Game Review: Skinny

For a relatively short browser-based pack, Skinny packs in plenty of atmosphere. Created by Thomas Brush of Atmos Games, this platformer had you lead a robot through five levels of a battered post-apocalyptic landscape. Your goal is to collect batteries to repower stranded fellow bots. To do you, you leap across gaps, launch from spring-loaded platforms and crush obstacles with an extendo-arm.

The physics of movement are satisfying. Your robot’s arms and legs pinwheel through the air as it flies, adding some cheerful animation to the repeated jumps. Your character can’t die, but it can fail repeatedly, leading to backtracking and even some frustration as you try to leap through an opening before an electronic gate closes again. In the end, the mechanics are a little gidgy, but still fair, although a small playing window can make it difficult to deploy your hook without clicking on a bordering ad from time to time.

The story feels a little emo. The dialogue of your stranded peers indicates they’ve survived a nuclear winter, or perhaps perished in it. Giving them their batteries restores them back to being clichéd little consumers. Some supporting characters fixed in each level question whether your surroundings are real or just engineered by a world-creating “Mother.” With all this build-up, there’s no real ending.

But the story is just window dressing anyway. The fun lies in exploring the levels, making your way from one end to another. The puzzles along the way are intuitive, but challenging, making this a game worth exploring.