Insidia is a fun exploration game that takes place upon a dark and mysterious planet after you are forced to land there after a meteorite was coming towards the ship. Unfortunately, your ship was damaged and you must collect all 10 repair kits to fix your ship and make your way back home. Along the way you’ll encounter dangerous and exotic enemies, along with numerous platforming challenges. Make your way through the cavern-like land and retrieve all the repair kits! Here’s a word from the developer:

Insidia is a story about a traveller who makes an emergency landing to a dark and strange planet in order to fix his ship. The main goal of Insidia is to find 10 repair kits and fix your ship. Repair kits are evenly spread across the map. Find power ups to gain access to previously unavailable areas. Keep an eye out for hidden areas aswell. Find all 10 hidden areas to see the alternate ending upon completing the game.

Insidia

I didn’t find Insidia to be that difficult of a game. I think that, for me at least, the map was vital to finding my way around the world. Without it, I would indefinitely be lost in the 90 separate screens; and I would probably have never gotten through the entire game. What I didn’t like, was that the enemies were almost pointless. I found myself dying more often from spikes and other factors than the enemies themselves. Many of the enemies were slow and couldn’t keep up with your pace (which they shouldn’t actually do in the first place, but should just act fast enough to scare the user into using more desperate maneuvers.). The cannons that fired at you were fine, but I would have liked for the cannons and enemies, along with spikes to collaborate into one, single, level in multiple locations to make the game more difficult. As I can tell, you shouldn’t have a problem getting through this game, without dying once, if you really wanted to. I noticed that most of my mistakes in this game, that lead to death were simply mistakes that occurred while trying to jump from one location to another and enemies were not usually a factor in my death.

My favorite part of Insidia were the 90 different stages of this game. The dungeon was simply a massive beast. I’d hate to get lost in there without a map. Luckily, you do have a map handy on this unfortunate event that will record every location you find yourself in. Like I mentioned, without the map feature, this game would be much, much, more difficult – I’d hate to walk aimlessly through an extensive dungeon with over 90 stages! I would have changed the enemies a bit in this game, it didn’t seem like they were much of a challenge, they were just there as if only to be perceived as “eye-candy.” I would have made the enemies more dangerous, how about they actually follow you or move faster or even fire projectiles (some of them do). There were some more boss-like creatures hanging around such as the guy with two fist that flew down from the ceiling. I wished to see more of those in-game, but atlas they were pretty rare. Insidia strongly reminded me of Blue Knight (I reviewed it here). Both games revolved around exploring a strange world and along the way you had to collect power-ups to make your way through the world (or else you wouldn’t be able to jump over a ledge, ect).

Insidia

I really loved the art in Insidia. It was really detailed for it’s bold colors that it used. It seemed that each level only used two or three colors and then this grid effect was placed over the entire level. It looked beautiful. I loved the rough look the grid gave the game. The detail in the ground was also something to cherish. Weeds and other plants appear to pop out of the ground, along with other plants that clung to the ceilings they created an amazing natural world and feel. I liked the color choice that the artist used. There was a ton of nice colors that the artist used for the background that usually created a peaceful feel.

The music seemed quiet. I found myself having to turn up the speakers just so that I could hear the music. Sure, the noise around me have may contributed a bit, but for the most part I was rather hard to hear the music. I would have liked for the background music to be a little bit louder, just enough so that I don’t have to blast my music and speakers to 75% (most games I can hear perfectly at around 25%). The music sounded techno-ish, but it worked extraordinarily with the game and its strange atmosphere.. There were also stranger noises, screechier and stranger. Those also contributed to the game, giving it a more mysterious atmosphere. The sound effects were much louder than the music and could easily be heard around 25%. The sound effect were usually for dying, though there may have been others. Overall, I liked the music and sound effects and I believe that the developer did a nice job in picking those out for the game.

Insidia had a unique difficulty ramp that can only be found in these exploration games (which I’ve seen very few of). This difficulty ramp is based on the collection of power-ups. If you can’t jump of to that ledge right now, then you know that you’re going to have to follow the existing path until you find a power-up that will accommodate your needs (needing to jump higher). All along, while it seems that you can almost travel anywhere, you’re always on a set path from one location to another. Every time you collect a power-up one or more doors are opened to you.

There was quiet a bit of replay value in Insidia. Once you complete the game you may choose to chase after an alternative ending to the game. This is done by hitting all of the hidden switches. These switches are usually hidden through walls with red dots on them. There are a total of 10 switches. Much like finding all of the repair kits, each switch is hidden through the 90 different stages. I personally found it hard not to find all of the switches in my first run through the game, so I had to resist the urge to collect all of them before seeing the actual ending. I would have liked to have seen a score board that would total time to see who are the fastest players. That would add a bit of competition to the game. A level editor may also have been nice, so that users could make around 10 room games. The developer could then have the Kongregate API Share feature implemented so that users would be able to quickly share levels with one another.

All in all, Insidia was an amazing exploration game. Anyone that enjoyed such games as Blue Knight and other games in this small genre will undoubtedly love Insidia. In review, the difficulty was okay. I would have liked to see the enemies to be a bit more challenging. As of now the enemies seemed wimpy and less of a nuisance than spikes or hand-eye coordination errors. I liked the storyline of this game, which is much like the storyline of Blue Knight if I remember correctly whereas you are stuck on a strange planet. The art was fantastic – Wobly, the developer of Insidia, usually uses pixel art for his or her games, but instead, for Insidia, the art was rather more modern and didn’t follow his or her previous style. Nevertheless, the art was still fascinating. I loved the grid effects on the level and the overall simplicity on the art. The music was quiet but upon turning up my speakers a bit I didn’t have a problem. The sound effects were also nice. I would have liked to see more sound effects though, such as jumping sound effects, walking sound effects, ect. The difficulty ramp was perfect in this game. Some areas were impossible to reach, but later, upon collecting a power-up, you were able to reach these locations which contained more dangerous area. It’s really a tricky difficulty ramp if you think about it. The replay value was okay – right now there is only an alternative ending which is rather easy to achieve on your first run through the game if you keep you eyes open. i would have liked to see a timer of sorts and then a high-score table to go along with it. Overall, Insidia was an extraordinary game! Make sure to play it today!

Play Insidia on Kongregate!