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Walk – Review

Tiny walk.

Whilst Big Walk may be making waves (and I’ll be reviewing that shortly), there’s another walking game that has been released in the last couple of weeks. Walk is a short clicker-centric microgame collection that takes place across a single screen. It’s inspired by the daily walks that the two developers behind this game have been taking to improve their mental health and fitness. It’s a charming 45 minutes of experimental micro-storytelling for a cheap and cheerful price.

The screen of walk fills up with tiny microgame panels over time.

Walk divides its screen up into tiny block panels, and each panel is unveiled as the player collects different types of currency. The first currency is steps, and by clicking the feet in the feet microgame, the feet walk forward, and each step is paid to open the next microgame. Once you’ve opened a couple of microgames, future new panels will require a mixture of previous currency generated from already discovered panels. The panels are tiny, yet varied. One asks to match butterfly designs. Another is a tiny hidden cat game. Some are more timing-based, like building a snowman or making a coffee. Others are just clickers like a train departing, or chasing a plane in the clouds. The more you unlock, the fuller the screen becomes, until the screen is full of moments from the dev team’s walks.

Completing Walk takes about 30-45 minutes, but it’s not about rushing to the destination. The end credits show photos of the memories converted into microgames, and they are a great reward for a fun clicker session that never really feels like a clicker game at all. I’d say that’s the highest praise I could give the title. It never felt like a chore; it felt like a discovery. I love the design constraints of fitting everything into a single screen, and whilst the single click or press-and-release click is really all you do, Walk feels bigger and better than that. This is a wholesome title that is more than the sum of its parts. Clever.

walk
Final Thoughts
Short, sweet, clever, and memorable.
Positives
Design constraints have led to a uniquely themed and styled game.
Never feels like a clicker game.
End credits wholesomeness.
Varied microgames.
Negatives
Short by design.
Some microgames barely get used.
7.5
Good

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