- Release Year: 2018
- Platforms: Linux, Macintosh, Nintendo Switch, PlayStation 4, Stadia, Windows, Xbox One, Xbox Series
- Publisher: Berzerk Studio Inc.
- Developer: Berzerk Studio Inc.
- Genre: Action
- Perspective: Side view
- Game Mode: Co-op, Online Co-op, Single-player
- Gameplay: Bullet hell, Dodging, Rhythm-based
- Average Score: 87/100

Description
Just Shapes & Beats is an action-packed arcade game that blends rhythmic gameplay with platform shooting mechanics. Players control simple geometric shapes as they navigate 2D scrolling levels, dodging obstacles and enemies in sync with dynamic music beats. Set against vibrant, minimalist visuals, the game emphasizes precise timing and cooperative multiplayer for up to four players, creating an intense and immersive experience.
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Just Shapes & Beats Reviews & Reception
opencritic.com (88/100): The sheer verve of Just Shapes and Beats is infectious.
metacritic.com (83/100): Just Shapes & Beats is an audio-visual masterpiece, and I give serious kudos to the talented artists and designers who blended their crafts in such a tight display.
operationrainfall.com : Just Shapes & Beats is a unique rhythm action experience that plays unlike the genre norm and more like interactive art.
monstercritic.com (90/100): Just Shapes & Beats is an audio-visual masterpiece, and I give serious kudos to the talented artists and designers who blended their crafts in such a tight display.
Just Shapes & Beats: A Masterclass in Minimalist Chaos and Cooperative Catharsis
Introduction: The Rhythm of Resistance
In an era dominated by cinematic narratives and bloated open worlds, Just Shapes & Beats (JS&B) emerges as a breathtaking testament to the power of pure, unadulterated game design. Released in 2018 by the Canadian indie studio Berzerk Studio, this title distills gaming to its fundamental core: pattern recognition, reaction, and, above all, feeling. Its thesis is provocatively simple—”avoid shapes, move to the kicks-ass beats, and die, repeatedly”—yet within this deceptively modest framework lies a deeply emotive, intensely challenging, and profoundly joyful experience. More than just a bullet hell rhythm game, JS&B is an interactive art piece, a fiendishly clever co-op party game, and a surprisingly poignant story about friendship, corruption, and resistance, all told through the silent language of geometry and electronic soundscapes. It stands not merely as a beloved indie hit but as a pivotal title that redefined accessibility within the notoriously demanding bullet hell genre while forging a unique identity all its own.
Development History & Context: Forging a New Genre from Simplicity
The Studio and Vision: Berzerk Studio, a small team led by director Simon “Lachhh” Lachance, approached game development with a punk-inspired ethos of creative constraint. The core concept—dodging shapes in time with music—was born from Lachance’s desire to create a “bullet hell where you can’t shoot,” flipping the script on the traditional shmup. The team’s small size (credited as 67 developers on MobyGames) and singular vision prevented feature creep, allowing them to focus obsessively on perfecting the synergy between audio and visual gameplay. This minimalist design philosophy echoes the “easy to learn, hard to master” ideal of classics, but with a modern, rhythm-centric twist.
Technological Constraints and Inspirations: Built in the Unity engine, JS&B’s aesthetic is a masterclass in doing more with less. The team utilized simple 2D geometry and a limited, high-contrast color palette (predominantly cyan, yellow, green, orange player shapes against a stark pink corruptive force) to ensure clarity of communication—a absolute necessity when milliseconds of reaction time determine survival. The game directly cites its lineage from two specific predecessors: the nerve-wracking geometric precision of Super Hexagon and the lane-dodging rhythm mechanics of the WiiWare/mobile cult hit Lilt Line. By synthesizing these two ideas—rhythm-based movement and bullet hell patterns—Berzerk Studio created something that felt both immediately familiar and entirely revolutionary.
Release Timeline and Platform Journey: The game’s development was punctuated by several delays, from an intended late 2016 release to its final launch on May 31, 2018, for Windows and Nintendo Switch. This Switch launch was a shrewd move, capitalizing on the console’s reputation for local multiplayer and portable play. The subsequent ports to PlayStation 4 (2019), Xbox One/Series X/S (2022), and even the now-defunct Google Stadia (2020) speak to its universal appeal. Critically, the “Lost Chapter” update (July 2021)—a five-track interquel story segment cut from the initial release due to time constraints—demonstrates the studio’s ongoing commitment to expanding the game’s narrative and mechanical depth post-launch, a practice more common in live-service games than indie passion projects.
Narrative & Thematic Deep Dive: A Silent Saga of Shapes and Souls
Just Shapes & Beats presents a full story mode, a rarity for a pure rhythm-action game, and its narrative is delivered almost exclusively through environmental storytelling, character animation, and the visceral emotion of its soundtrack. There is no dialogue, no text boxes, only a sequence of visual vignettes.
Plot Structure and Character Archetypes: The story follows a Blue Square protagonist. After a cryptic “tutorial” involving a fractured void and a guiding triangle, the Blue Square arrives in a vibrant, peaceful world (Paradise) governed by a magical Tree of Life formed from three sacred Triangles. Here, it meets its first friends: the cheerful, dancing Big Cube (a yellow sun-like being with cloud hands), the industrious Boat, and later the helpful Helicopter. This idyllic state is shattered when a mysterious pink, one-eyed, horned circle—The Boss—is inadvertently freed from its imprisonment. The Boss immediately murders the “sleeping plant” guardian, corrupts the land with its pink essence, and steals the Tree of Life’s Triangles, transforming into its default, grinning form and declaring itself king.
The narrative becomes a quest for restoration. The Blue Square, accompanied by the Big Cube, must journey through distinct corrupted zones: Island, Volcano, Industry (Factory), and finally the Tower. Along the way, it retrieves the stolen Triangles, purifying each area (a moment visually and musically celebrated, most notably with nanobii’s euphoric “Rainbow Road”). The emotional core of the story is the fate of the Big Cube Friend, which is captured and horrifyingly corrupted by the industrial machinery in the Industry chapter, transforming it into a monstrous, pink, multi-limbed version of itself. The ensuing boss battle, “Close to Me” by Sabrepulse, is a heartbreaking “Fighting Your Friend” sequence, where the Blue Square must dodge the attacks of its ally while the corrupted form flickers between its pink and blue states, visibly struggling against the corruption.
The climax sees the Blue Square storm The Boss’s Tower. After overcoming a psychic gauntlet (“Final Boss”), it seemingly defeats The Boss and reaches the crown. However, The Boss performs a “Not Quite Dead” maneuver, steals the final Triangle, and jams it into its head, triggering a gruesome “Power-Upgrading Deformation” into an Eldritch Abomination form (“Annihilate”). The protagonist is seemingly destroyed in a “Heads I Win, Tails You Lose” moment, with The Boss reiterating “YOU HAVE BEEN DESTROYED.”
The resolution hinges on the “Spanner in the Works” trope. The Big Cube Friend, now purified and wearing the two Triangles it had collected, uses them as a “Magical Defibrillator” to revive the Blue Square, granting it an “11th-Hour Superpower”: an invincible, laser-firing form. The final battle (“Till It’s Over”) becomes a “Unexpected Shmup Level”—a cathartic, one-way beatdown where the player finally shoots back, reducing the now-futile Boss to a pitiful state before it collapses. The world is restored, culminating in a “Dance Party Ending” where all characters, including the redeemed Boss (now a DJ), celebrate.
Underlying Themes: At its heart, JS&B explores The Corruption—the pink force that mechanizes and angers everything it touches, a literal “Psycho Pink.” This is a metaphor for addiction, authoritarian control, or existential dread. The resistance is purely defensive and cooperative; you cannot attack, only evade and persist. The story argues that heroism is found in resilience and mutual aid, not violence. Reviving fallen friends in multiplayer is a core mechanic, and even in single-player, the Blue Square’s ability to repeatedly reassemble itself after a “Game Over” is framed as a “Heroic Spirit.” The final power-up is granted not by the protagonist’s will alone, but by the combined power of the Triangles and the loyalty of friends—a potent message about collective strength over individual dominance.
Gameplay Mechanics & Systems: The Precision of Dance
JS&B’s genius lies in its mechanical purity and its innovative marriage of two disparate genres.
Core Loop: Each of the 35+ story levels and hundreds of challenge levels is a bespoke obstacle course set to a specific, licensed chiptune or EDM track. The player (as Cyan Square, Yellow Triangle, Green Pentagon, or Orange Circle) has one primary ability: the Dash. This short teleport grants temporary invincibility frames (i-frames) and is the key to survival. All enemy attacks—beams, waves, bouncing circles, saws—are “Mickey Moused” to the beat. They appear, expand, and retract in perfect sync with the music’s kick, snare, and synth hits. This creates an intoxicating rhythm where survival feels like dancing. A visual hit point meter depletes with each collision (three hits in regular levels, six in boss levels), and a “Checkpoint Starvation” system—with generous checkpoints in standard levels but none in boss battles—creates a tense risk/reward dynamic. Intentionally dying to reset to a checkpoint with full health is a viable, sometimes necessary, strategy.
Boss Battles as Narrative Peaks: Boss fights are the game’s marquee events and its most mechanically pure expressions. They are single-phase, no-checkpoint endurance tests where the pattern is the entire song. The first boss, Long Live The New Fresh, introduces The Boss’s simple arm-based attacks. Each subsequent boss fight escalates the stakes, introducing new, song-specific mechanics: the “Advancing Wall of Doom” in “Cool Friends,” the “Stealth-Based Mission” spotlights in “Try This,” and the tragic, resistance-filled pattern of “Close to Me.” The final boss sequence is a masterclass in escalating drama, from the fake-out loss to the “Curb-Stomp Battle” of the final phase with the 11th-Hour Superpower.
Multiplayer and Cooperative Alchemy: The game’s design is fundamentally co-op. Up to four players can play locally or online with drop-in/drop-out ease. The revival mechanic—where a living player can touch a dead player’s ghost to revive them with one hit point—creates moments of heroic saves and frantic teamwork. Critically, the game is balanced so that adding players increases chaos but also provides more revival opportunities, making impossible single-player sections manageable with friends. This transforms the game from a solitary precision challenge into a “Great Party Game” where panic and laughter are intertwined.
Progression Systems: The main Story Mode provides a curated, moderate-difficulty path with an optional “Casual Mode” (double health) that cleverly avoids “Easy-Mode Mockery,” emphasizing fun over punishment. The post-game content is where hardcore engagement lies:
* Challenge Mode: Randomly selected songs with a limited set of lives. Ranked performance yields Beatpoints.
* Playlist Mode: Create custom playlists, with “Hardcore” difficulty (reduced reaction windows, more attacks) doubling Beatpoint gains.
* Unlockables: Beatpoints and specific challenges unlock new player shapes (including DLC characters like Shovel Knight), menu cosmetics, and extra songs (like the Shovel Knight and Undertale crossover tracks). The grind is real but purposeful, rewarding mastery with aesthetic variety.
Flaws and Friction: Some critics noted a “lack of level variety” in visual themes beyond the story chapters, and occasional performance issues on the Switch, particularly in dense particle effects. The “Brutal Bonus Levels” (like the instrumental “Mortal Kombat” track) are deliberately, sometimes unfairly, difficult, employing “No Fair Cheating” pink borders to block corner-dash strategies. However, these are not design failures but intentional, optional peaks of masocore challenge.
World-Building, Art & Sound: A Synesthetic Masterpiece
The presentation of Just Shapes & Beats is where its abstract concept achieves transcendent emotional weight.
Visual Direction: The world is built from the game’s core vocabulary: squares, circles, triangles, and lines. “Everything Trying to Kill You” is color-coded—pink is death, everything else (cyan, yellow, green, white) is safe/friendly. This extreme clarity is essential. The environments are simple but evocative: the snowy peaks of Paradise, the lava-lit chasms of the Volcano, the grimy, gear-driven machinery of the Industry. The “Corruption” is a brilliant visual motif, turning serene landscapes and friendly characters into spiked, jagged, pulsating pink nightmares. The “Sentient Vehicle” friends (Big Cube, Boat, Helicopter) are given immense personality through simple animations—a wave, a shake, a panicked hover—making their corruption or rescue emotionally potent.
Sound Design and Soundtrack: This is the game’s soul. Featuring over 20 artists (Danimal Cannon, Shirobon, Nitro Fun, Pegboard Nerds, etc.), the soundtrack is a flawless curation of chiptune, EDM, dubstep, and electro. The music is not just backdrop; it is dialogue and architecture. Each level’s pattern is a direct transcription of the song’s structure—the intro, the drop, the breakdown, the climax—into spatial geometry. The “Mickey Mousing” is absolute. The most famous example is “Spectra” by Chipzel, a near-perfect homage to Super Hexagon, where hexagon patterns pulse to a hypnotic, driving beat. The soundtrack provides a narrative arc of its own: from the wonder of “Warm Hugs in Court” in Paradise to the industrial dread of the “Industry Theme” to the apocalyptic dubstep of “Annihilate.” The final, triumphant “Till It’s Over” feels earned precisely because of the emotional journey its music has taken the player on.
The Synesthetic Experience: JS&B achieves what few games do: a true merger of audio and visual into a single, cohesive sensation. You don’t just hear the beat and see the pattern; you feel the beat as the pattern. This creates a state of flow that is both meditative and adrenaline-fueled. The “Flash Step” dash, timed to a synth hit, feels like a physical extension of the music.
Reception & Legacy: From Sleeper Hit to Genre Pillar
Critical and Commercial Reception: Upon release, Just Shapes & Beats was met with widespread critical acclaim. It holds an 88% aggregate score on MobyGames (from 11 critics) and a 83/100 on Metacritic for the Switch. Reviews consistently praised its infectious energy, sublime soundtrack, and perfect difficulty curve. Nintendo Life called it “a celebratory explosion of the audio-visual,” while Nintendo World Report hailed it as “a thoroughly unique game… it’s awesome.” Destructoid noted its “pure” game design, and Shacknews highlighted its cross-genre appeal. Some outlets like GamingTrend and Cubed3 noted performance hiccups and perceived repetitive level aesthetics as minor drawbacks, but even they recommended the core experience.
Commercially, it found its perfect home on the Nintendo Switch, becoming a staple of the console’s indie library and a go-to recommendation for local multiplayer. Its consistent “Overwhelmingly Positive” rating on Steam (97% from over 12,000 reviews) is a testament to its enduring player satisfaction.
Cultural and Industry Impact: JS&B’s legacy is multifaceted:
1. Revitalizing the Rhythm-V bullet Hell Hybrid: It proved that the “dodge-only” rhythm bullet hell, a niche seen in games like Lilt Line, could be expanded into a full-featured, commercially successful package with deep multiplayer and progression systems.
2. Redefining Accessibility in Bullet Hell: By using color-coding, clear audio-visual cues, and a simple one-button dash, it made the impenetrable patterns of classic touhou games accessible to a mass audience without sacrificing the core thrill of pattern memorization.
3. Indie AAA Benchmark: It set a new standard for polish in indie games. The 50+ minute story mode with bespoke cutscenes, the extensive post-game content, the multiple platform releases, and the substantial free DLC updates (Shovel Knight remixes, Undertale‘s “Spider Dance”) felt like the work of a much larger studio.
4. The Power of Theme: It demonstrated that a strong, consistent aesthetic theme (shapes & beats) could be a powerful unifying force, making the game instantly understandable and marketable.
Its influence can be felt in subsequent indie rhythm games that prioritize clear audio-visual feedback and cooperative play. The game’s success also reinforced the viability of the “couch co-op” renaissance on the Switch.
Conclusion: An Indelible Mark on the medium
Just Shapes & Beats is a landmark title. It is a game that understands the visceral, almost physical, link between sound and sight, and exploits it to create an experience that is at once a thrilling test of reflexes and a deeply moving journey. Its minimalist art style is not a limitation but a strength, allowing the explosive color and relentless rhythm to take center stage. Its story, told without words, resonates more than many verbose narratives, proving that emotion can be conveyed through a trembling square or a corrupted friend’s flickering form.
While its difficulty can be punishing and its visual palette occasionally repetitive for some, these are minor critiques against its monumental achievements. It delivers on its promise with breathtaking consistency: it is a game about shapes, and about beats, and about the space between them where life, death, friendship, and joy flicker in time with the kick drum.
In the pantheon of video games, Just Shapes & Beats will be remembered not as a graphical powerhouse or a narrative revolution, but as a perfect synthesis of form and function. It is a game that could only be a game, and a game that reminds us why we fell in love with the medium in the first place: for the pure, unadulterated joy of play. It secures its place as a modern classic, a vital bridge between rhythm-action and bullet hell, and one of the most infectiously brilliant indie titles of the late 2010s.
Final Verdict: 9.5/10 – A Masterpiece of Design and Synesthesia.