Main game
4.05 average rating based on 880 ratings
I know this is the debut game by Gears for Breakfast, and for me it shows!
The controls are great, especially when playing with a good controller like the Switch Pro. The first act was also very enjoyable, and I wished they sticked to that formula. And there begin the problems. I feel like they tried too hard to surprise the player!
The game is relatively short with 4 actss/worlds plus final boss with a total of 40 Time Pieces to collect, which are practically like Power Stars from Mario Galaxy. But they had to make every act a completely different kind of 3D platformer, from Mario Sunshine to stealth based to Psychonauts to a collect-a-ton world, that puts even Banjo-Tooie levels to shame. That last world is where I stopped playing. It was just too vast and annoying to navigate. And while I had some fun with the previous worlds, the changes of gameplay was fatigueing to me. Some game design decisions where also questionable to me, expecially the badges: Why is the Banjo-Kazooie style mumbling a badge and not just an option? Why is "You only have 1 hit point" a badge and not a game mode you …
I know this is the debut game by Gears for Breakfast, and for me it shows!
The controls are great, especially when playing with a good controller like the Switch Pro. The first act was also very enjoyable, and I wished they sticked to that formula. And there begin the problems. I feel like they tried too hard to surprise the player!
The game is relatively short with 4 actss/worlds plus final boss with a total of 40 Time Pieces to collect, which are practically like Power Stars from Mario Galaxy. But they had to make every act a completely different kind of 3D platformer, from Mario Sunshine to stealth based to Psychonauts to a collect-a-ton world, that puts even Banjo-Tooie levels to shame. That last world is where I stopped playing. It was just too vast and annoying to navigate. And while I had some fun with the previous worlds, the changes of gameplay was fatigueing to me. Some game design decisions where also questionable to me, expecially the badges: Why is the Banjo-Kazooie style mumbling a badge and not just an option? Why is "You only have 1 hit point" a badge and not a game mode you choose at the start of the game? Both are pretty expensive to boot! Why is the hook shot a badge and not a hat? I could imagine a thousand uses for that thing, many not even covered by Zelda or Metroid! And while we're at it: Why the heck do they lock a chapter in act 2 where you need the hook shot, which you only get in act 3? The most annoying part was that they introduced Moustache Girl in the first act as the major villain, but she never appeared again! They could have at least have some Time Pieces hidden in the levels that were greyed out, like they were already collected with a not attached "Mousatche Girl was here!".
It's all those little ways they went against expectations that just annoyed me. It's still a decent game if you don't mind all that. It's just not my game!
This is a wonderfully cute and quirky game with solid 3D platforming.
If you're looking for a fun collectathon, you're in the right place. Just wish we had moves like backflips or timing based triple jumps like the Mario collectathons.
A cute 3d platformer with a bunch of unique and lovable characters.
The game looks really nice with bright colorful environments full of character and style. Though the camera has some issues from time to time it does tend to keep up with the action.
The game is obviously targeted at the younger crowd. At least theme wise. The game play is classic 3D platforming. Your main goal is to collect time pieces and yarn balls in order to craft hats. Each hat comes with a different ability that allows you access to new abilities that in turn allows access to new areas.
Levels are accessed from your spaceship which acts as a hub. New levels are unlocked after collecting enough time pieces. The levels are generally unlocked in specific order however for whatever decision some get locked out until you unlock specific abilities. A somewhat questionable decision that breaks the flow of the game as I've had myself wondering if I just missed something along the way.
The levels are mostly well designed with a lot to explore. Some come with custom mechanics and rather don't get boring. Except the train mystery one I had to replay too many …
A cute 3d platformer with a bunch of unique and lovable characters.
The game looks really nice with bright colorful environments full of character and style. Though the camera has some issues from time to time it does tend to keep up with the action.
The game is obviously targeted at the younger crowd. At least theme wise. The game play is classic 3D platforming. Your main goal is to collect time pieces and yarn balls in order to craft hats. Each hat comes with a different ability that allows you access to new abilities that in turn allows access to new areas.
Levels are accessed from your spaceship which acts as a hub. New levels are unlocked after collecting enough time pieces. The levels are generally unlocked in specific order however for whatever decision some get locked out until you unlock specific abilities. A somewhat questionable decision that breaks the flow of the game as I've had myself wondering if I just missed something along the way.
The levels are mostly well designed with a lot to explore. Some come with custom mechanics and rather don't get boring. Except the train mystery one I had to replay too many times to collect all the yarn balls - ugh.
Overall it's a very good game I had a lot of fun playing. Happy to recommend it to any 3D platformer enthusiast.
Great controls and interesting mechanics, beautiful visual style, great music and cool humor.
That's all it takes to get 5 stars from me.
One of the best platformers I have ever played.
Fun fact: I went through the entire game and DLCs with the Braixen mod, so the game looks even more fun and cute :)
ótimo plataforma 3d cuja o objetivo era replicar como os jogos 3D antigos da época do 64 eram e replicar a sensação de exploração e curiosidade, tem seus momentos difíceis, principalmente os death wishes, as duas DLCs adicionadas no game só expandiram na gameplay já bem estabelecida com o jogo base, cansei de escrever
the first world is a bit boring, the camera is off at times but overall was a decent experience. would be careful what you are looking for when picking this up but overall was a good time with some memorable levels.
this game would have a perfect score if the camera wasn't like that
I am really conflicted on this one. A hat in time is a 3D platformer that not only has some things going for it - many of its design elements are masterfully executed, even surpassing Super Mario Odyssey at points. At the same time, a lack of refinement in other areas makes this a fundamentally flawed experience. The weird thing is, since the good and the bad parts are so tightly intertwined, my experience of actually playing A hat in time was a rollercoaster ride.
Lets start with the positives
•Creativity - It is mind-boggling how the developers ensures that the gameplay never gets stale. The four main worlds are not only distinctive in style; they have vastly different structures in ho you approach them. While Mafia Town is a classic sandbox-world à la Super Mario 64, following chapters always put a twist to the formula. The Dead bird studio instead lets you be the main star of two film studios recordings, with your results from the levels determining whom of the directors will be the final boss.
This variety is not just apparent between worlds, but in the missions INSIDE the worlds as well. In the earlier mentioned …
I am really conflicted on this one. A hat in time is a 3D platformer that not only has some things going for it - many of its design elements are masterfully executed, even surpassing Super Mario Odyssey at points. At the same time, a lack of refinement in other areas makes this a fundamentally flawed experience. The weird thing is, since the good and the bad parts are so tightly intertwined, my experience of actually playing A hat in time was a rollercoaster ride.
Lets start with the positives
•Creativity - It is mind-boggling how the developers ensures that the gameplay never gets stale. The four main worlds are not only distinctive in style; they have vastly different structures in ho you approach them. While Mafia Town is a classic sandbox-world à la Super Mario 64, following chapters always put a twist to the formula. The Dead bird studio instead lets you be the main star of two film studios recordings, with your results from the levels determining whom of the directors will be the final boss.
This variety is not just apparent between worlds, but in the missions INSIDE the worlds as well. In the earlier mentioned bird movie studio, a western-style train is the setpiece for both a stealthy murder mystery mission and a crazy race to diffuse a bomb. The game really excels in never getting to comfortable with one sort of level structure, which also creates some problems...
•Charm - Gears for breakfast has managed to create a distinctive new IP that bursts with personality. Character design and art direction really emphasises the happy-go-lucky tune of the game, and Hat kid herself is an instantly likeable protagonist. Playing this game nurtured me into a constant sense of joy just from the characters and atmosphere. This in turn really helps with immersion.
•An eye for details - There are so much care put into the cherries on the top here that even Nintendo could learn a thing or two. The way the music increases in speed when you're gliding with your hookshot in Alpine alps; the debt paper that appears in the movie studio when you destroy props; the fact that a passport card you take in one mission later becomes the avatar for your save profile. This is just to mention a few, but these kind of extra sparkles that makes classic games legendary (such as the rotting corpse in front of Kraid's lair in Super Metroid, or the courtroom scene in Chrono Trigger) are present everywhere. I think this is the only game I have played whereas the core design is sometimes lacking (spoiler), but the attention to details is spotless.
•Fluidity and joy - Hat kid controls incredibly. It is genuinely fun to jump around levels with her moveset. I don't remember where I heard it from, but a good indicator of whether a platform game has fun core gameplay is if it is fun just fooling around with the character's moves isolated from any obstacles. I think Gears for breakfast goes far and beyond in this regard. While the camera can be a little wonky at times, I would not say it is far from the latest 3D Mario outlets.
Unfortunately, there are some major areas of criticism that hold the experience back for me
•Creativity at the cost of cohesion
I earlier praised A hat in time for daring to dip new waters in concepts. They have levels with elements of stealth, horror, racing and even an Overcooked-style level in the DLC-world of Arctic cruiser. While this is great to a degree, I feel that it just as much holds the game back. There is rarely a real sense of progression in regard to your own abilities since the game is more interested in moving on to the next concept. Think of games such as Super Mario Galaxy, Donkey Kong Country Returns, Celeste and Rayman Legends. These are all platformers that in one way or another succeeds in achieveing gameplay variety while also step by step increasing the complexity of challenges based on certain mechanics. To take a concrete example, the wind level in Celeste manages to utilise the wind mechanic and other concepts to its max, with wind going in different directions, combining the wind with older mechanics and so forth.
Just look at the cats that steal your hats (a source of several abilities) in Alpine alps. This only happens at two places in the whole game, making it stand out as a cool moment. However, instead of making anything interesting of this mechanic, the game merely lets you find the cats and kill them to retrieve your hat. Why could this mechanic not be expanded upon by adjusting the level design to this new threat? They could have created tons of interesting gameplay moments just by using the existing concepts and combining them.
I am not saying that every single gameplay component should be managed this way, we all loved that the shoe in Super Mario Bros 3 was only used in one level. But bringing the different components together in challenges to a higher degree would not only have allowed for more interesting challenges, but also bring the game's gameplay identity together while maintaining a sense of stellar creativity.
The lack of cohesion not only butchers some of the gameplay. The whimsical narrative construction hinders the game from feeling like an experience with a clear end goal. To sum up the main story, you are a space travelling kid fueled by magical hourglasses. A mafia (?) from a nearby planet opens up your ship, in the process sucking out all the timestones and yourself form the ship through vacuum. You make acquaintance with Mustache girl, who wishes to fight the mafia. But when you refuses her request to use the timestones to stop crime, she becomes (?) the main antagonist and gains a god complex with the goal of stealing all of your hourglasses.
The problem is, Mustache girl is never hyped up as the big bad villain. Actually, you do not see her at all until the end, since all the words are completely isolated in concept and have no relation to eachother. It is worth noting that I am not asking for a deep story in a platform game. The Kirby series very easily manages to create narrative cohesion just by having a clear presentation of who the villain is and what the goal is, with even less dialogue than A hat in time. I would just love for the game to feel like a journey with some context, like the fact that you are always following in Bowser's footstep to stop the wedding in Super Mario Odyssey.
This might sound like minor complaints, but I actually lost a lot of immersion from this games unwillingness to create a firm structure narratively and as a gameplay journey.
•Varied quality of level design
Adding insult to injury, the lack of cohesion and deeper exploration of design concepts also leads in to another problem; the game has some really bad level design. The ironic part is that some missions are some of the best I have ever played in any platformer. Queen Vanessa's manor and The Windmill in particular are masterpieces, and a whole lot of other missions maintains a high quality. But there are some real stinkers; one level only requires you to jump around and find photographs to take photos of you, another one is merely to deliver some mails to nearby NPC without a time limit.
It is not only the mission structure that sometimes is lacking, but the fantastic controls and movement of hat kid rarely corresponds to interesting platform design. The time rifts are the best examples of this; these levels are very similar to the bonus levels in Super Mario Sunshine in the sense that they are purely platform-based obstacle courses. About 30% of the game consists of these levels, and they are all really bland. They could have used these special levels to actually put your skills to the tests by having advanced platforming maneuvers, or at least keeping the same difficulty but with exiting platforming twists. Instead, almost all of them feels very samey and without exciting gameplay.
Even exciting levels like the earlier mentioned train rush to the bomb or a grapple hook escape from rising water were tainted for me by irritating tightropes or too much happening at once. I feel that many of the levels in the game suffers from a lack of polish and excitement. It doesn't help that enemy design and combat is absolute trash.
In conclusion, I am in LOVE with this game while simultaneously feeling frustration and disappointment. This is a kickstarter project only made by a few people, so I am actually impressed at how they actually managed to create a in part very competent piece of platforming art. However, if they want to make a sequel, there is room for tons of improvement in stitching the experience together to a cohesive whole and making levels as interesting as some of the best ones in the original.
I hope that the team at Gears for breakfast with the accumulated experience from making A hat in time can learn from their mistakes while maintaining the brilliancy of the core concept.
This game just fundamentally misses what makes collectathons fun in the first place. Creative freedom of movement. It feels really ridged and dull and spends way too long trying to be "zanny (tm)" to bother actually being an enjoyable game. I've tried starting it several times but I am always dissapointed when I play it so I think I'm dropping it for good. One of the biggest regrets in purchasing on the switch. I thought it looked bad but I really wanted to give it a chance since so many others love it. I think this is just affirming I should ignore gaming suggestions.
PROS
CONS
A Hat in Time is a charming and inventive platformer that suffers from unevenness in tone, execution and level design. It delivers a novel experience but falls short of matching the games that inspired it (most visibly Super Mario Sunshine and Psychonauts).
The game's art direction is adorable. Characters are colorful and cartoony and full of personality. Everything's a bit plastic like an early-2000s platformer, but it works well with the game's style.
Some of the platforming levels are really fun. In particular I enjoyed the lighthearted, optional exploration acts in Mafia Town and the large and open design of the final world. The Time Rifts were also terrific, and less frustrating than I remember of Super Mario Sunshine's similar "Shadow Mario" levels.
The second world's second act's emphasis on story threw me a little when I first encountered it, but I grew to really love the way it painted such a fun, simple narrative.
The boss battles were also quite enjoyable. I always felt a little outmatched at first, only to discover the solution and feel smart.
Unlockable extras also help spice up the gameplay visually, similar to the effect of costumes in Super …
A Hat in Time is a charming and inventive platformer that suffers from unevenness in tone, execution and level design. It delivers a novel experience but falls short of matching the games that inspired it (most visibly Super Mario Sunshine and Psychonauts).
The game's art direction is adorable. Characters are colorful and cartoony and full of personality. Everything's a bit plastic like an early-2000s platformer, but it works well with the game's style.
Some of the platforming levels are really fun. In particular I enjoyed the lighthearted, optional exploration acts in Mafia Town and the large and open design of the final world. The Time Rifts were also terrific, and less frustrating than I remember of Super Mario Sunshine's similar "Shadow Mario" levels.
The second world's second act's emphasis on story threw me a little when I first encountered it, but I grew to really love the way it painted such a fun, simple narrative.
The boss battles were also quite enjoyable. I always felt a little outmatched at first, only to discover the solution and feel smart.
Unlockable extras also help spice up the gameplay visually, similar to the effect of costumes in Super Mario Odyssey.
I enjoy when long games have variety in their gameplay, but there's something about A Hat in Time that, for me personally, fails to form a coherent whole. Sometimes, it doesn't even make sense why a particular world is populated with a particular type of character, or which characters are enemies and which are NPCs.
The first world feels very lighthearted despite being entirely populated by mafia hitmen. The second world gets darker, but mostly hangs together. The third world gets strangely malevolent toward the player. And the fourth world seems almost Journey-like, beautiful and serene. Like a band's first album, A Hat in Time feels like every idea its creators ever had. That comes with some charm but also some frustration.
The closest comparison I can draw is to a lot of modern Sonic games, where there's one or two fun modes of gameplay interrupted by something more tedious or more poorly executed. I'd say the ratio is far more positive in A Hat in Time, but its struggle is similar.
(I should also mention that I encountered a handful of bugs while playing, most seriously in the second world's fifth act. I won't linger on those because the developer has been actively updating the game, and I'm confident those sorts of issues will get ironed out in time.)
I had trouble deciding between giving this game 3 or 4 stars. I settled on 4 because there are several levels (and one whole world) that I had 5 stars' worth of fun playing. I could see myself playing it again. But there are also a few levels I'd rate only a 1 or 2.
Edit: After revisiting this game years later, I dropped it down a star. It just doesn't earn the "really" part of "really liked it."
Ultimately, I think fans of early-2000s platformers will find plenty to like here. But adjust your expectations a bit going in.
You know, I think I just plain don't enjoy 3D platformers. Been playing this one for around an hour, and I can see that it's remarkably well-made, but I'm just not enjoying it. The bouncy, colourful aesthetic isn't interesting to me, and the open structure of the levels is overwhelming for me.
I actually really recommend this one for people that like 3D Mario and games of that ilk, but for me personally... Think I've seen enough to know it just ain't what I want right now.
I tried A Hat in Time.
(I’m pretty new to gaming and trying out random games and famous franchises. Also going through my backlog from A-Z giving each game at least an hour)
I played just over an hour. I liked the characters - especially the girl with a mustache. Voice acting was nice.
However the gameplay didn’t really gel with me. The camera was tricky to master and making precise jumps were frustrating. If I give it more time, I’m sure I could get used to it, but it doesn’t hold my attention well enough. To be honest I don’t think platformers are for me. I’m sure someone who likes them would really like this game.
I’m glad I tried it out!
It's remarkable to me when developers add unnecessary things to a children's game that in turn ruin the game outright and all the enjoyment that was to be taken from said game. Death Wish is right up there with the Little Nightmares DLC as a perfect example of knowing when to stop developing something for fear of wrecking your goodwill. Both titles were easily 4-5 stars and now they are 3 at most with severe caveats because of the DLC released for them. Truly remarkable.
Trying to wrap up the Death Wishes so I can 100% this and move on, and boy is the game great and all but that vague ass directional arrow sucks. It should be helpful, but it's more like "eh, it's somewhere over in that direction maybe". Stupid useless arrow.
Death Wish is so fundamentally broken that it may cause me to give up entirely on finishing the DLC. It's not about difficulty either, I want to reiterate that as often as I can. It's actually just flat out bad and broken. I'd rather stick my face into a blender.
Well that was a blast and I got every retail achievement in one run. Nice to know I have the two DLC to look forward to, but I'm not gonna do that right now. I'll save them for a bit later in the year when I get the itch to revisit it. Definitely worth the 15 bucks I paid, despite its few flaws.
No matter what other opinions I may on this game, one fact will forever remain true, and that is that the way Hat Girl says "Clang!" everytime she hooks onto something will always be goddamned adorable. 10/10 kid, would recommend.
While the last two worlds definitely finally start to carve out a theme for the game overall, the first two still feel like a jumbled mess of leftover assets from bad levels out of worse games in the same genre. Subcon Forest is still ugly, certainly, but it's at least original and neat, and Alpine is amazing all around, no complaints whatsoever outside of some tricky platforming. If only the entire game had this much cohesive theming. Alas, it's not the case.
Still, the soundtrack is exceptional, the ideas overall are cute and fun, and it's nice to have a platforming collectathon that isn't fucking pixel art for the first time in what feels like twenty years. A Hat In Time may not be perfect, but it's definitely worth its praise, because despite its faults - which aren't many nor are they game breaking in any way - it manages to have such a good concept and attitude about itself that it's hard not to be overjoyed while playing it, even if you get frustrated at times.
The thing is...it's not great and it's not bad. It just kinda...is. It's the most game "game" I've ever played lol
Honestly, once the cuteness and the overall nostalgia for the genre wears off a bit, what you're ultimately left with is a very well made game with no real flaws that doesn't really make much of an impact either. Fun enough to play, but I wish it had more cohesive theming and perhaps just a more idea than it does. Still worth it though I guess, especially if you like stuff like this.