Originally founded in 2009 by Tom Beardsmore and Paul Crabb, Coatsink has quickly developed its own style within the framework of the ever-popular Unity engine. Chip, a cartoon-styled isometric puzzle game, blends a funky soundtrack with in-depth gameplay elements and character customization. Originally released earlier this year on Steam, Coatsink has plans to bring Chip to the mobile market with an iOS and Android port set for later this year. But is it worth your time?
At its core, Chip is a quick mini-stage puzzle game and has a similar style to a game like Cut the Rope. However, the similarities end there. Chip is much longer - and significantly more difficult - than most, if not all, puzzle games that I’ve ever played.
The goal of each stage is to essentially recharge your chosen sleeping robot with energy orbs fired from a cannon; but you’ll soon realize that things are as never quite as simple as point, click, and win. While the initial puzzles are fairly straightforward, you’ll soon notice that there is a steep incline of difficulty which will test your skills fairly early on. Energy orbs from the cannon can be bounced off of movable walls, pick up objects, and even charge other devices on the game board. There are also a wide variety of objects to interact with and move; doing so you will slow down time enough to let you think about your next move. But it never completely stops - that would be too simple.
Even when Chip is being forgiving, it never stops reminding you that it’s actually an utter bastard.
Unlike other puzzlers which often simply mark you out of how many moves you took to overcome a task, in Chip you’re scored on three different metrics: completing the stage, doing so within a set time limit, and doing so within a limited number of moves. Each objective awards you one lightbulb for a possible total of three per puzzle. Lightbulbs are used to unlock new levels, characters, and accessories. Which character you choose is entirely up to you, and they don’t bring any added gameplay elements to the table, but they do provide their own cosmetic styles. Each can also be outfitted with a variety of hats, outfits, and accessories – many of which are pulled from pop culture to provide a good laugh here and there.
Often, puzzles are simple to complete. The difficulty comes from doing so in the allotted amount of time and moves as you’ll need more and more lightbulbs to unlock later stages. And let me say that these objectives are incredibly unforgiving, and later stages require plenty of patience. You’re pressed to move quickly by the time limit that is barely long enough, and the rushing can easily cause you to use up all your actions. These elements combine to create some puzzles that are more frustrating than they are fun. Keeping a cool head is key to fully completing each puzzle, and once you do so you’ll be rewarded with special challenge puzzles that are even more complex.
Developer Coatsink has their roots in mobile gaming, and it shows. But that isn’t necessarily a bad thing; many mobile developers are making the transition back from the toxic mobile app market to the PC, while at the same time upgrading their games and refining their designs.
As someone who enjoys puzzle games like Cut the Rope and Where’s My Water?, I believe Coatsink has created what could be considered a hardcore puzzler in Chip: one that takes the addictive elements from other mobile games, but removes all the free-to-play features and their associated baggage. So while there are two in-game currencies – Lightbulbs and Bot Bucks – neither can be purchased with real money. Fortunately, there are no microtransactions present. Instead, you must earn them the old-fashioned way: by playing the game and overcoming the challenges Coatsink lays before you.
Coatsink has created a visual style for Chip that is both charming and cute, with some Incredible Machine thematic vibes throughout the visuals. The backgrounds are vibrant and compliment the foreground elements without overpowering them. And all the objects, devices, and movable parts satisfyingly pop when clicked on with nothing looking out of place. Most of the objects do what they look like they should do, and respond accordingly.
Furthermore, the sound design compliments the visuals, and everything fits together to create a homogenized world of bots and gizmos. The noises and bit music blend together to create a factory atmosphere that you would imagine all of these puzzles residing in. The soundtrack seems to invoke the 90’s bit themes with jazz elements from games and was composed by independent composer Vince Webb.
That being said, the game does feel as though it was designed for touch screens. Using a mouse is adequate enough, but when trying to click on objects in quick succession it can be too easy to mess up directions and movements. Coatsink has plans to bring the game to tablets and mobile devices in the near future, which would accommodate the control design.
Chip is great for someone looking for a more challenging puzzle experience that is easy to jump into at a moment’s notice when you have a little downtime. Usually with puzzle games I pick them up when I’m looking to kill time or I only have about half an hour free. They’re not something I generally play for hours, but they’re great on trains and during long journeys. Those with a knack for this style of puzzler will find plenty of enjoyment in teasing out the different strategies that are often left up to you to discover.
It’s not without its frustrations at times, but Chip is a solid addition to the library of any puzzler fan.