As long-time readers will well know, I’m a fan of novel ideas. The big sell for Tokoyo is that every day the challenge you (and everyone else playing it) will face will be different and new, as the tower you must try to conquer is in flux. You’ll need to choose your character, each having slightly different means of attack and movement, and simply see how far you can go… and as the day goes on you’ll continue to see more and more graves of the fallen along the way who have succumbed to its challenges. It can certainly get tricky, with the primary focus being on precise platforming. You build energy to then perform your attack(s) in one large and extended burst, but once it ends you’ll need to rely on your agility and guile to stay alive until it recharges, and this tends to make any boss encounters particularly tense. It’s absolutely a unique idea, and it has some charm, but I’d also consider it an all or nothing proposition for whether people will dig it. Mechanically and in terms of design it’s more middling, but if you enjoy games with Daily Challenges to return to for a bit on a regular basis this definitely scratches that itch nicely.
Justin Nation, Score: