between layers as its main mechanic. This works incredibly well and makes for some really fun and interesting levels that you will play while also experiencing the intriguing storyline.
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6.8 hrs
Posted: September 10
Poncho is obviously HEAVILY inspired by fez. Instead of the rotating world sideways game mechanic that fez has poncho has a move forward & backward thing (which is still rather unique & cool) & instead of wearing a fez you wear a poncho lol.

Last level was worth getting to the end for, was pretty lol & a few moments there was like omg the game is trolling me!

Overall, the game was kinda half way there for me & just felt like too much of a fez gimmick. Does not do the game any justice by being compared to fez as fez is such an awesome game. 5.8/10.
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1.6 hrs
Posted: September 5
Poncho LOOKS absolutely brilliant and has a promising central game mechanic(shifting between foreground and background), but it falls abysmally flat in execution. Level design is clumsy, unclear, and unintuitive, usually relying heavily on platforms that shift layers themselves- often out from under you- without much warning. I think it would help a bit if these platforms would shift you along with them if you are standing on them, but the programmers couldn't even figure out how to make horizontally moving platforms move you horizontally, so I can't see that being implemented.

There are some collectible gems throughout every level that can only be used to buy keys to in-game doors. There are a couple abilities to unlock also, but they aren't very useful. None of these things feel very rewarding to collect, and I get the feeling they were included in an attempt to make the game slightly less boring.

There are plenty of death pits, and to the game's credit, respawning is quick. However, I have no idea how the game chooses where to respawn you. Usually, it's close by, but checkpointing seems pretty inconsistent, and it can lead to backtracking problems as well. For example, the level I gave up on was primarily vertical, so I fell down from a higher area quite a few times. If I fell directly into a pit, then I was respawned back up near where I fell from. Unfortunately, I fell onto the solid ground about half the time, causing the game to treat that ground as my "new" checkpoint, meaning I couldn't just jump into a pit and respawn up where I fell from- I had to climb all the way back up again. I grant that it might sound like a petty complaint, but it was very frustrating and ultimately was part of what led me to give up on the level.
(Around this point, I discovered that you can't pause or exit the game from the world map. You have to enter a level in order to quit.)

The story/setting shows some potential, even if it is a little contrived- but I doubt it will be explored in any meaningful way, at least based on what I've seen. Plus, I simply don't care enough about it to continue battling the finnicky controls and mechanics and find out.
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3.8 hrs
Posted: September 5
Literally NotFez, only not enjoyable to play at all.

The ten minutes I played pretty much checked all the boxes of indie game pretensions. The visuals are nice-looking, but the primary gameplay mechanic does them no favors.
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5.6 hrs
Posted: August 30
PONCHO is a game that I recommend because:
- it is a method to banish boredom
- it has a good price
- it is retro
- it has adventure
- it is difficult
- it has a good soundtrack
- it is colorful
- it has trading cards

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