One of the things that made the Playdate so immediately appealing was the "Season 1" concept that Panic pitched with the launch of its handheld console: a series of games that all Playdate owners would get sent to their devices every week, delivered in pairs.
That's 24 included games over 12 weeks from a variety of developers from all over the world. Originally, the games were meant to be synchronized for all console owners, meaning on the same day and at the same time every week, all Playdate owners would receive the same games. This would create collective excitement about each game, building conversation and hype around them as everyone was experiencing them together in real time.
Stock issues got in the way of that dream, and now, instead, all new Playdate owners get the Season 1 games rolled out to them weekly from the day they register their systems.
Even without that simultaneous release calendar, the Season 1 experiment is an incredible success. All 24 games showcase what the Playdate is capable of, how the limitations of the handheld can still produce incredible experiences, and are set at the best price point: free.
We think all these games deserve love, so we're handing out yearbook-style superlatives to the graduating class of Playdate's Season 1!
(Games are ordered in the order they were delivered to our Playdate. We played all of the first season's games for a minimum of a half-hour.)
Index
Casual Birder
Most Likely to Spark a Hyperfixation
Developed by: Diego Garcia, Music by Max Coburn
Genre: Bird collecting adventure game
Crank usage: Crank used to scroll through inventory, to focus camera, and for various tools
It wouldn't be a Game Boy-like handheld without a creature collectin' game where a world of people are all dedicated to one thing. In this case it's bird photography, and competition to be the best runs fierce. In Casual Birder, you play as a newcomer to Bird Town who is immediately tossed into the world of competitive birding when the town bullies, the Pearly Eyed Thrashers, mock you for using your phone to take pictures of birds and literally knock you out for it.
Casual Birder is all about snapping photos of birds, which you do by pulling out your camera phone that you focus at different lengths using the Playdate's crank. The crank is also used to change your active item from a circular inventory. It's got that classic Game Boy adventure game style, where you use a variety of items to lure certain birds out into the open, and it's a charming adventure that'll last between 1-2 hours. Good start, Season 1.
Whitewater Wipeout
Best Sports Sim
Developed by: Chuhai Labs
Genre: Surfboarding arcade score chaser
Crank usage: Crank used to aim the surfboard on the waves
As a kid, I used to love California Games on the NES. You would just run through a series of Californian sports (footbag, surfing, and frisbee throwing among them) and, if you were a child, like me, you fumbled your way through them and rarely actually succeeded. Whitewater Wipeout emulates those vibes perfectly with its intense surfing, high score-chasing action.
In Whitewater Wipeout, you use the crank to aim the nose of your board and try to build momentum and speed by riding up and down the wave to pull off tricks in the air. Fail to get the nose of your board back down when you land and you wipe out. It's hard as nails, but there's a nice progression to learning its mechanics that celebrates genuine skill in a way I appreciate. And it's the perfect pick up and play experience.
This is what real surfing looks like, right?
Crankin's Time Travel Adventure
Most Likely to be Late to Class
Developed by: uvula (Keita Takashi and Ryan Mohler)
Genre: Time-traveling obstacle dodger
Crank usage: Crank used to control the flow of time, controlling Crankin in the process
Time travel in video games still feels like an underused gameplay mechanic. We've got Blinx, Outer Wilds, The Forgotten City. All classics. But none have quite utilized the timey-wimey system in the way uvula has with their time-controlling puzzle adventure, Crankin's Time Travel Adventure.
The setup is simple: Crankin is a sleepy robot and is always late to dates he sets up with his beau, Crankette. He's got to rush to make it before she gives up on him, and so, you as the player help him to avoid obstacles by using the crank to control time and help him dodge things like rampant pigs, butterflies, and lil' poops with feet, so he can make it to his date.
This game is entirely controlled with the crank and is all about forcing Crankin into specific animations that keep him away from these obstacles. It's silly, it's got a simple but surprisingly deep gameplay system, and with over 50 levels, there's lots to love.
Boogie Loops
Most Musically Inclined
Developed by: May-Li Khoe and Andy Matsuchak
Genre: Music creation tool
Crank usage: No crankin' here
Boogie Loops is an interesting release in the Season 1 experiment for what it represents in the lineup. I see Season 1 as a showcase of what's possible on the machine, and Boogie Loops is a showcase of what applications can look like on the platform. This Mario Paint-like music creation tool is exactly what it sounds like on the tin. You place notes on a track, you choreograph a dance with the five mascot dancers you assign to each song, and you mess around with each song's BPM and tone.
I'm not much of a musician, but you can take a listen to the short loop I managed to put together above and let me know if I have a future in music production. I love seeing unexpected things like this on the Playdate and hope to see more non-game functionality implemented into the device over time!
Lost Your Marbles
Class Clown, Best Limited Crank
Developed by: Sweet Baby Inc
Genre: Choice-driven marble-manipulatin' visual novel
Crank usage: Bottom half of crank alters the levels to send marble flying
I love the Playdate. Where else do you get a choice-driven marble game visual novel? Where else do you get a game where a person's mind is scrambled because she brings her dog to work where her cat scientist boss freaks out and messes up an experimental piece of tech in the process? Video games are good, man.
Lost Your Marbles is a visual novel where every choice you're asked to make takes place in a marble arena. There, three choices are laid out in front of you in the form of lightbulbs you can send your marble flying into to be chosen. You use the bottom half of the crank to manipulate the map, Monkey Ball style, and try to get the best choice possible. The better the choice, the harder it is to get to. This is exactly the kind of game I was hoping to find on the Playdate and it's a delight.
Pick Pack Pup
Best and Goodest Boy
Developed by: Nic Magnier, Arthur Hamer, and Logan Gabriel
Genre: Match-3 corporation simulator
Crank usage: Crank used for scrolling through comic-like cutscenes
We're only six games in and we've got our first takedown on the capitalist hellscape we live in with the Amazon-satirizing Pick Pack Pup. This match-3 game has you playing as a pup who's got a new gig packaging orders for a big corporation, one they slowly realize isn't quite the dream it's made out to be.
Pick Pack Pup's match-3 styling is neat, with every 3 or more objects you mash together turning into a package that takes up space on your grid and needs to be "shipped" out to score you points. The more packages you send at once, the better. You'll get timed challenges, themed item challenges, and more. Seeing the Playdate as a more worthwhile replacement for the phone game experience, I can see myself losing hours to Pick Pack Pup.
Flipper Lifter
Best Customer Service Simulator
Developed by: Serenity Forge
Genre: Arcade elevator sim
Crank usage: Crank up and down to send elevator up and down floors
There's something to be said about the Playdate's intuitive design. Not unlike the Wii, there are a ton of games that just immediately make sense because of the hardware. Flipper Lifter is one of those games. In Flipper Lifter, you serve as the manual elevator operator for a series of spaces that penguins inhabit, shuttling them back and forth to the floors they need to get to. You use the crank to bring them up and down. It's simple.
As the levels progress, new obstacles appear, like the need to shuttle left and right to deliver penguins to floors in two columns, and the simple mechanic finds some unexpected challenge. It's short, sweet, and has a high score-chasing vibe, and damn does it feel bad when the penguins yell at you for taking too long.
Echoic Memory
Best Listener
Developed by: Samantha Zero
Genre: Audio-based memory game
Crank usage: Crank to clean up corrupted audio
Echoic Memory is one of those games that's fascinating regardless of platform, and yet it still utilizes the crank in a memorable way and makes the most of its placement on the Playdate. In Echoic Memory, we've got our second corporation satire of the season. You work as a QA person for an audio company whose hardware is secretly used to listen in on customers to collect data to be sold.
Your job is to troubleshoot these machines by matching a diagnostic audio clip with one of the audio files stored on the device. It's all about memorizing short music loops and using the crank to clean up the audio when it's corrupted beyond repair. Crank until it sounds normal again and match it up. It's got an interesting story, a fun crank mechanic, and a great twist on the memory game. Thumbs up.
DemonQuest '85
Most Likely to Bring About The End Times and Break Up Sweethearts
Developed by: Crooked Park
Genre: Demon summoning simulator
Crank usage: No crankin' here
Another game that's crankless, and yet I came away as excited about this one as any other in the pack. DemonQuest '85 is the story of a high-schooler in possession of a how-to-summon-demons book. Using the information in the book, you'll solve the issues of your classmates, position the demons politically, and otherwise make the world yours. There seem to be multiple solutions to each demon summoning, and the choices you make have ripple effects on your classmates.
It's a simple puzzle game where your main goal is to read the book, determine the appropriate gift for the demons, the appropriate summoning music, and which of your classmates would most benefit from said demon's abilities. It's got some great, detailed character art. And the evolving gimmick of seeing your classmates' lives change with the demons is so good.
Omaze
Best Use of Circles
Developed by: Gregory Kogos
Genre: Circle-based maze puzzler
Crank usage: Crank to move around maze circles
When it comes to handheld games, especially ones that use a 400x250 pixel resolution, simple is best. Omaze embodies that perfectly with its simplistic maze-like puzzling. This game sees you using the crank and one button to move a tiny circle through a series of larger, interconnected, obstacle-laden circles. That's it. Get to the end of that series of circles to advance, and do that 20 times in each of the game's four worlds and you've won. You've got obstacles like auto-rotating devices that counteract your cranking, aggro enemy circles that kill you instantly, and barriers you've got to work around.
It makes great use of the crank, it doesn't overcomplicate things, and it provides a decent challenge to boot. There are even a few boss battles hidden throughout. Definitely worth a go around.
Hyper Meteor
Best Weak Points
Developed by: Vertex Pop
Genre: Asteroids-like
Crank usage: Crank to aim your ship
A few of Season 1's Playdate games serve as genuinely clever adaptations of arcade classics that make use of the Playdate's special hardware. Hyper Meteor is one such game, offering a take on the arcade classic Asteroids, where instead of shooting down your space rocks, you use the crank to pilot your ship into their big white weak points. You use a button to push your ship forward, you have bombs to clear the screen as needed, and it's all about going for high scores.
We're definitely in the keep-it-simple section of the season, and Hyper Meteor may be my favorite of the straightforward games so far. Getting used to the crank-based ship controls takes some time, but once you've got it, flying through these asteroids — or excuse me, meteors — is a joy.
Zipper
Easiest Foddian Game (Just Kidding)
Developed by: Bennett Foddy
Genre: Tactical samurai action
Crank usage: Crank to look into the future to see how you and your opponents' moves will play out
I'll admit that I went into a lot of these games blindly. So, yes, when I saw there was a Playdate game from Bennett Foddy, the creator of such games as Getting Over It and QWOP, I expected some fiddly hardcore platforming-adjacent game that used the crank to make things even harder. What I got instead? A tactical samurai game that featured its own version of Foddian difficulty.
In Zipper, you move a samurai a limited number of squares at a time; if you are within range of an enemy, kill them in one move. The idea is to "zip" around the world on your way to killing off the castle's guards, all under a move-based time limit as your hero is bleeding out and each step is one step closer to death. Enemies are just as capable at killing, so it's a constant battle to position yourself well for both offense and defense. Death means starting at the beginning again, so it's got that challenge, and you use the crank to see your opponent's moves in relation to yours to plan ahead. Foddy done it again.
Snak
Most Likely to be on a Nokia
Developed by: STFJ
Genre: Snake-like
Crank usage: No crankin' here
Back into the purposefully simple sphere comes Snak, a take on the classic pack-in mobile game Snake: a game about eating apples, contending with a growing body, and avoiding bumping into walls and yourself as much as possible. Snak is meant to be simple but explores how different the game could be with the addition of one button and shifting one core system.
In Snak, you can jump over your trailing snake body. And here, the apples are finally fighting back, too. That means you're contending with your single goal now actively trying to fight back against you. They latch on and climb up your slithering body, and you can stop them by looping back on yourself and jumping to eat them off of your body. STFJ's goal was to make a game that you could pick up 15 years later and still understand and enjoy. And if Snake's ever-present place on cellphones is any sign, it'll do just that.
Sasquatchers
The Tin Foil Award
Developed by: Chuck Jordan
Genre: Tactical RPG cryptid hunter
Crank usage: Crank to aim your camera in 3D space
Sasquatchers has one of those "how has no one done this before" setups that makes it an exciting experience no matter the platform. It's a tactical cryptid-hunting RPG where your goal is to snap photos of mythical creatures for views and likes, all while surviving your encounters.
It's a top-down tactical experience, not unlike Advance Wars or Fire Emblem, and its use of the Playdate crank is brilliant. At any point, specific team members can take either a photo or a selfie, and it puts you down into a first-person view where the crank is used to line up the photo just right. Move it too much and contend with motion blur. Focus up on one cryptid too much and lose out on crucial points. It's a fun addendum to a tactics experience and a brilliant display of how the crank can amplify things we already know.
Inventory Hero
Most Likely to Cause Anxiety
Developed by: Panic
Genre: Idle RPG inventory manager
Crank usage: No crankin' here
We've run into the first game from none other than Panic, and it's Inventory Hero: an anxiety-inducing idle RPG game where combat and adventuring are not your worry, but managing your inventory REALLY is. It's fascinating that the first Panic game seems to not use the crank in any way whatsoever, but probably works well to show folks that the Playdate is a home for all kinds of games.
Inventory Hero is a game you can easily get overwhelmed in, as items fly out of enemies and into your limited six inventory slots constantly, and you're trying to hold onto the most valuable things, equip the best armor and weapons, and keep your health up. It's a polished experience, there are some fun inventory gimmicks (rabbits take up slots and multiply), and it's easy to hop in and out of.
Spellcorked
Biggest Overachiever
Developed by: Jada Gibba, Nick Splendorr, and Ryan Splendorr
Genre: Potion shop sim and Cooking Mama-like
Crank usage: Crank to operate specific tools (e.g. crank to turn the pestle to grind ingredients in a mortar and pestle)
Spellcorked might just feature among the best synergies between the physicality of operating the Playdate and the actions happening in-game. This potion shop sim has you crafting potions using a variety of magical ingredients. You'll be using the crank here to operate a variety of hands-on tools, like a mortar and pestle, an alembic, and more.
It's all about learning about the ingredients on hand and how processing them in different ways changes the potion's eventual endpoint. The goal: you're shooting for high Welp review scores. Spellcorked might be one of my favorites in all of Season 1, if for no other reason than the fact it uses the Playdate fully. You even tilt the bad boy to pour your potions into bottles! That's sick!
Star Sled
Smoothest Drifter
Developed by: Panic
Genre: Spaceship lasso star-wrangler
Crank Usage: Crank to smoothly pilot your ship
Now we're talking, Panic. Star Sled features one of the most satisfying uses of the crank and might be the game I return to the most when it's all said and done. In Star Sled, your spaceship is constantly moving forward and shooting a laser lasso out behind it. Your job is to encircle sparkling stars in each level with your trailing laser beam, using the crank to steer your ship. It's got an incredibly smooth drift-like handling style that sees you skirting around corners and creating tight circles around stars with reckless abandon.
Star Sled is another "simple crank but incredible execution" game that I'll gladly shove in people's hands whenever people finally accept my Playdate party invitations.
Saturday Edition
Most Likely to be Gushed About All Year
Developed by: Wild Rose
Genre: Point and click adventure
Crank usage: Crank makes the character dance randomly
When you've been covering games as long as I have, you eventually develop a "good game radar" that can tell you pretty quickly whether a game's gonna be something special or not. Saturday Edition had that bad boy wailing mere minutes in.
It starts with talk of a man abducted by aliens who only returns to Earth after a shift in power on the alien planet. It continues into a visit to heaven where this man bribes his way in by fixing a keypad at the pearly gates, and finally kicks off the story back on Earth showing how the man deals with returning home after all that time. It's old-school point and click action with a ton of great gimmicks to make it handheld friendly. And the only use of the crank is to make the guy dance randomly... so, yeah. I might be talking about this game all year long.
Executive Golf DX
Most Likely to Promote Procrastination
Developed by: davemakes
Genre: Chaotic mini-golf
Crank usage: Crank to aim shot trajectory
We love a golf game. Something about taking something as stuffy and upper-class as the game of golf and turning it into something chaotic is so enjoyable to me. The Playdate feels perfect for its own version of that. In Executive Golf DX, you play a side-on game of mini-golf, but instead of shooting for a hole, you're looking to make your way up an office building.
You use the crank to aim the trajectory of your shots and despite that precision feeling like it might make the experience easier, it's actually surprisingly difficult. Toss in unpredictable golf power-ups — low gravity, ricochet balls, and heavy balls among them — and you've got the Dark Souls of golf games. (Never done one of those before.) I'd be lying if I said it didn't make me wanna start mini-golfing in the house.
Questy Chess
Best Pipeline into Real Chess
Developed by: Dadako
Genre: Chess-based RPG puzzler
Crank usage: Crank to manipulate the world through terraforming tools
I appreciate chess. It's one of the oldest and most widely played games, it's mechanically sound — but I don't have the brain for it. That said, games that take those core chess movement rules and implement them into anything other than a traditional chess board suddenly make it so much more accessible to me. Questy Chess takes those rules and puts them into an RPG adventure where you play as a pawn trying to fight back against a computer attempting to upgrade to Chess V2.
Crank use is limited, at least in the first chunk I played, with its only use being to manipulate the terrain of the map by shifting tiles up and down when you land on a "terraform" button. But the gimmick here is a fascinating exploration of chess's mechanics in a new puzzling format and it may hook me enough to start actually playing chess proper.
Battleship Godios
Best Game of Catch
Developed by: TPM.CO Softworks
Genre: Hardcore rewinding shoot-em-up
Crank usage: Crank to scrub through a "recording" of your play to save yourself from dangerous situations
Battleship Godios is a fascinating release thanks to the pedigree of its developer, an MSX dev who's been working in the industry since 1985. Taking those old-school ideas and bringing them to life on the Playdate with Battleship Godios showcases the creative potential of the handheld.
As a traditional shmup, Battleship Godios shakes things up with a ricocheting bullet concept —that pulls from games like Breakout — where you have to catch the bullets you've shot to keep them loaded. You use those bouncing shots to break down a big mothership's armor to hit a specific weak point. It's a hard game and you will die often, and that's where the crank comes in.
The crank is used to scrub back and forth through a "recording" of the level you're playing, allowing you to undo errors in your play and set yourself up for success when trying again. As a former emulator rewind-a-holic, I want this crank feature in all games, please.
Forrest Byrnes: Up in Smoke
Most Procedural Platformer
Developed by: Nels Anderson
Genre: Procedurally generated "licensed" platformer
Crank usage: Crank to dig up treasures and to pull buckets out of wells
The Playdate keeps yoinking out fascinating concepts with its games, and Forrest Byrnes: Up in Smoke might be one of my favorites. Conceptualized as an in-universe "licensed game" for the Forrest Byrnes mascot, first seen in 2016's Firewatch which Panic published. The game employs procedural generation to create a seemingly endless platforming experience with simple mechanics.
I bet you didn't have a procedurally generated platformer on your Playdate bingo card. It's a fairly simple platformer that sees you rescuing children from a blazing forest fire that keeps you moving forward constantly, but thanks to some incredible animations and character-full pixel art, it leaves an impression.
b360
Best Adaptation of a Classic
Developed by: Panic
Genre: 360 degree brick breaker
Crank usage: Crank to spin your paddle around each level
To wrap up Panic's contributions to Season 1, they've got one of the best versions of that "classic game reimagined for the yellow square" genre we've been running into with their brick-breaking game b360. This game sees you clearing screens of bricks, not unlike classics like Breakout, but in a full 360 degrees around an anchor point in the middle of the stage. I'm sure there's got to be one of those out there in the world after all this time, but none of those games have a crank do they?
The crank controls your paddle's rotation — and sure, it's simple. But there's a reason why games like Breakout endure, and even to this day, the idea of a paddle and a ball destroying a screen full of blocks is appealing to folks if mobile game ads are any sign. b360 is already one of my favorites in the brick-breaking genre, and I will chip away at the game's 100 levels over the next year.
Ratcheteer
Most Likely to be Beaten Immediately After Article is Done
Developed by: Shaun Inman, Matthew Grimm, and Charlie Davis
Genre: Action-adventure, full-on Zelda-like
Crank usage: Crank used for Ratcheteer's spin attack
While there's no way I could pick out an absolute favorite, Season 1 wraps up with one of the most promising games in the pack: the Game Boy-era action-adventure game, Ratcheteer. This Zelda-like adventure is one of the most truly Zelda-like games I've seen in the indie space. It might be the handheld format, it might be the monochromatic art style, it might be nostalgia, but it just feels like a Zelda game in the ways so many others never quite capture.
Ratcheteer's special twist comes in the fact that you play as a young child living in the dark tunnels of the world underground, and you have to light up the world with your lantern and swing your wrench as your replacement for Link's sword. Even the crank use — when spun, it triggers your character's familiar spin attack — is a great addendum to the gameplay that feels natural and unobtrusive to a more traditional gaming adventure.
I had to stop myself from playing through the whole thing in one sitting to make sure I wrote this up, but uh... I might be going back in as soon as I say my farewells here.
I cannot overstate how incredible it is that Panic worked with all of these developers to provide such a wide variety of games that showcase all parts of their new handheld — crank or not — for free for all new users of the device.
When it comes to the idea of pack-in games, the Playdate has everyone else beat, and we cannot wait to see if the watercooler dream of sharing Season 2 in real time with gamers comes to fruition. And even if it doesn't... we've got 24 games to tide us over 'til the end of time.
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