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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

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