The Infinite Perils Of Eye-Ball Shaun Comes Sprinkled With Oddworld

The Infinite Perils of Eye-Ball Shaun

At long last! The “eyeball platformer” can officially be a genre now because we have at least three games that fit into it (though I’m sure there are many more). First there was Eye Attack, then there was Omulus, and now we have The Infinite Perils of Eye-Ball Shaun. The set is complete!

This is a platformer inspired by the original side-scrolling Oddworld games, of all things! You’ll notice that as soon as you enter into Vision Towers, which you’re climbing in order to get the miraculous eye drops to get rid of Eye-Ball Dawn’s pink eye. So, being the hero you are, you decide to worm your way past buzzsaws, bullets and a plethora of sharp objects that a squishy eyeball would be better to avoid.

The Infinite Perils of Eye-Ball Shaun

Though Eye-Ball Shaun doesn’t really play anything like Oddworld, it shows its influence through the many corporate signs littered about in the background of each level, as well as the focus on meat grinders through the saws. You should also note that the main menu is rather familiar, being as Shaun pokes out from the center as Abe does, though you can’t make him talk, unfortunately. And maybe it’s just me, but the sound that plays when you travel between levels also seems very Oddworld.

The game itself consists of one screen levels, pretty much all of which can be beaten in mere seconds. You simply have to get from one door to the other, but the hazards in the way mean a combination of jumping, ducking and wall-jumping are in need of careful management. You actually have quite a large hitbox to deal with, considering how tight some of the levels are, and trying to ensure the huge eyeball doesn’t come into contact can be a pretty awkward at times.

I’d also say that the difficulty curve is a little strange as you don’t always feel that the level after a hard one is any harder, or even the one after that. In fact, some of the later levels are really quite easy to surpass, while certain levels earlier on may have caused you quite a big problem. In general, it does get harder, but because the distance from one end of the screen to the other is so small, it’s usually just a case of slipping through the right gap.

I did enjoy Eye-Ball Shaun for what it is, though. And I especially like the addition of finding shortcuts in some levels to warp past a big chunk of them, particularly handy for repeat plays if you want to get a little further in the game.

The Infinite Perils of Eye-Ball Shaun