VIDEO.DESTRUCTOID   |   JAPANATOR   |   TOMOPOP
Destructoid is obsessive about gaming news.
Home #Platform games

Indie Nation: MoneySeize

4:40 PM on 07.07.2009   |   Anthony Burch

Indie Nation: MoneySeize photo

At irregular intervals, "Indie Nation" highlights interesting games from the independent scene.

I'm tempted to call Matt Thorson the king of indie platfomers, which may sound weird considering I've never highlighted any of his games before. Jumper and FLail may well be two of my favorite minimalist platformers of all time; though all of Matt's games eventually get ridiculously hard, they remain enjoyable thanks to the sheer imaginativeness of the level design and the purity of the platforming.

I've been meaning to write about Thorson's games for a while, but thankfully his new work, MoneySeize, pretty much allows me to compliment his entire career all at once. Like many of his other games, MoneySeize is a remarkably focused, imaginative, and goddamn punishing platformer that's so goddamn addictive I'm having a hard time taking a break from the game just to do this writeup.

Literally fifteen minutes have passed since I finished that last paragraph, because I alt-tabbed back to the game, got stuck on level 35, and refused to come back to this post until I'd beaten it. 

You can get the game here, in various formats, or hit the jump as I attempt to go on about MoneySeize while unsuccessfully fighting the urge to continue playing it.

All of Matt Thorson's games are goddamn hard, but most are far more frustrating than MoneySeize. Where games like Jumper and FLail subscribed to a linear level structure where you were basically screwed if you couldn't get past a particularly tough stage, MoneySeize has a much friendlier, more nonlinear structure. By collecting coins in the levels, your tower will grow progressively higher in the overworld. Once your tower reaches certain heights, you can reach more and more levels where you can collect more and more coins to grow the tower, and so on and so forth. As a result, if you're having trouble with one level, you can just return to the overworld and jump to another until you've got enough coins to jump to an even higher level, at which point maybe you'll feel confident enough to jump back down and tackle the level that stumped you one more time. And since the coins you've collected stay collected once you reach the exit, you can decide for yourself how many coins you wish to get in a single run. You're not required to perform any bullshit completionist runs where you grab every single coin in a level before reaching the exit: you can, to some degree, play certain levels at your own pace.

That's not to suggest that MoneySeize is anything other than an oldschool punch to the genitals, however. The later levels of the game will force you to understand every nuance of the game's seemingly simplistic platforming controls. You'll have to make jump onto degrading platforms with pinpoint precision, making the exact correct number of walljumps and doublejumps to reach your intended destination at just the right time. Around level 30, the game begins to require platforming perfection; you must jump here at exactly this height, or you'll go too high and bump into the spinning sawblades, then you've gotta land on this single block and do a spinjump before it erodes into nothingness, then you've gotta jump off five birds one after another and finally land at the spike-surrounded exit door. MoneySeize may sound like the exact opposite of fun when described that way, but there's something about Thorson's level design that makes every new punishment interesting and pleasurable, in a weird way. Perhaps it's got something to do with the fact that Thorson wrings so much depth and complexity out of incredibly basic platforming mechanics, and forces you as the player to experience those depths for yourself. 

You will die, a lot, but the near-instant respawn and nonlinear level design make prevent the game from ever being so frustrating that you'll truly, permanently give up on it. To be honest, I swore off MoneySeize more than a few times, but I always found myself crawling back about twelve hours later. I can't say the same for Jumper or FLail which, once I quit, I never looked at again.

MoneySeize also has a fantastically elegant and clever quasi-achievement system in the form of little colored birds that perch on various points of the levels. Each of these different birds represents an optional level goal: green birds require you to reach them without double-jumping, purple birds necessitate you not kill any othe renemies, and orange birds will fly away after a set amount of time. If you can reach the birds without pissing them off, you can bounce on their heads for a cash bonus. Without having to resort to achievement menus or awkward secondary objective HUD popups, these little birds encourage the player to replay each level using a new set of restrictions that seem initially impossible.

Overall, MoneySeize is probably Matt Thorson's best game yet. You can play it for minutes or hours at a time, and it's got his trademark brand of minimalist, difficult, remarkably observant platforming down pat. Get it here, and give it a good rating on Kongregate if you enjoy it.


Continue reading: More Platform games stories





14 comments | showing # 1 to 14
prev next

Magnalon's Avatar - Comment posted on 07/07/2009 16:44
Magnalon
The art style of this game is superbly nostalgic, and the mechanics sound solid. Downloading immediately, and I'll be using xpadder to map this to my PS2 controller.
Diverse's Avatar - Comment posted on 07/07/2009 16:52
Diverse
I'm a big fan of Matt Thorson and his piss-shit hard platformer games. I found Money Seize to be just as rage inducing as his Jumper or FLail series, but I still found it be fun. Of course, not everyone can find the fun in getting their ass kicked over and over again. I've found the little man's thought bubbles to be very charming and funny too. "This area is positively brimming with life! Obviously, I must leap onto these creatures crushing their frail bodies. Then I can make off with what little they are carrying." Fantastic.
Dexter345's Avatar - Comment posted on 07/07/2009 16:58
Dexter345
Oh dang, I loved Jumper back in college. I should definitely check this one out.
Dexter345's Avatar - Comment posted on 07/07/2009 17:40
Dexter345
Argh! I don't know how much more of this I can take. I love the game so far, except that my computer does this thing with Flash where every minute or so it chugs for a second. It is so frustrating playing this game, which requires precision and reflex, on a machine that pretty much autokills you randomly. =(
Jetsetlemming's Avatar - Comment posted on 07/07/2009 19:30
Jetsetlemming
My computer does the same thing as dexter's. I reached level 5 then quit. I need to break that mentality of trying to get every single coin in my first run of a level.
I found S1 easily, but fuck if I can beat it. Especially since it apparently contains a whole one coin. I might be tempted a bit more to try if I didn't have to go back through the normal level to get to the secret one even after I've found it...
mario actually's Avatar - Comment posted on 07/07/2009 19:34
mario actually
It's really fun. But I suck at it. Maybe because I'm tired, but my frustration-threshold is really low, so I don't know if I'll get back to it as persistently as you. Anyway: nice litte Game before bed.
Anthony Burch's Avatar - Comment posted on 07/07/2009 19:51
Anthony Burch
Woah, where's S1? I feel like such a noob.
Koholint's Avatar - Comment posted on 07/07/2009 20:25
Koholint
The cliff on the right in the first level.
Cough's Avatar - Comment posted on 07/07/2009 23:59
Cough
I can't. It's too annoying. Good game tough, if you have the patience.
Super Mega Hyper's Avatar - Comment posted on 07/08/2009 11:47
Super Mega Hyper
secret 1 is really satisfying when you get the coin, although it seems impossible at first. I'm still trying to figure out how to get the yellow blocks.
MrSlippery's Avatar - Comment posted on 07/15/2009 23:55
MrSlippery
Good find Rev.

I really enjoy how tight the platforming of Matt's games are. he does a great job with them.

that being said, some of these levels have me absolutely stumped. Hard to quit this though. Will definitely be coming back to it more and more.
ZenHK's Avatar - Comment posted on 07/20/2009 02:42
ZenHK
great fun, although similarly to jetsetlemming - frustrations at seeing 100% on the review image and a partially filled green by on my level 1 found me at S1 immediately. I've died nigh on 100 times and I'm yet to so much as venture into level 2. Awesome. hard. great find:)
Archwright's Avatar - Comment posted on 07/20/2009 14:36
Archwright
I like it... but I had to put it down. It's way hard.
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 



see all
Splinter Cell: Conviction - GameStop Promo
BlazBlue: Continuum Shift
No More Heroes 2: Desperate Struggle - Euro
EVE Online: Tryannis
Majin & The Forsaken Kingdom
Naughty Bear - Aliens Spoof
Transformers War For Cybertron: Matt Tieger
Need For Speed World: Marc De Vellis
Fullmetal Alchemist: To the Promised Day
Destructoid 4th Anniversary Party
Try our new video site: vToid.com





Heavy Rain Chronicles, Chapter 1: The Taxidermist
by Samit Sarkar
Final Fantasy XIII
Pokemon HeartGold / SoulSilver
Calling
Sonic and Sega All-Stars Racing
God of War III
Mega Man 10
Battlefield: Bad Company 2
Review Recap: February 2010



Why you need to be excited about SpyParty
by Anthony Burch
Plain Sight
Need for Speed World: Race
A mindbending with Poto & Cabenga
Pocket Creatures
Easy Piano
inXile's Hunted
Resident Evil : Zombie Infection (iPhone)
Star Wars: The Old Republic
Frobot




Call for entries

New posts Expand all

New to the c-blogs? Read the survival guide
- The Dtoid Army is 60597 strong -







What classic IP should Sega resurrect?
The hidden truth behind game reviews
Counterpoint: God of War III is too long, boring
The joys of being a videogame reviewer
Gather around old man Niero: Destructoid turns four
The most immature thing we've ever done: The Name Game
Get me results: How to solve the JRPG Grind






tips@destructoid.com
Nick Chester
Editor-in-Chief
Niero
Founder, El Jefe
Jim Sterling
Reviews Editor
Hamza Aziz
Community Manager
Dale North
News Editor
Rey Gutierrez
Destructoid Video EIC
Anthony Burch
Features Editor
Brad Nicholson
Managing Editor
Tom Fronczak Colette Bennett
Ashley Davis Ben Perlee
Conrad
Zimmerman
Chad Concelmo
Jonathan Holmes Jonathan Ross
Brad Rice Jordan Devore
Joseph Leray Matthew Razak
Josh Tolentino
Samit Sarkar
Hollie Bennett Daniel Lingen
Mikey Turvey
   








 
 
  get involved

register or login
post a blog
post a forum
enter a contest
contribute a news tip
suggest a feature
be a guest editor
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meetup+play online
seriously

about Destructoid
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator
Despingation?




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006