Ten rooms. Ten Seconds. That's the catchphrase of this brutal action/puzzle platformer by 'The Bworg'. While it's vague in description the game does carry with it more than just a series of timed brutal challenges created to the tune of ten. It is a game with a moral. A moral centered around an awoken clone, and a gauntlet of hazard filled rooms known as Sisyphus that are meant to be a test for whatever lies in wait at the end of the tenth floor.
You awaken from a test tube in a laboratory known as Sisyphus addressed by it's AI controlled computer terminal as #1010. You are told you have no memories, and that your only out is perseverance. As you step foot into the first room it grows ever more evident that you are about to be put through the ringer, so to speak. A red floor saw that is out for your blood is ahead of you and you are tasked, as with every room to follow, to survive for ten seconds before you can move on. Everything is explained in the first few rooms, and it basically boils down to red being bad, orange being safe, and ticking time bombs being an instantaneous end to your existence if you do not collect them in time. Leaving the rest of the trials to be as easy or as hard an experience as you desire, in that regard. The main thing, above all else, is that you see it through to the end no matter what ...
As clone 1010 you are initially given basic movement, and jumping options. This helps you to dodge hazards, and collect key items and coins. The latter of which will play into the rest stops between floors which act as a shop and pizza healing station. A means to secure added perks and abilities that will change up gameplay mechanics for the increasingly challenging rooms ahead. Things like a double jump, air dash, bullet clearing burst, and additional health hearts are there for the buying supposing you have the coins for it.
Structurally the game is setup by floors starting with zero, and ascending upwards to ten via intermittent elevators. Each floor harbors it's own themed gauntlet of rooms filled with ever changing, and ever evolving threats. From creatures to contraptions. That and an end boss that varies according to floor, and will come in the guise of an actual boss or a transitioning room that is a boss in and of itself. Timed like the rest of the trials, and put there to test your survival skills.
Progress on each floor, and each room is done in ten second intervals in which the timer counts down as you avoid whatever needs avoiding. Your life being governed by a limited supply of hearts that are taken away one per hit. Supposing you die along the way you will restart at the last elevator you ascended. Complete with access to a rest stop, and shop. Sometimes you'll even find computer terminals that help clue you into the ongoing plot in regards to your progress. Offering a textual conversation between a mystery person, and 1010. The mystery person being one who seems to be your sole reason for existing. You'll even happen upon other clones lazing about at the start of each floor within the rest area. Offering their own hot takes on their existence, and the hell they've been through. That, and the reasons as to whether or not they intend on continuing onward.
Back at the main menu exists a list of options ranging from basic sound and control settings to three different color coded difficulties, a bestiary, and a jukebox. The difficulties are as they sound offering easier, normal, or harder challenges. Easy mode is called "Casual" here, and actually comes with an invincibility heart that you can activate or turn off on each floor's starting platform. Normal, as one might guess, is a no hands holding standard playthrough experience with limited health at play, and basic threats. Lastly, Hell mode is about as it sounds. The threats are cranked up to ten (pun intended) in every way possible. Both in speed and number. It's a mode for those who are glutton for punishment. All the difficulties, regardless of what they are, allow you to see the ending, but I think there might actually be a secret ending according to higher difficulties as the bestiary is not complete when you beat the playthrough on casual.
The bestiary, which is a bonus addition, showcases animated sprites of all the red hazards alongside a name. Things that you've come in contact with. Even the bosses are included. As for the Jukebox it is filled with all tracks from the game's soundtrack which will unlock as you beat the floors, and their respective rooms. An extra for all the completionists out there. Also trophies can be earned through a playthrough in any difficulty, but there might be a platinum reserved for those who beat the game without cheating. Bare in mind though that it is a speedrun style game at the end of the day, and there are most definitely bragging rights to be had for the most skilled players.
The Verdict ...
After having completed the game on casual, I am a wuss, I saw the ending. That ending made the game vastly more favorable in that it not only mirrored the plight of today's people, but it also came with an important moral. A moral about being awoken to the truth, and fighting against all odds in opposition to a great evil. It's ending lines giving hope, and the assurance that even in a world lost to the worst things if we don't give up we can overcome the odds stacked against us.
To note there are mentions of key projects hidden in in-game terminals that relate to the clones' efforts that were very telling as to where this sentiment was borne. Sisyphus being one of them. The collective of lore tidbits connected all the dots, and in doing so carried with it a message that was only discernable if you were to see the game to the end no matter what. It is this genius style of storytelling, and the Stanley Parable-esque Meatboy nature of it all that really earned the game it's place as one of the best indies of 2022, and yes, that is my honest opinion. For five dollars I think it's worth a buy even if you only play through it on casual! We all could do with this message of hope.
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