Main game
2.67 average rating based on 15 ratings
Munin is a game that has a lot of good ideas, some presumably dedicated developers, but is unfortunately marred by sometimes inconsistent physics, frustrating gimmicks, and a wonky difficulty curve.
The main gameplay of Munin is performed through rotating part of the level 90 degrees to collect feathers. When the player collects all the feathers in a level they are transported to the next level. Each level is split into 3-9 tiles, all of which are rotatable. The main catch is that sometimes they will be linked to other tiles, meaning that you can't just rotate any tile as you please, and that you can't rotate a tile that you are on.
To keep it from getting stale, each level, based on each of the nine realms in Norse mythology, has its own unique quirk or gimmick, barring the first and last, which have no gimmick and all of them, respectively.
These gimmicks work to varying degrees of success and fun. Midgard, the first world, has no gimmick, as it introduces the concept of rotating the game world. Jotunheim has rocks that can be used to access new areas, provide weight, or if the player is not wary, crush the …
Munin is a game that has a lot of good ideas, some presumably dedicated developers, but is unfortunately marred by sometimes inconsistent physics, frustrating gimmicks, and a wonky difficulty curve.
The main gameplay of Munin is performed through rotating part of the level 90 degrees to collect feathers. When the player collects all the feathers in a level they are transported to the next level. Each level is split into 3-9 tiles, all of which are rotatable. The main catch is that sometimes they will be linked to other tiles, meaning that you can't just rotate any tile as you please, and that you can't rotate a tile that you are on.
To keep it from getting stale, each level, based on each of the nine realms in Norse mythology, has its own unique quirk or gimmick, barring the first and last, which have no gimmick and all of them, respectively.
These gimmicks work to varying degrees of success and fun. Midgard, the first world, has no gimmick, as it introduces the concept of rotating the game world. Jotunheim has rocks that can be used to access new areas, provide weight, or if the player is not wary, crush the player. Niflheim has water that can be used to access new areas. Helheim has switches that will be toggled off or on depending on how the tile the switch is located in is oriented. Muspelheim has lava that will kill the player. Vanaheim has runes on the edges of each tile that need to be lines up specifically or the feathers will not spawn. Alfheim has lasers that open doors when shone into a switch. Svartalfheim has lasers that kill the player. And finally, Asgard has a combination of all 7 other gimmicks.
Unfortunately, several of these gimmicks overstay their welcome. Namely, the water, lava, and both lasers. Water and lava are dependent on the physics of the game, which as I mentioned before, can be wonky in regards to the player. Often times the right solution in both of those worlds felt like I was taking a shot in the dark or cheesing the level. The lasers both felt like I was just taking wild guesses as to how things went, and felt like a slog.
The gimmicks that worked really well were the runes and switches. The game felt more traditionally puzzly in those two worlds, as opposed to "dodge the lasers and lava! The rocks were alright, nothing special.
The thing that really killed this game for me, though, was the inconsistent difficulty. The very last puzzle in the game was one of the easiest. On the other hand, world 4, the lava one, is significantly harder than world 5, the rune world. The progression of difficulty seemed to matter more about the gimmic than when the level was unlocked.
Graphically, I'd say the game is alright for an indie game. It's nothing to write home about, and is sometimes ugly in places.
The soundtrack is in a similar boat. It sounds pretty decent in some places, but the one or two tracks per world can get quite grating. Interestingly the tracks for Asgard sound like Skyrim.
The story is incredibly simple. It's almost 80s arcade game esque. "Loki stole your wings, get them back." So I won't even comment on the story.
Overall it's an incredibly rough game. I believe I understated how much I enjoyed the tutorial, switch, and rune levels, but that's because of the no small amount of frustration the other world's caused me. Overall I'd rate it a 5.5/10. It's an okay puzzler at best and a terribly frustrating game at worst. Nothing the game has done hasn't been done better by other games.
Munin is a neat puzzle game in which you guide your character through a level by platforming and rotating the available platforms. I would recommend it to people who like such puzzle games, but i quit after 10 minutes because of the unresponsive controls (especially around ladders). The screen flickering also bugged me, why did they think that was a good idea?