Strikey Sisters

People, myself included, might look at pictures or clips of Strikey Sisters and assume it crosses Zelda-style adventures or RPG-style games with Arkanoid-inspired brick breaking. It doesn’t. There’s no permanent upgrades. You don’t level-up. You don’t unlock new items or abilities. The one Zeldaish mechanic is that the paddle is replaced by slashing at the ball with a sword, but that doesn’t mean the game is essentially Linkanoid. So, don’t let the facade of Strikey Sisters lull you into believing it’s deeper than it really is. This is a one-level-at-a-time, white-knuckle-action brick breaker. But a damn good one. The best brick breaker I’ve ever played, in fact, and one of 2019’s very best hidden indie gems. I just want to make sure people know what they’re getting with it. Like how I think people who take their first kitten home from a pet store should have their cars keyed, with the shop owner saying “this is going to be your couch from now on. You’re going to LOVE IT!”

Can we please phase out “lethal bubbles” in games? They’re only acceptable if they involve dinosaurs capturing enemies in them. Then popping them, which presumably kills baddies via some kind of drop in pressure. Like seriously, that’s how it works in Bubble Bobble, right? Enemies die via an extreme case of the bends?

Actually, Strikey Sisters is based on an obscure 1994 SNES game called Firestriker. I’d never even heard of it, though judging by the amount of people who pointed this out to me when I first started playing Sisters, it must have a cult following. That’s what I love about indie gaming: even the most seemingly forgotten games can be honored with a modern homage. One that presumably improves the mechanics of the original. Because I look at videos of Firestriker and can’t imagine it must have been as good as Strikey Sisters is. Then again, Strikey Sisters does a lot wrong too. Not since Dead Cells has an indie taken me on the type of ride it has. For every moment of jubilation, there was a moment or two of annoyance and rough design. But, as my “best brick breaker I’ve ever played” label already spoiled, not in a way that’s a deal breaker. The steps Strikey takes forward are larger strides than the relatively tiny steps it took backwards. It provided me with a unique way I can explore why Strikey Sisters worked for me while also underachieving.

STEP FORWARD: Strikey Sisters realizes the potential Arkanoid strived for and, in my opinion, failed to achieve in 1986. Arkanoid wanted to actionize the foundation laid by Breakout, providing paddle upgrades, unique brick layouts, and weapons. But Arkanoid’s gameplay was still slow. Enemies had no effect on the paddle. Items of actual value were rare (especially the highly desirable laser that lets you fire upon blocks and enemies). And the physics were married to that of Breakout’s. Arkanoid wasn’t an action game. It was always about the bricks.

Strikey Sisters is about the action, with the brick breaking being the framing device to deliver that action. There’s more enemies, and the enemies always drop items when killed. Almost all the items are useful to some degree in any given situation. DYA Games also confirmed to me they rigged the physics a bit so that the ball couldn’t get caught in repeating loops, like many brick breakers before it. Also, stages in Strikey don’t end when you smash the last brick. Instead, enemies constantly respawn until the last brick is broken, at which point the respawning stops and stages end when the last enemy is defeated. It’s a very clever mechanic that assures stages retain intensity even as the screen starts to clear, and finishing levels feels satisfying and cathartic.

STEP BACKWARDS: The action can be too intense at times. All enemies are wired to march closer to the the character (who functionally serves as the paddle). While this assures that even if your ball is caught in an unplayable trajectory, you won’t be stuck waiting forever to finish stages, it also results in some of the worst crowding I’ve seen in a brick breaker. Ultimately, this is still a brick breaker and your primary survival objective is to keep the ball in play. But as enemies close in, you have less room to play the ball. It often devolves the action into hacky-slashy button mashing just to clear the enemies out in front of you or batter the ball back and forth trying to keep it in play. I get that the enemies closing in 100% assures stages don’t overstay their welcome, but maybe some other solution was needed, like not having the enemies march towards you until all the bricks were cleared, or 90% of them, or something. I wanted to pepper spray the game at times for violating my space, but I’m not sure it would actually work. It’d probably void my warranty too.

The boss battles vary wildly in difficulty. It usually comes down to if their attacks involve crowding the paddle or not. I actually lost more lives attempting to use the Zelda-like charge shot and having the ball ricochet out of playable range than I did from direct attacks. Easily so. It’s not even close, really.

STEP FORWARD: You don’t even need the ball to clear out enemies or bricks. Because every enemy drops an item, and because enemies are designed to move closer to you, you’ll constantly have a chance at picking up items that can be shot at bricks or at further away enemies. It’s another example of a concept that Arkanoid invented being fully realized. Many brick breakers have items that can clear out blocks besides the ball. No game has as many chances to do it as Strikey Sisters. While it isn’t completely immune to what I call Last Mother Fuckin’ Brick Syndrome™, it never devolves into a slog trying to get that last brick or last enemy. Probably the smartest design choice was allowing you to attack enemies directly with your sword, without needing an item to do it. For all the times I’d whine about the bottom of the screen being clogged up, I’d just as often welcome enemies like they were coming to liberate me from the oppression of boredom.

STEP BACKWARDS: The ball’s physics can be downright wonky at times. Sometimes it can end up on a nearly 90° horizontal trajectory after bouncing off an enemy. Sometimes it’ll be bouncing one direction on a thin trajectory and then change directions bouncing off solid blocks for absolutely no reason. It’s especially bizarre because the collision detection is so unremarkable that it’s a non-factor, and yet I have to believe something very weird is happening with the detection for the ball to just abruptly change course. Also, compounding this is the occasional enemy or boss that can alter the course of the ball by doing a ground-pound, which I swear to Christ, always seemed to make the ball go flatly horizontal and thus breaking the game’s flow horribly.

Something that never occurred to me until just now: the sword never gets bigger. The surface area you can cover never grows at all. You never gain the ability to directly control the ball. Really, that type of stuff would’ve been the most obvious items to include and it’s ballsy that it wasn’t done. No pun intended.

STEP FORWARD: Those same wonky physics benefit the player just as often as they annoy, allowing you to clear out enemies that are crowding the paddle or unleash spells on blocks or enemies on the other side of the screen. It’s about 50/50 on the benefit/annoyance scale, really. And all the items feel powerful. Plus, you can use your charge shot to deflect enemy projectiles back at them, either killing them or breaking any bricks they hit. Some bosses feel like they’re built specifically around batting their own attack back at them. It never gets old, either. It’s always satisfying to return their fire. Well, at least when it hits.

STEP BACKWARDS: Strikey Sisters is deceptively difficult. I was playing the game on easy, with unlimited lives, and still had to replay levels and especially bosses all the time. Losing track of the ball is an occupational hazard, especially when enemies start to fire round projectiles roughly the size of the ball. Glowy ones, or fire ones (and the ball can turn into a fireball with the right item). You’re given a charge move with your sword straight out of Zelda, but you can’t use it on the ball if enemies are crowding because it’ll inevitably deflect out of play. And many enemies/bosses are capable of batting the ball back at you, meaning you often have to damage them from behind, and thus you’ll rely on lucky shots instead of skill shots to take them out. While no brick breaker has ever empowered players to the degree Strikey Sisters does, where you frequently end levels in an explosive, satisfying way, I also had moments of glory muted with the knowledge that I got really lucky. Luck factors in a bit too much.

Some of the levels are practically designed for the ball to get caught up in a shallow trajectory that all but removes it from the action. Also, there’s apparently no bonus or use for the coins besides needing to get X amount of them each stage to trigger the appearances of chests. There’s tons of unlockables like levels, artwork, cut scenes, etc that mostly unlock upon beating the game. Maybe the coins should have been used for a store that exclusively unlocks the bonus material. I’d cared a little more about getting them for something like that. By the end of the game, I put as much consideration into them as I did in bending over to pick up change on the sidewalk. By the way, my rule for that is “only for dimes or higher.” If I throw my back out, I think people in the emergency room would laugh at me if I said I did it stooping over to pick up a penny or a nickel. A dime, I feel, would be met with understanding nods and approval.

STEP FORWARD: All of that is done to keep Strikey Sisters at a fast-tempo. Let’s face it: brick breakers are, by nature, slow. Even 2009’s Shatter, probably the high-water mark for the genre up to this point, can be really sloggy at times. When the action slows down in Strikey Sisters, sometimes you welcome it just because you can fucking stop to breathe. Even the relatively tame early stages have players constantly doing stuff besides simply batting a ball back and forth. A brick breaker, at its worse, is just Pong designed for single-player. Which makes sense. Breakout was created because Nolan Bushnell mandated a single-player Pong. Great. But, gaming has come a long ways since Pong. It’s come all the way since Pong. Even your Arkanoids, your Shatters, or indie takes on the genre like Wizorb make the mistake of having their games be focused on knocking out the bricks. But we’ve done that shit for over forty years now. Strikey Sisters is the first brick breaker that figured out how to make the genre relevant to today’s gamers: move that shit to the background. It’s not what you do, but how you do it. Make the “doing it” part fun. It’s a brick breaker, but it’s an action game first. That’s so smart.

STEP BACKWARDS: There’s lots of annoying little things Strikey Sister does (or doesn’t do) that annoy the shit out of me. I got a 98% completion of the map, but I had no clue where the 2% I’m missing was at. Each brick you break drops a coin. Collecting X amount of coins in each stage spawns chests. One chest has a green emerald in it. The other has a card which you can throw at an enemy, capturing them Pokeball-style. Only, all that does is add them to your Bestiary. It would have been neat if you could have used those enemies. I think they probably planned something like that and had to abandon it, since there’s so much emphasis on the capture stuff that goes nowhere. Finally, some stages have a key that opens up extra-pathways on the map. Apparently I missed a single key that opened up one meaningless, inconsequential extra stage along the way. It took me a while to figure out which bare spot on the map I could probably access if I got a key. Now, I’m the proud owner of my first total 100% completion in a long time as part of a game I did for Indie Gamer Chick.

Booyah! Fucked this game up!

STEP FORWARD: Seriously, I can’t stress enough how much stuff is packed into this $10 game. You get an extensive “quest” that took me around six gameplay hours to finish. There’s a lot of stuff to collect, hidden levels to unlock, monsters to catalog (though you can semi-cheat the Bestiary by hitting a creature with a card and then quitting to the map without finishing the stage and it’ll still count). As if that’s not enough, upon beating the game there’s sixty bonus levels thrown into the menu just for shits and giggles. And you might actually not be burned out on Strikey Sisters by time those bonus levels come into play. That I actually wanted to get 100% of the map, emeralds, and enemies captured is so rare these days for me. But I couldn’t get enough of Strikey Sisters. It’s just plain fun. From start to finish. Every frustration, every moment of annoyance, completely trumped by how fun it is. This is a very good game.

For all the issues it has, everything just comes together so well. Hell, the game has deliberately badly acted 90s style voice overs. Seriously, it’s actually promoted as being “cheesy” in the game’s features on the official sales page for it. Being bad on purpose isn’t funny. It’s awkward. But the actual humor in the dialog with its cringey delivery does typically land. How? What the fuck? How did you not totally shit the bed, Strikey Sisters? You’re based on a Super Nintendo game nobody has even thought about in twenty-five years. You have terrible acting. You have a disjointed map that circumvents proper difficulty scaling. The action can become an unmanageable clutsterfuck of confusion and cheap deaths. All in a genre that should be so done-for that even the strongest smelling salts in the world couldn’t bring it out of its coma.

I should note that there’s a co-op mode. The issue is my playing partners are either not into indies or are unwilling to play most genres. BUT, I want to note that there’s two balls in co-op, and players take damage if either ball is missed. That’s a really bad design choice because the game gets insanely chaotic. There should have been two uniquely-colored balls and damage specific to the player the ball belongs to.

And yet, here we are. Strikey Sisters is one of the best indies I’ve ever played. Another wonderful 2019 Switch-console exclusive like Q-Yo Blaster that’s probably fated to plummet quickly into indie oblivion due to an uninspired name and unattractive box art. A game will inevitably be awarded my You Heartless Bastards Award (given to great games that nobody buys) because most people reading this will never give it a chance. But, for what it’s worth, I love you Strikey Sisters. Now figure out a way to sell a million copies so the titular sisters can make a cameo in Smash Bros. I want to see Marie talk shit on Solid Snake and get Elene throwing hands with Ness. Like, I need this in my life. Please.

Strikey Sisters was developed by DYA Games
Point of Sale: Nintendo Switch, Steam

$7.99 (normally $9.99) said “the things we do for our pets” in the making of this review.

Strikey Sisters is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.

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Indie game reviews and editorials.