C.A.R.L.

C.A.R.L. Logo

Description

C.A.R.L. is a charming 2D platformer set in a futuristic, sci-fi fantasy world where players control a robot protagonist navigating through imaginative levels filled with collectibles, RPG-style unlocks, and challenging puzzles. The game blends retro-inspired gameplay with modern design, offering sharp level designs and quirky humor, making it a delightful experience for fans of the genre.

Gameplay Videos

Where to Buy C.A.R.L.

PC

C.A.R.L. Reviews & Reception

metacritic.com (80/100): We can look past the issues because C.A.R.L. is so charming, and it knows our buttons: fiendish but imaginative platforming mixed with collectibles and RPG-style unlocks… It really is F.A.B (Fun And Brilliant)

gamesasylum.com : Having very minimal knowledge of the game going in… I thought it would be a generic run-of-the-mill 2D sidescroller… What we have here actually has some depth to it

opencritic.com (75/100): C.A.R.L. is a short and sweet platformer with RPG vibes… Sure to keep genre fans entertained

lifeisxbox.eu (85/100): The boss fights are one of the highlights… Blurs the line between platformer and Metroidvania with aplomb

C.A.R.L.: Review

1. Introduction

In the sprawling, dystopian underbelly of Kent Industries, where spiky ceilings and deadly cogs lurk around every corner, a small, determined robot named C.A.R.L. embarks on a journey of discovery and rebellion. Released on September 29, 2022, by Morningstar Game Studio (led by Andrew Kenady and Matt Bitner), C.A.R.L. stands as a vibrant love letter to the golden age of 2D platformers, blending the pixel-perfect charm of Cave Story and Jazz Jackrabbit with modern sensibilities. At its core, this retro-styled adventure presents a captivating thesis: that the timeless appeal of precise platforming, quirky storytelling, and exploration-driven progression can be revitalized for a new generation, even as it grapples with the inherent challenges of balancing accessibility with punishing difficulty. While not without its flaws—particularly in its later stages—C.A.R.L. ultimately emerges as a testament to the enduring power of classic game design, wrapped in a package as charming as it is challenging.

2. Development History & Context

C.A.R.L. is the brainchild of a passionate two-person team: Andrew Kenady (AKA “Nintendrew”) and Matt Bitner (Morningstar Game Studio). With over 15 years of collective experience spanning titles like Draw a Stckman: EPIC and A Robot Named Fight, they approached C.A.R.L. not merely as a product, but as a labor of love. Kenady explicitly cited classic 90s PC platformers (Cave Story, Speedy Eggbert, Jazz Jackrabbit) and Nintendo-era titles as his primary inspirations, aiming to capture the essence of that era while adding contemporary narrative and RPG flourishes. Technologically, the project was constrained by its deliberate retro aesthetic; the team embraced 2D scrolling graphics, pixel art, and an “Electro-Chiptune” soundtrack reminiscent of DOS-era sound chips to evoke nostalgia. This approach was a conscious choice against the graphical arms race of modern gaming, prioritizing gameplay and atmosphere over fidelity.

Released in September 2022, C.A.R.L. entered a saturated market saturated with indie retro-platformers. Its timing, however, coincided with a resurgence of interest in Metroidvania-style exploration and narrative-driven indies, allowing it to carve a niche as a title that blends genres—platformer, puzzle, and RPG—rather than rigidly adhering to any single one. Its multiplatform launch (Windows, PlayStation 4/5, Xbox One/Series, Nintendo Switch) demonstrated confidence in its design, aiming to capture audiences across the spectrum of modern gaming, from PC purists to console collectors.

3. Narrative & Thematic Deep Dive

The narrative of C.A.R.L. unfolds within the decaying walls of Kent Industries, a sinister factory where discarded robots and corporate secrets intertwine. Players assume the role of C.A.R.L. (Computer Automated Resource Locator), a resourceful automaton tasked by his engineer friend (presumably from outside the facility) to infiltrate the factory and retrieve “Tech Units.” This simple premise quickly evolves into a story of rebellion and camaraderie. As C.A.R.L. delves deeper, he uncovers the factory’s unethical practices and becomes an unwitting ally to the “defective” robots banished to the D.U.M.P. (Depot of Unusable Machinery and Parts), the game’s central hub.

The dialogue is a standout element, dripping with wry humor and character-driven quips. Every robot encountered in the D.U.M.P. sports an acronym that doubles as a personality trait (e.g., the acerbic S.N.A.R.L., the pragmatic D.O.C.), creating a community of outcasts with distinct voices. The narrative masterfully balances lighthearted banter with darker themes of exploitation and identity. Kent Industries serves as a microcosm of corporate greed, where humans discard sentient beings deemed “useless,” raising questions about consciousness, servitude, and the ethics of creation. The bond between C.A.R.L. and the D.U.M.P. residents underscores themes of found family and collective resistance, turning a simple fetch quest into a poignant tale of solidarity against oppression. The finale, described by critics as one of the best in the genre, amplifies these themes with a surprising set piece that recontextualizes the entire journey, rewarding players who persevere through the game’s challenges.

4. Gameplay Mechanics & Systems

C.A.R.L.‘s gameplay is a meticulously crafted fusion of classic platforming, light puzzle-solving, and RPG progression. At its heart lies the core loop: infiltrate factory-themed levels, locate three “microchips,” find the exit, and return to the D.U.M.P. hub. Controls are tight and responsive—jumping, shooting, and movement feel precise, with a notable absence of input lag. However, the game’s design intentionally shifts from accessible to brutal, creating a stark contrast between its charming facade and unforgiving mechanics. Early levels are forgiving, but around level 3, checkpoints become sparse, and enemies gain lethal one-hit-kill potential. Critics noted this spike could be frustrating, particularly with “circuit board spiders” that chase players across screens, turning deaths into repetitive slogs.

The RPG elements are woven through progression systems. Sprockets (in-game currency) and collectibles (medals, blueprints, trading cards) enable upgrades at the D.U.M.P.:
Weapon Upgrades: Found via medals, these enhance C.A.R.L.’s blaster, akin to Megaman‘s system.
Defensive Upgrades: Blueprints unlock health increases and defensive abilities.
Movement Skills: Abilities like double-jump or ground-slam are unlocked by defeating bosses, enabling backtracking to find secrets.

This Metroidvania-inspired approach encourages exploration but introduces a flaw: weapon upgrades can trivialize boss fights, which are otherwise well-designed set pieces with impressive animation and scale. The Buddy Bot level, requiring simultaneous control of two characters, is particularly criticized for its awkward controls and high difficulty. Puzzles are simple (e.g., switches opening doors) but effective, while level design blends linearity with sprawling, interconnected spaces that recall DOOM‘s maze-like layouts. Despite its flaws, the gameplay remains compelling due to its satisfying core mechanics and the constant incentive to uncover secrets.

5. World-Building, Art & Sound

The world of C.A.R.L. is a triumph of atmosphere and art direction. Kent Industries is rendered in bright, pixelated detail, with each themed world (e.g., industrial scrap yards, cybernetic labs) featuring distinct palettes and environmental hazards. The D.U.M.P. hub, a junkyard of discarded robots, serves as a narrative and structural anchor, fostering a sense of community among its quirky inhabitants. Visuals evoke late-80s/early-90s DOS aesthetics—chunky pixels, vibrant colors, and parallax scrolling backgrounds that create depth without overwhelming the player. Enemy designs are equally inventive, from circuit-board spiders to hulking gym-obsessed bosses, all animated with fluid charm.

Sound design is a double-edged sword. The “Electro-Chiptune” soundtrack, composed of 8-bit and synthwave-inspired tracks, is undeniably catchy and immersive during early gameplay. However, its repetitive nature—especially when dying repeatedly in later levels—wears on players. Sound effects are crisp and nostalgic, with satisfying pew-pew blaster shots and metallic clanks. The voiceless, text-driven dialogue relies on expressive sprite work to convey emotion, which it does effectively. Together, the art and sound build a cohesive retro-futuristic world that feels both nostalgic and fresh, though the audio’s limitations highlight the challenges of faithful period emulation in modern games.

6. Reception & Legacy

Upon release, C.A.R.L. garnered a generally positive but mixed reception. Aggregators reflect this nuance: MobyGames reports a 76% critic rating (based on 7 reviews), with individual scores ranging from 65% (Movies Games and Tech) to 80% (PC Invasion, TheXboxHub, Nindie Spotlight, Touch Arcade). Praise consistently highlighted its “charming” narrative, tight controls, and “one of the best finales” in the genre. Critics like Andrew Farrell (PC Invasion) lauded it as a “top-tier platformer,” while Justin Nation (Nindie Spotlight) called it “not a bad bit of fun for retro enthusiasts.” However, the difficulty spike and Buddy Bot level drew criticism; Daniel Waite (Movies Games and Tech) deemed it a “safe but fun” experience, while Games Asylum’s reviewer admitted it made them “swear like an absolute sailor.”

Commercially, C.A.R.L. achieved moderate success across multiple platforms, benefiting from its broad accessibility. On Steam, it holds a “Very Positive” user rating (95% from 20 reviews), underscoring its appeal despite flaws. Its legacy is twofold: as a loving homage to 90s PC platformers that revitalizes classics like Jazz Jackrabbit and Cave Story, and as a cautionary tale about balancing challenge and accessibility. The game’s influence is subtle but evident in its demonstration of how indie developers can blend nostalgia with innovation, particularly its fusion of Metroidvania exploration and traditional platforming. While unlikely to redefine the genre, C.A.R.L. has cemented itself as a cult favorite for players seeking a throwback experience with heart and soul.

7. Conclusion

C.A.R.L. is a game of contradictions: charming yet frustrating, simple yet deep, nostalgic yet innovative. Its greatest strengths—tight controls, a witty narrative, and a breathtaking finale—are occasionally undermined by uneven difficulty, repetitive audio, and buggy moments. Yet, these flaws do not diminish its core achievement: a masterful distillation of what made 90s platformers enduringly appealing, wrapped in a world brimming with personality. Morningstar Game Studio’s passion radiates from every pixel and note, making C.A.R.L. more than just a retro clone—it’s a heartfelt tribute to an era of gaming that prioritized creativity and challenge over spectacle.

For players willing to embrace its quirks—including the Buddy Bot level’s agony and the late-game’s brutality—C.A.R.L. offers a rewarding journey through a meticulously crafted robotic world. Its place in video game history is secured not as a revolutionary title, but as a testament to the timeless appeal of well-designed platforming and the power of indie developers to capture the magic of classics. In an industry often obsessed with chasing the next big thing, C.A.R.L. reminds us that sometimes, the most satisfying adventures come from revisiting the past with fresh eyes and a bold heart. Final Verdict: A flawed but essential retro romp.

Scroll to Top