Super Lucky’s Tale tells a story of Lucky, a young fox who sacrificed himself to save his sister Lyra from being swept into a book known as The Book of Ages, The evil family known as The Kitty Litter were also swept into the book as they were trying to steal it from Lyra. Playing as lucky, you must venture through the book’s four chapters in order to defeat the Kitty Litter one by one. Defeating the family will free Lucky from the book and make him a hero.
As said above the campaign is made up of four chapters, each having their own fantasy setting. You’ll start out in an open area of the chapter, a sort of ‘hub’ where you can have a bit of a roam around, meet NPCs, collect coins (although there’s no use for the coins collected in the main chapter ‘hub’ areas). Each hub will have numerous doorways in which you enter to start a level. Completing a level will open up another and so on until you just have the boss’ door to open. To open these you’ll need to have collected a certain number of Clovers, which can be found in the levels leading up to the boss, with four in each level to collect: one for completing the level, one for collecting 300 coins, one for collecting the five letters L.U.C.K.Y with the final one being a bit of a mystery and can be found within the level or down a foxhole, often as a timed challenge.
Foxholes work similarly to pipes in the Mario universe, Lucky can jump down one and be transported to secret areas etc. You’ll find them in levels as both secrets and as places to progress on through the level. They also appear in the main chapter area or hub as I referred it to earlier, these foxholes contain mini games, either moving statues/chess pieces into certain positions or as Lucky being shrunk and put into a ball where you have to move him around a table to collect coins via tilting the table. These mini games alternate between the chapters, a bit of a shame as I would have liked to have seen each chapter with its own specific mini game.
The controls in Super Lucky’s Tale are fairly simple and easy to get to grips with, Lucky has a variety of maneuvers, spin attack, jump dive and burrow, just as its name suggests Lucky can burrow underground which can be used to collect buried coins or break large rocks, you can move around the map this way as long as the ground is grass or dirt, this gives you the opportunity to surprise enemies by jumping out of the ground and into an attack.
Overall gameplay is pretty solid. Super Lucky’s Tale is a platformer, mainly consisting of 3D platforming with a fixed camera that can be rotated 45 degrees left or right to give you a bit of a better perspective when needed, this felt odd to begin with as I expected full camera rotation, but eventually got used to it. Gameplay is also mixed with classic 2D platforming and Burrow Run levels, these have an isometric camera angle with Lucky automatically running along, and you have control over his moves to avoid obstacles and reach the end of the level. The mix of level types feel right and keep the game from becoming stale. Lucky also has lives, you can take three hits before losing a life, at which point you’ll be sent back to the last checkpoint. If you manage to lose all of Lucky’s lives you then loses all progression for that level and will restart it with a fresh set of five lives.
Boss battles also throw another gameplay type into the mix, they have more of an arena feel with Lucky contained to an area, while the boss sends enemies and waves of fireballs at you. Defeating each boss will either mean hitting bombs back at them or flipping switches to fire at them etc. with each having three waves to get through to beat them, while they do become more difficult as you progress through the game, they are fairly simple and can be completed within a few minutes. Completing the campaign takes around ten to fifteen hours, you can go back to attempt to collect the remaining Clovers if going for that 100% completion is your thing. Just to add, there’s 99 Clovers to collect with only 80 needed to gain access to the final boss. I did encounter a minor bug within the game that happened a handful of times, where Lucky would become stuck halfway in the ground, though a couple of presses of the jump button sorted it out, aside from the one time it happened while I was jumping on a bouncing ball and fell straight through to my death.
The overall visual style of Super Lucky’s Tale is typical of the genre, you can draw similarities to games like Yooka Laylee and Banjo Kazooie etc. A very bright and colourful game with each world having it’s own colour pallet, the character animations are nice and crisp with cartoon styled happy audio running alongside with a similar feel to the chapter you’re in. The AI characters are also typical of this style of game, the way they speak is kind of a gibberish mumble for a short while whilst the text bubble is updating whatever is being said, it’s good that the mumbles don’t drone on as I could imagine this being rather annoying.