Review: Meteorder

Genre / Tags: Action, Puzzle, Rhythm, Casual, PVE
Developer/Publisher: Karasu/Karasu
URL: Meteorder on Steam

Got a chance to try this demo out during Steam’s NextFest.  Currently Free mode is the only option available in the demo. There are 5 different planet options, Obsinia, Aquaris, Mycrimson, Pyrrion, Auronimbus. Each planet has their different tile set that they have more of it seems like. Some levels, like Mycrimson, even have a “weight” to the combos. For example, a three-tile matchup may barely move the tiles up the screen, but a 4-5+ matchup makes them explode to the top.

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I feel like the game completely overshadowed the intro tutorial when you open it. I clicked out of it accidently, not realizing even what it was, only to start playing the game in free mode and not knowing how to play what-so-ever. Would be super handy to have the tutorial come up when you start playing instead of just opening the game for the first time.

I played a few rounds with each planet to give each a go. The concept of this game is an interesting take on a Tetris style game. My only struggle with the game is the fairly limited ‘control’ I personally have with each part of the game. I can only move tiles up and down in their respective row to match tiles in a horizontal line to make the blocks above that line shoot up to the top of the screen and get points / remove them from play at a very slow rate, or in a vertical line to make them do the same in their respective column at a much faster rate.

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I don’t see where the “rhythm” aspect comes into play here in the demo. Each level has a different soundtrack to them. This is great because it really adds a lot to the feel of each one, like Pyrrion for instance really had me vibing with the music and intensity of it.

It is kind of neat that you can choose to go up against up to 3 different AI’s and choose what planet they are using and essentially race to see who stays alive the longest / best score. Gives me kind of Tetris 99 vibes a bit.

I’d give the game a 6.8/10. It’s a great concept, but I definitely feel like the player needs more control. Like being able to move in any direction would be a huge help I feel like, making many more combos. I’m interested to see where the game can go from its current state.

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Jax "Keysmasher" Voss - Professional Gamer and Mythic Plus Strategist Jax grew up in a small town, where he discovered his passion for gaming at an early age. A natural problem-solver, he quickly became obsessed with the challenge of Mythic Plus dungeons, where precision and teamwork are key. Jax is competitive yet laid-back, with a knack for rallying his friends during intense gaming sessions. His sense of humor lightens the mood, but he's fiercely focused when the stakes are high. He believes in learning from failures, often saying, “Every wipe is a lesson.” When he’s not smashing keystones, he enjoys trying now new and exciting indie games. He also loves tinkering with mechanical keyboards, customizing them to enhance both performance and aesthetics. Jax aims to become a top-ranking player in the Mythic Plus scene, but he also dreams of building a supportive gaming community where players can grow and improve together.

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