

But you're also without double-jump, weapons and maps, that are perfectly valid additions to an exploratory platform game, sensibly unlocked through play. Of course at the start you're without animations, music, even a pause button, and the wit of this is directly appreciable. Gathering coins to unlock abilities, with each new skill allowing entry to previously inaccessible areas and thus the collection of more coins, is a sort of Metroidvania device that proves a rather decent way to play such a game. DLC Quest, seemingly by an accident of its commentary, has employed a perfectly valid mechanic for a platform game. Cute graphics, lovely jokes with animations only unlocked once you've "paid" for them, the completely superfluous addition of zombies, and many other appropriate, witty snarks at the rather odd state of microtransactions and DLC that have infested gaming, as publishers seek every avenue of "monetisation".īut it isn't it. All the necessary abilities to continue on are unlocked in the same way - collecting in-game coins, then buying the new "DLC" from a shopkeeper character, in order to progress. Your character at the start can only move to the right, until you unlock the Movement DLC allowing moving left and jumping. What it is, is an amusing - often laugh-out-loud funny - short platform game (two, in fact), that takes cynical swipes at the nature of modern gaming. Because it isn't the thing it sets out to satirise. How does this satirical platformer fare, in the bold cruel world? I've played through, spent all my imaginary money, and can tell you wot I think:ĭLC Quest doesn't quite work. DLC Quest has escaped the murky mire of Greenlight, to be on Steam proper.
