The more indie titles I play and review for Switch the more I find it requires some effort to throw something at me I don’t feel I’ve seen in some way before. When it comes to Masky I’ll tip my hat to the developer for at least managing that accomplishment, though with the game’s simplicity and often over-sensitive controls that accomplishment doesn’t necessarily elevate its staying power much. This is a game all about balance, with your character dancing by themselves initially, but who’ll get anyone they bump into to join them. As your group grows the specifics of who you’ve acquired and in what combination will begin to come into play more and more. If you’ve loaded up on only the right or left, or if on one side you’ve picked up larger dancers but on the other side they’re all smaller, you’ll find the group will have a tendency to pull harder and harder to the heavier side. Adding to the other side to even things out will help but that’s where the perils of power-ups come into play. These can range from mildly helpful to pretty catastrophically bad and often manage to make a challenging situation even more tense. While this formula can be mildly fun with its simplicity the fact that there are times where the analog controls just seem a bit too sensitive, resulting in you seemingly doing fine but then suddenly falling over… and this can be aggravating. If you’re looking for something pretty simple that can be fun in handheld mode as you use the accelerometer to maintain balance Masky is at least its own experience, just not necessarily a terribly deep one.
Justin Nation, Score: