Freeware Garden: Mibibli’s Quest

Coming from Ryan Melmoth, the person responsible for Peen Peen and Delirious Bird and who makes Games for Weird People, it shouldn’t come as a surprise that the brilliant Mibibli’s Quest is the only platformer I know of to combine run-and-gun action with the rhythm mechanics of Guitar Hero, the puzzles of VVVVVV and even bits from King of Fighters.

If that’s not reason enough to at least give it a try, I believe I should stress just what a lovely thing Mibibli’s Quest is, for it is excellent and demented and looks and sounds like something developed for the Famicom that Nintendo would have brutally censored.

It’s an explosion of creativity packed with an eclectic selection of unexpected ideas. You’ll encounter enemies who stun you by photographing your sprite, Dada references, and surreal changing backgrounds, all before you even reach the thing’s stage selection hub. From there you can travel to the City, Rave and Cave zones, and then to the final stage.

Impressively for a game so densely packed with mechanics, enemies, puzzles, jokes and things to do, Mibibli’s Quest is rather big too. Big enough to include hundreds of tiny touches, a hint of sarcastic social satire, glitches and exceedingly odd boss fights and yet polished enough to actually come with three difficulty levels.


  1. LTK says:

    I went and played it without reading this cause I liked the look of it, so it reminded me a bit of Eversion. Even on easy it’s pretty stingy with its checkpoints though. I didn’t feel like sticking with it beyond city.

  2. SuddenSight says:

    This game is fantastic! The sheer mass of interesting ideas is so fabulous. The visuals are engaging, and the “story” is pretty great (in so far as there is one).

    My critique, as LTK mentions, is the annoying lack of checkpoints and the (always dated) lives system. Ignore the stupid difficulty menu that seems designed to egg players on to taking on the hardest difficulty (labelled “normal”) – just go to easy or super easy. You will see all the great ideas without trying to break your keyboard.

    To game designers: SMB and VVVVVVV get away with obscene difficulty because of their abundance of checkpoints. And no single game has EVER benefited from a lives system. Not once, not ever.