Skip to main content

REVIEW: Beetle Shock

Developer: Afil Games Publisher: Afil Games Release Date: January 13, 2026 Available for: PlayStation 4, PlayStation 5, Switch (version reviewed) Beetle Shock could be described in a sentence written in crayon on a napkin, and you’d lose nothing in terms of detail or value prospect. That’s not entirely a criticism, either – it is exactly what it looks like on the tin, short and slight yet adequate enough as a game to make the question of whether it’s worth your time more subjective an inquiry than normal. What we have here is a mascot platformer that owes part of its design to A Boy and His Blob , minus the jellybean-infused powers of a shapeshifting companion. Like the Boy of that game, Beetle Shock’s titular protagonist is limited in their mobility options; they can only run forward and back, jump, and perform a mid-air ground pound that smashes through breakable bricks and increases the height of jumps when hopping on mushrooms (this game's version of bounce pads).  The Beetle...

REVIEW: Beetle Shock

Title image for platforming game Beetle Shock, showing the purple beetle hero flying while glaring at cartoon fireflies.

Developer: Afil Games

Publisher: Afil Games

Release Date: January 13, 2026

Available for: PlayStation 4, PlayStation 5, Switch (version reviewed)

Beetle Shock could be described in a sentence written in crayon on a napkin, and you’d lose nothing in terms of detail or value prospect. That’s not entirely a criticism, either – it is exactly what it looks like on the tin, short and slight yet adequate enough as a game to make the question of whether it’s worth your time more subjective an inquiry than normal.

What we have here is a mascot platformer that owes part of its design to A Boy and His Blob, minus the jellybean-infused powers of a shapeshifting companion. Like the Boy of that game, Beetle Shock’s titular protagonist is limited in their mobility options; they can only run forward and back, jump, and perform a mid-air ground pound that smashes through breakable bricks and increases the height of jumps when hopping on mushrooms (this game's version of bounce pads). 

Screenshot from Beetle Shock, showing the beetle hero at the height of a bounce. Various mushrooms on floating dirt platforms are visible, as are breakable blocks, a fruit and another mushroom to the right. Fireflies can also be seen to the right.

The Beetle is also extremely vulnerable, dying with one touch of any hazardous object, assuming they don’t just fall into the endless void below a given level. The idea here seems to be to reinforce the need for precise timing and careful jumps; it’s better to wait for a spinning fan to pass before bouncing to a platform, rather than rushing in and facing a quick death. It helps that there’s no time limit or lives system in place – you just keep trying a level until you get it right, with no lasting consequences for failure.

There’s collectables scattered across each level, one variety that’s essential for progression, the other a glorified high score mechanic. Every stage has a fruit that unlocks the exit door, as well as 30 fireflies to be picked up on the way there. As the game goes on, the path to grab both types of collectable gets a bit more challenging and demands more precise, complicated maneuvers – though never anything more involved than “jump, ground pound or run in a particular direction at this exact moment”.

Do you get any reward for collecting all the fireflies across all 30 levels? Does managing this feat unlock anything special, like an extra mode, bonus levels, some on-screen indicator of having collected everything? Nope, you reach the end of the game, you get a message telling you how many fireflies have been collected, and then the credits roll. Hurray for you.

There’s a certain old-fashioned refusal to elaborate or even imply depth here that, depending on one’s preference of platformers, could come across as either infuriatingly vague or charmingly restrained. The Beetle is a mascot character of the most antiquated vintage – competently animated and colorful, yet devoid of any personality or purpose beyond serving as a player avatar. There is no story here, no explanation as to why the Beetle needs to collect these fireflies and fruits, no sense of a wider world that might invite curiosity in the audience.

Screenshot from a nighttime level in Beetle Shock, showing the beetle stepping onto a hovering dirt platform at the top of the image. Ahead of the beetle are a fruit and two fireflies. Below the beetle are some orange mushrooms, a hovering Venus fly trap, and two green lilypad-like objects.

The game is also, as you may have guessed from the gameplay description, not a fan of variety on the play side of things. Beetle Shock boasts two whole background types for levels (daytime forest, and – GASP – nighttime forest), two backing tracks, and maybe a dozen or so unique environmental objects. A consequence of budget constraints, the result of a lack of ambition and creativity, a mix of the two, or something else? You decide.

I’ll grant that it’s at least nice to look at and listen to, even with the repetition of elements. It may only have two types of level backgrounds but the sprite work balances clarity with detail well, the path through levels is coherent and the colour palette is pleasing to the eye. The daytime backing track has this lovely flute-like feel that suggests a fantastical side to the game, whereas the sound during the evening levels is evocative of a nightclub pianist’s performance being accompanied by some light drumming.

Screenshot from daytime level of Beetle Shock, showing the beetle mid-jump and about to touch a lilypad-shaped obstacle. More of these green lilypads can be seen around the beetle, as well as orange mushrooms, some fireflies, and a pair of breakable blocks. To the far right is an orange mushroom with two fireflies and a fruit hovering above it.

What’s throwing me, more than anything, is that despite its deficiencies Beetle Shock isn’t truly bad, just lacking and uninspired. I would wager that you, the reader, have played at least one game in your life and therefore have experienced something with more character, more thematic intent, just MORE game in general than this. However, I cannot deny that Beetle Shock has been competently produced, hitting the barest marks of a mascot platformer within what limits have been set for the development team.

If you’re someone with particular nostalgia for straight-to-the-point platformers without any kind of filler or narrative pretense, or you’re looking for a quick experience that doesn’t demand too much from the player, Beetle Shock certainly delivers that… but only that. For everyone else, this is a hollow and forgettable version of what plenty of other, more vibrant and entertaining games deliver.

SCORE: 5/10

Comments

Popular posts from this blog

What Was Worth A Damn About Gamescom 2025?

We’re back again to take a look at the highlights of a gaming showcase. This time, we turn our attention to Gamescom, the gaming trade show in Germany whose “ Opening Night Live ” presentation happens to be hosted by Geoff Keighley . Can’t so much as walk five paces without bumping into a show that that man is hosting. Anyway, same principle as before - just the good-looking and interesting projects, keeping the pessimism and negativity to a minimum. Bubsy 4D Developed by: Fabraz Someone made the call to stick this in the pre-show before the main presentation, and that’s baffling to me because it’s one of the most interesting nostalgia revivals I’ve seen in a while. Immediate takeaway: Fabraz seems to be leaning hard on self-aware and self-deprecating comedy here. An understandable creative choice, given both Bubsy’s wisecracking persona and the series’ charms having been overshadowed for three decades by this game’s infamous predecessor Bubsy 3D. The jokes in the trailer are amusi...

What Was Worth A Damn About Summer Game Fest 2025?

Yes, it’s once again time to check in on Geoff Keighley and his merry band of misfits, to see what of worth came from this year’s Summer Game Fest show. As with last week’s State of Play highlights , we’re just here to look at the interesting stuff - the games that caught my eye, either through a strong showing or a fascinating angle on their given material. How many of these titles will actually stick the landing remains to be seen, but for now here are my thoughts… Felt That: Boxing Developed by: Sans Strings Studio Doing what basically seems to be a straight “save the orphanage”/underdog boxer story, but where everyone is Basically a Muppet, is a great gag. Seems like it’s a mix of Punch-Out-like fights and an assortment of minigames themed after training montage moments, that’s some good stuff. Marvel Cosmic Invasion Developed by: Tribute Games The folks behind the excellent TMNT: Shredder’s Revenge making another pixel-art beat 'em up, this one a mash-up of Marvel Comics hero...

Review: MIND PORTAL

Release Date: January 12th, 2018 Developer: Daniil Titner Publisher: Daniil Titner Version Reviewed: PC Copy Purchased There's a saying in certain circles that you can make a good movie out of anything, but to do it sometimes you have to rip out the source material's guts.  The intent of that saying is, I feel, quite clear in its central focus - highlighting how some projects have to work harder than others to hammer competency out of flawed material - but I think the sentiment can also apply to other mediums, like gaming. Take, for example, the first-person platformer, a sub-genre which exists primarily as an extension of the first-person shooter genre being so prevalent for sooooo long.  Make no mistake, I like works like Mirror's Edge (or, say, Jumping Flash ) for at least trying to offer something different from the gun-toting norm, but the execution of such works tends to leave a lot to be desired (no matter how much time, energy and money is thrown at the d...