An ode to science fiction media and RPGs of the '90s, Beyond Galaxyland is a charming and beautifully presented adventure. It’s all the more impressive that it's the creation of a single developer. Sam Enright has crafted meticulous pixel worlds, a strong script, and a truly infectious musical score.
He also made one of his characters a genetically modified, blaster-wielding guinea pig called Boom Boom.
The story is pure isekai with a sprinkle of Ready Player One (or its key influence, The Last Starfighter). Doug Dwyer is a geeky suburban teen, transported against his will to Galaxyland. Told that his planet is going to be destroyed by mystery antagonists 'The End', he is displaced by a seemingly benevolent corporation named DreamCore. Still coming to terms with the loss of his former life, Doug is rehoused in the multicultural city of Arcadia. One fetch quest for a shady character later, and an interplanetary adventure begins.
The setting is an interesting and economical way to present a diverse set of worlds to travel to. Galaxyland is a preserve of sorts, a series of distinct biomes clustered together. Created as a refuge for victims of The End, most of its denizens work in the service of DreamCore, while others question the truth behind their situation.
When our hero heads out into space, there's a surprising amount for him to do. Turn-based combat is mixed in with Zelda-like puzzle progression. You can capture almost any enemy you encounter and use their abilities in combat. Travel between worlds is at your discretion, though some planets have a suggested level. There’s also a photo-taking mechanic that lets your robot buddy gather information on lifeforms across the galaxy.
After you make landfall on any given planetoid, movement is across a 2D plane with some light platforming. Doug can transition between background and foreground, adding dynamic pathways to otherwise linear scrolling. This traversal highlights the intricate art design of the levels, sometimes pulling the camera back to show Doug snaking through awe-inspiring alien worlds. Just don’t accidentally walk into an enemy…
Combat uses a traditional turn-based attack system, with contextual actions that add a tactile sense of impact. Basic attacks require additional button presses, while another timed press will defend against enemy hits. Not all abilities can be resisted, but most battle damage can be mitigated. Memorising animation timings can even defend against boss attacks.
Rather than opt for the random encounters of games it pays deference to, enemies wander around the levels, waiting to be engaged. Sneaking up with a well-timed hit will take off a chunk of health before the fight starts. When a monster is weakened, Doug can capture them. Each enemy (friend?) caught can be equipped in a summon slot. Once equipped, the creature's abilities will level up with use. Think of it like the Materia system in Final Fantasy VII, but instead of shiny baubles, you're sticking dinosaurs and giant turtles in your slots.
To add to the Pokémon vibe of it all, summons have elemental properties, bringing a rock-paper-scissors dynamic to battles.
You’d think with all these systems and styles at play, the game would be a jumbled mess. Enright often keeps us focused with funny, heartfelt writing and a rich atmosphere. Combat is designed to be forgiving if you engage with the systems at your disposal. Battles aren't numerous enough to become tedious. Story-driven interludes in hub areas and extended puzzle areas break up the pace nicely.
There’s a sense of scale to the worldbuilding - Doug's Oddysee is a space opera with stakes that make it easy to get invested in his journey. He also has a solid supporting cast, made up of well-crafted science-fiction archetypes. Highlights include retired company robot Marty and mysterious corpo-killer Malefactor.
There are some minor bumps in Doug’s journey. Areas can be tough to navigate, despite the bi-directional movement options. This is thanks to a map that functions more like a radar, showing relative positions of quest markers and level transitions. It’s frustratingly unhelpful at times, often presenting interest points sandwiched on top of each other. Elsewhere, platforming puzzles suffer from a clunky, unpredictable double jump that will have you missing many a ledge.
These minor hiccups aside, Beyond Galaxy Land remains a thoroughly enjoyable space adventure. The developer’s love of the genre shines through in the presentation and writing. It’s also littered throughout with references and stylistic nods to several eras of gaming.
Performance-wise, the old-school visuals won’t put a strain on the Switch hardware. Larger screens work well for appreciating the background detail of the levels, but the game plays just as well on an undocked display.
Then there’s the soundtrack, a playful mix of sci-fi beats and infectious battle music. The soundscape blends well with the aesthetic, by turns tense and wondrous. In the game's quiet moments, the ambient themes recall Phil Fish’s calming masterpiece, FEZ.
Conclusion
Beyond Galaxyland is a well-written, artistically diverse space adventure which mixes several different flavours of RPG with puzzling and semi-open exploration. The story is filled with well-rounded characters and emotional narrative payoffs and, as much as Enright's galactic adventure is a collection of stylistic and mechanical homages, it doesn't feel like a patchwork of fan service. For all its influences and adherence to specific genre execution, Doug’s journey through multiple worlds is still very much its own thing.
Comments 23
Nine out of ten? I'm all in.
Seriously, where are all these games coming from? What do these people want from me? There's only so much one can give. Where do I buy?
Huh, this one was definitely not on my radar, but sounds really interesting; I may check it out.
It doesn't look like my cup of tea, but since the first time I saw it in a Direct (I don't remember which one), I knew it was going to be a good game. It looks very unique and ambitious.
In case I keep hearing about this game, I might end up jumping in eventually.
Another one for the endless wishlist! I love me some good scifi games and turn-based combat is a big plus.
@the_beaver Not my cup tea either, but then again I don't like tea. However I'll give this game a shot because I always enjoy when creators try to be bold, and ambitious.
This was probably my most anticipated game for September. I've seen the developer making information posts and comments on Reddit, and it's very apparent this game was made with passion. Very excited to play tonight!
Hmm, sounds mentally over complicated, crafting, fighting, capturing and leveling those captured?
Hmm Lost Sphere was overly complicated (Mechs which I never actually used) and I got bored
Thanks for the review, glad to hear this game is so good and even more so considering it's made by a single developer (kudos to Sam Enright for such an endeavor), will absolutely get it when I can!
Happy to see this is as good as it looks! Very much looking forward to diving in later today.
This review and a video from the dev I've watched today have convinced me to pick it up, I love unique adventures and need something to get into while I'm away next week.
I truly had mixed thoughts about this game until I read the review. I am just floored by how ambitious this game is at mixing up gaming concepts AND sticking the landing, all by one individual. I'll go ahead and keep this on my radar for now. Impressive.
No... I don't want timed button presses in my turn-based combat. I don't want to memorize button timings. That's how you get ants! Boo.... Sounded interested up until the button timing nonsense. Ah well, I guess I get to save a little cash...
Sounds complex, tricky and very interesting all at the same time having read the review. I think I will have to give this a spin. Cheers for the review.
On my wishlist it goes to wait for a sell.
REACTIVE COMBAT you say?!
Ok I know I left a comment on another story about how I've been burned by many of these pixel western indie RPGs but this one sounds kinda awesome possum
How do 'light platforming elements' and 'platforming puzzles can be frustrating' go together?
Don't like the character art much, maybe I'll find some use for the game some time next year though..
Glad to see this review well, as it looked really intriguing in the trailers. Will hopefully grab a physical copy down the road!
Excited to play this. The price is right, too. I don’t have time for this or bloomtown right now, and they both came out at once! I really want to support them but… my year is full!
@Bunkerneath lost sphere didn’t review particularly glowingly, in contrast to this. Not sure they’re a very apt comparison.
@Lightsiyd Platforming is so infrequently required for progression, so it compounded my frustration when it becomes a sticking point.
@Bunkerneath Now, I haven't got to crafting yet, but just got through the game's battle tutorial. Once you see it explained in-game, all those capture and other mechanics really aren't that complicated. To me, it's kinda like Super Mario RPG timed hit/block mechanics, then just add in some OG Pokémon stuff.
It certainly doesn't bother me, and I'm old and don't like overcomplicated. 😆
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