Kyper Review

Ian Marsh’s Kyper is about halfway to being a really killer “one-hander” game–something you can play for a few moments while standing in line, like PapiJump. The difference between that game and Kyper, however, is that there’s just not enough substance around the core concept to keep us interested.

Kyper’s a skill-based arcade game where you move a spaceship from side to side with subtle flicks of your risk. Asteroids drop down from the top of the screen, and you have to avoid running into them, or the game’s over.

But there’s a bit more to it than that: the closer you fly by the yellow asteroids without hitting them, the bigger speed boost you receive. The opposite is the case for orange asteroids, which slow you down depending on your proximity.

The goal is to go as fast as possible, so there’s no profit in staying safe–you have to get in there and risk your life against the yellows, while dodging as far away from the oranges as you can get. The faster you go, the quicker the rocks come at you, until they’re bombarding you in a nearly continuous stream. Not long after that, you’re dead and posting your highest velocity to the integrated leaderboard.

Kyper is a clever game in its way, but we were done with it after a couple dozen plays. This could use a new gameplay mode or two (PapiJump has eight); there are lots of creative possibilities that could serve as hooks, from more types of asteroids to horizontal flight. Also, we were a bit disappointed by Kyper’s mostly static graphics, which fail to impart much excitement.

We can see this game’s potential, but it’s not good enough to recommend as it stands. Wait for an update.

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