- Release Year: 2015
- Platforms: Android, Windows, Macintosh
- Publisher: Keybol Games Pte. Ltd., Teki Town
- Developer: Keybol Games Pte. Ltd., Teki Town
- Genre: Action
- Perspective: Third-person
- Gameplay: Platform, Puzzle elements
- Setting: Fantasy
- Average Score: 70/100
Description
Kill the Plumber is a satirical reverse platformer that flips traditional gaming narratives, allowing players to control the ‘enemies’ rather than the hero. Set in a fantasy kingdom, the game tasks players with embodying various bloodthirsty creatures and inhabitants who must work together to stop a relentless, invading plumber—a clear parody of Nintendo’s iconic Mario—from rampaging through their world and reaching a princess. The premise offers a humorous ‘payback’ perspective, challenging players to thwart the seemingly heroic protagonist’s advance.
Gameplay Videos
Where to Get Kill the Plumber
PC
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
steambase.io (70/100): Kill The Plumber has earned a Player Score of 70 / 100, giving it a rating of Mostly Positive.
diabolicalplots.com : For me, at least, the game didn’t sustain my interest as long as I felt it could have.
techraptor.net : It has an amazing concept, but the unbelievably clunky movement makes this more frustrating than it really has any right to be.
mobygames.com : Winner of Excellence in Design at Independent Games Festival China 2015!
cheathappens.com : The developers have done a great job at reversing familiar mechanics to make them feel completely new.
Kill the Plumber: A Plumber’s Bane, A Kingdom’s Stand
For decades, the image of a heroic plumber leaping across chasms, stomping on hapless creatures, and rescuing royalty has been etched into the collective consciousness of gamers worldwide. Super Mario Bros. isn’t just a game; it’s a cultural touchstone, a warm embrace of nostalgia for millions. But what if the narrative was twisted? What if the beloved hero was, in fact, the villain, and the “monsters” were simply defending their home? This subversive question forms the very bedrock of Kill the Plumber, a unique puzzle-platformer that dared to flip the script. Developed by the Filipino independent studio Keybol Games, in collaboration with Teki Town, this title emerged in 2015 as more than just a parody; it was a conceptual experiment, an anti-platformer that challenged players to empathize with the often-overlooked inhabitants of a fantastical kingdom under siege. While its execution on various platforms revealed some growing pains, Kill the Plumber carved out a notable legacy through its ingenious premise, the compelling backstory of its lead developer, and its influence on how we perceive the enduring tropes of video game heroism.
Development History & Context
Studio, Creators’ Vision & Challenges
Kill the Plumber is the brainchild of a collaboration between Filipino independent game developer Keybol, specifically its prolific co-founder Bari Silvestre, and American artist Iskander Aminov, collectively known as Teki Town for this project. Bari Silvestre’s personal journey profoundly influenced the game’s ethos and its very existence. Growing up in poverty in Pampanga, Philippines, Silvestre faced numerous economic barriers—from affording tuition to supporting his family, even working long, arduous shifts in a South Korean factory. His foray into game development was, by his own admission, accidental, stemming from a desire to drive traffic to his game walkthrough blog. Through relentless experimentation and a mantra of “Gawa lang ng gawa” (keep trying), Silvestre developed over a hundred games, with Kill the Plumber being his 108th. This background imbues the game with an underlying spirit of the underdog, much like the “enemies” players control.
The initial design pitch for Kill the Plumber was to control various enemies from platform games, with players becoming stronger as the game progressed. This core concept of a “reverse platformer” was central to Silvestre and Aminov’s vision. Aminov pushed for a “this-is-the-only-level”-esque approach, where each level presented a unique challenge, which, after initial hesitation from Silvestre, proved crucial to keeping the gameplay fresh. The team drew inspiration from popular YouTube analyses of game design, particularly Mark Brown’s 4-Step Level Design, which guided their iterative approach to introducing new enemy controls, abilities, twists (like timed survival missions), and climactic final acts for each enemy type. This methodical design aimed to gradually empower the player, transforming them from a helpless minion into a formidable obstacle.
Technological Constraints & Gaming Landscape
The development timeline of Kill the Plumber reflects the dynamic, often turbulent, indie game landscape of the mid-2010s. It began its life as a browser-based Flash game in April 2015, a nod to Bari Silvestre’s roots in Flash game development. Its simple mechanics, designed for easy distribution and accessibility (often with just four arrow keys), were well-suited for this platform. The game quickly garnered popularity on YouTube, with many content creators featuring it, which was a significant validation and marketing boost.
This virality prompted Keybol to port the game to mobile platforms. Development for Android and iOS took approximately one month. However, a significant hurdle arose when Apple rejected the iOS version from its App Store due to concerns about copyright infringement, given its strong resemblance to Nintendo’s Super Mario Bros. This forced Keybol to negotiate with Apple and subsequently develop a version with “different artwork” that was “less reminiscent of Nintendo’s games,” released as Kill the Plumber World on iOS and Android in February 2016. Simultaneously, while these negotiations were ongoing, Keybol dedicated another six weeks to porting the game to Windows, releasing it on Steam on January 1, 2016. A Macintosh version followed in 2016. The game’s successful crowdfunding and Steam Greenlight campaigns further illustrate the era’s burgeoning indie scene and the increasing importance of community support and digital distribution platforms for smaller studios. This multi-platform release strategy, adapted to overcome specific challenges, was characteristic of many indie projects seeking wider reach during this period.
Narrative & Thematic Deep Dive
Plot Analysis
The narrative of Kill the Plumber is not sprawling or complex, but it is profoundly effective in its simplicity and its subversion. It operates as a direct, albeit unofficial, parody of the Super Mario Bros. saga, inverting the classic tale to expose its underlying assumptions. The story begins in a supposedly “peaceful day in the kingdom,” which is abruptly shattered by the arrival of a “Mexican plumber.” This plumber, a thinly veiled caricature of Mario, is described not as a hero, but as a “psychotic plumber” who “decided to rampage and cause destruction” and is “massacring your citizens.” His ultimate goal is to “stalk a princess” who, crucially, “wants nothing more than to get away from her stalker.”
The player, therefore, is cast as one of the kingdom’s indigenous “bloodthirsty creatures,” the traditional antagonists of platformers, now repositioned as defenders. Their singular objective is to “stop a hostile plumber” at all costs, lest their kingdom “burn.” Each level becomes a vignette in this larger struggle, culminating in the player’s successful “killing” of the invader. The plot cleverly recontextualizes familiar actions: the plumber’s relentless forward momentum, usually a sign of heroic determination, becomes a symbol of obsessive invasion. His construction of pipes, typically a benign world-building element, is here seen as an act of destruction and territorial usurpation. The game even features an alternate ending that foreshadowed a sequel, demonstrating a deliberate intent to build upon this inverted mythology, proving its conceptual strength.
Characters
The character roster in Kill the Plumber is intentionally derivative, leaning heavily on the player’s prior knowledge of its source material.
- The Plumber: The central antagonist, a parody of Mario. He is depicted as “fast and agile,” capable of acquiring “extra powers like fireballs or invincibility”—traits that in his original incarnation signify heroism. However, in this universe, these abilities make him a more terrifying and relentless threat. Critically, his movements are described as “very predictable,” always reacting in “exactly the same way,” which becomes the key to the enemies’ (and the player’s) strategy. He is visually designed to be reminiscent of “Small Mario,” able to be “killed in one hit by any different forms,” underscoring his surprising vulnerability despite his destructive presence. His character is a deconstruction, stripping away the heroic sheen to reveal a singular, almost pathological, pursuit.
- Playable Enemies: These are the true “protagonists” of Kill the Plumber. They are direct analogs to iconic Super Mario Bros. enemies, albeit with “lawyer-friendly renditions” and new names like “Baldy, Spunk, Redhead, AxeDude, Hump, Pump, Caspo, Bombo, Bullette, Bighost, King Bowler.” The game’s design embraces their inherent diversity, allowing players to control various types:
- Slow Minions: Initially, players control basic creatures, described as “slow” and unable to jump, yet possessing “enough power to kill the hero.” This is a stark reminder of the Goomba-like characters—seemingly weak, but deadly in the right context.
- Evolving Abilities: As the game progresses, players gain control of enemies with more advanced capabilities: those who “can jump, shoot, stomp and even fly.” This includes parodies of Koopas, Hammer Bros., Thwomps (with enhanced lateral movement), and Boos (who can’t move when the plumber is looking).
- Boss Characters: The game even features levels where players control “boss monsters” (like King Bowler, a Bowser parody), equipped with a “variety of abilities,” transforming the usual climactic confrontation into an active defense.
- Multi-Character Control: In some levels, players control “more than one character at a time,” adding a layer of strategic complexity to the defensive effort.
Dialogue & Themes
While Kill the Plumber doesn’t feature extensive in-game dialogue, its entire premise acts as a powerful, unspoken commentary on established gaming narratives. The core themes it explores are:
- Perspective Shift and Subversion: This is the game’s most prominent theme. It compels players to step into the shoes of the “other,” forcing a re-evaluation of familiar heroic quests. The promotional blurb explicitly states this: “Have you ever stopped to think how those little guys felt? Well now it’s time for some payback!” By reframing the plumber’s actions as hostile and the enemies’ defense as righteous, the game brilliantly subverts player expectations and challenges the ingrained biases of traditional heroism.
- Deconstruction of Heroism: The plumber, stripped of his heroic context, becomes an unthinking, destructive force. He is a “stalker,” a “maniac,” driven by a relentless, self-serving agenda. This deconstruction prompts players to question the inherent goodness of protagonists who rampage through worlds, causing “destruction” in pursuit of a personal goal, highlighting the often-overlooked collateral damage in traditional platformers.
- The Underdog’s Struggle: Playing as seemingly weak, often limited creatures against an invincible-feeling hero resonates with Bari Silvestre’s own “outsider” story. It champions the idea that even the smallest, most marginalized figures can, with cleverness and persistence, overcome seemingly insurmountable odds. This theme of collective resistance against an invading force is empowering, even in a parodic context.
- Repetition and Frustration: On a meta-level, the game’s intentional repetition and occasional tedium (as noted by critics) can be seen as mirroring the endless, often futile, struggle of the “minions” in classic games. Their job is to die repeatedly, and in Kill the Plumber, players experience that cycle of trying, failing, and adapting from the other side, turning mechanical frustration into a thematic statement.
- Parody as Social Commentary: Beyond simple humor, the game uses parody to engage in a subtle critique of copyright and intellectual property, evident in Apple’s initial rejection. By creating “lawyer-friendly” versions, Keybol navigated the line between homage and infringement, commenting on the tension between creative expression and corporate ownership in the gaming industry.
Gameplay Mechanics & Systems
Core Gameplay Loops
Kill the Plumber is primarily an action-puzzle platformer, characterized by its side-view, 2D scrolling visuals and direct control interface. The fundamental gameplay loop is deceptively simple: in each of the very short, self-contained levels, the player’s sole objective is to “kill the plumber.” What makes this unique is that players control the varied inhabitants of the kingdom – parodies of classic Super Mario Bros. enemies. The plumber, conversely, behaves with predictable, albeit fast and agile, AI patterns. The core challenge lies in observing these patterns and strategically positioning the controlled enemy (or enemies) to intersect with the plumber’s path, leading to his demise. This often involves exploiting environmental hazards or the plumber’s tendency to jump over obstacles.
Character Progression
The game masterfully uses character progression to keep its concept engaging. Players begin as a basic, slow-moving minion, often unable to jump, with limited means of interaction. This introductory phase hammers home the vulnerability of the “villains.” As players advance through the levels, they gradually unlock and control a diverse roster of enemy types, each with distinct abilities:
* Mobility: Some enemies gain the ability to jump, allowing for vertical interactions.
* Offense: Others can “shoot” projectiles, “stomp” the ground, or employ more unique attack patterns.
* Environmental Interaction: Characters like the Thwomp parody are introduced with the enhanced ability to move horizontally, not just vertically, fundamentally altering how players approach level design.
* Stealth/Puzzles: Ghosts, for example, cannot move when the plumber is looking at them, introducing a stealth-puzzle element.
* Flight: Some enemies can fly, providing completely new traversal and attack angles.
* Boss Battles: Uniquely, the game includes levels where players control a powerful “boss” character, armed with a suite of abilities to take down the plumber in a grander confrontation.
* Multi-Character Control: Later levels introduce the complexity of controlling multiple enemy characters simultaneously, where a single input often commands all, requiring intricate timing and coordination.
This systematic introduction of new mechanics and playable characters, inspired by Mark Brown’s 4-Step Level Design, ensures that the game consistently presents fresh puzzles and challenges, evolving from a simple reaction test into a more complex tactical exercise.
Combat & Interaction
Combat in Kill the Plumber is largely about precise timing and environmental manipulation rather than direct confrontation. The plumber, much like Small Mario, can be defeated in a single hit, which means every attempt to “kill” him is critical. Players must:
* Exploit AI: The plumber’s predictable movements are the core puzzle. If he always jumps over an enemy, the player might position that enemy near a cliff edge, coaxing the plumber to jump to his doom.
* Timing: Many levels are a test of micro-timing, requiring the player to activate an enemy’s ability or move into position at the exact right moment to intercept the plumber. This is particularly evident with stationary or slow-moving enemies, where a fraction of a second can mean success or failure.
* Ability Application: Learning each enemy’s specific ability is paramount. The arcing hammers of the Hammer Brother parody require leading the target, while the Thwomp’s downward smash needs careful vertical alignment.
* Frustration Points: While ingenious, this precision-heavy combat also leads to some of the game’s most criticized elements. Critics noted “unbelievably clunky movement” for some monsters, making pixel-perfect execution frustrating. Controlling a slow-moving goomba or a Hammer Brother with tricky projectile arcs could often feel tedious rather than challenging, particularly given the short, repetitive nature of many levels.
UI & Other Systems
The user interface of Kill the Plumber reflects its mobile-first origins, being “simple, but appropriate.” The game offers basic options, such as on/off switches for sound effects and music, and a fullscreen toggle. However, the lack of granular control, like audio sliders, was a point of criticism, especially given the “constantly repeating soundtrack” which could become irritating.
A critical feature for gameplay flow is the “quick restart button” (typically the ‘R’ key on PC). This allows players to instantly restart a failed level, significantly reducing friction and encouraging experimentation. While praised for making the game “a lot less stressful,” it also had a downside: some levels, particularly early ones, required “slamming on the keys instantly” upon restart to catch the plumber before he sped off, leading to frustrating, unavoidable early failures that felt unfair.
Replayability is introduced through a star rating system (0-3 stars) awarded based on the speed of level completion. Achieving higher star counts unlocks bonus levels, providing an incentive for perfectionists and adding longevity to the game, which boasts “OVER 140 LEVELS!” in its Steam version (compared to the 48 per game in the original web versions). The Steam version also includes a speedrun mode and achievements, catering to a more dedicated PC audience, though some critics felt the “total gameplay time to get through the whole thing only being about a half hour” for the main levels, suggesting that the star system might not fully overcome the feeling of repetition.
World-Building, Art & Sound
Setting & Atmosphere
Kill the Plumber is set in a generic fantasy kingdom, described as having experienced a “peaceful day” before the plumber’s disruptive arrival. The game’s world-building is intentionally sparse, relying almost entirely on the player’s assumed familiarity with its inspirational source. This minimalist approach allows the game’s central conceit—the subversion of roles—to take center stage. The atmosphere is one of ironic humor and playful antagonism, effectively capturing the feeling of an invaded territory fighting back. Gameplay (Benelux) notably described it as “hilarisch” (hilarious), underscoring the comedic effect of seeing the tables turned on a beloved genre. The world isn’t deep in lore, but it evokes an immediate sense of place and purpose through its clever reimagining of archetypal platformer elements.
Visual Direction
The visual direction of Kill the Plumber is 2D scrolling, side-view, and purposefully reminiscent of classic 8-bit and 16-bit platformers. Critics described the visuals as “Simple, but appropriate, given the source material.” The characters, both the titular plumber and the diverse enemies, are “lawyer-friendly renditions” of their Super Mario Bros. counterparts. This means they are visually distinct enough to avoid direct copyright infringement while remaining instantly recognizable. For instance, the plumber’s design evokes Small Mario, and the enemies are clear parodies of Goombas, Koopas, Thwomps, Boos, and Hammer Brothers.
This visual mimicry, however, presented significant challenges. Apple initially rejected the iOS version from its App Store specifically because the game “content resembles Nintendo IP.” This forced Keybol to develop Kill the Plumber World for mobile with “different artwork” that was “less reminiscent of Nintendo’s games.” This episode highlights the tightrope walk developers must perform when creating parodies, balancing recognizable homage with legal distinction. Despite these hurdles, the initial art style was generally well-received, with Gamesauce noting its “great art.” Trivia also mentions that the “manic design has been changed a lot before the release,” indicating an iterative process to find the right balance of parody and originality.
Sound Design
The sound design in Kill the Plumber is, much like its visuals, “simple but appropriate.” It consists of a soundtrack and custom sound effects crafted by Zach Striefel. While details on the specific musical style are scarce, it can be inferred that it aims for a nostalgic, perhaps chiptune-inspired, feel that complements the game’s retro aesthetic and genre parody.
However, the audio presentation drew some criticism. TechRaptor specifically noted the “constantly repeating soundtrack,” which, combined with the lack of an audio slider in the game’s minimalist options menu, could become “irritating.” This oversight, common in games initially designed for mobile where robust audio controls might be seen as less critical, detracted from the PC experience. While the sound effects likely contributed to the game’s comedic timing and feedback, the repetitive music underlined the game’s mobile port feel on desktop platforms.
Reception & Legacy
Critical Reception at Launch
Kill the Plumber arrived with an intriguing concept that earned it early recognition. It was a winner of the “Excellence in Game Design” at IGF China 2015, an impressive feat for an independent title. Its sequel was also nominated for “Most Innovative Game” at Casual Connect Asia 2015, further validating its creative premise. On Steam, the game achieved a “Mostly Positive” rating from players, with a player score of 70/100 from 115 reviews on Steambase, indicating a generally favorable but not universally acclaimed reception.
Professional critics, however, offered a more nuanced and often mixed appraisal:
* Positive Aspects: Gameplay (Benelux) praised it as “hilarisch” (hilarious) and an “ingenious reverse platformer” controlling “bloodthirsty creatures.” Rappler highlighted its “variety of challenging puzzles.” Cheat Happens called it an “interesting romp” with “simple mechanics” that kept things “fresh” through frequent introduction of new gameplay elements. Many appreciated the “funny idea” and the novelty of reversing the Mario narrative.
* Criticisms: A recurring theme was the game’s execution often failing to live up to its brilliant premise. TechRaptor, giving it a 4.5/10, famously stated it had a “fantastic concept that fails to deliver in both execution and presentation,” criticizing the “unbelievably clunky movement” and describing it as a “lackluster experience across the board.” Diabolical Plots found it “repetitive,” “tedious,” and “frustrating,” particularly when playing as characters with “extremely limited abilities” like the goomba or the tricky “arcing hammers” of the Hammer Brother. Both Diabolical Plots and Cheat Happens noted that many levels felt “carbon copies of each other with slight changes.” The mobile-first design was frequently cited as a weakness for the PC version; TechRaptor explicitly called it “perfect for a mobile game, completely absurd for a PC one,” while Cheat Happens noted a “horribly unsteady frame rate” on PC and preferred the mobile experience. Control issues and a “constantly repeating soundtrack” without volume control also drew ire from several reviewers. Pocket Gamer (6/10) felt it didn’t live up to its “intriguing promise,” and 148apps.com (2.5/5 stars) agreed, stating it had “little going for it beyond” its clever premise.
Commercial Reception & Evolution of Reputation
Commercially, Kill the Plumber‘s journey was a testament to the power of viral marketing and accessible platforms. Its initial browser versions “proved popular on YouTube,” with numerous YouTubers, some boasting millions of subscribers, creating videos that generated “millions of YouTube plays.” This virality was crucial, driving interest and justifying its expansion to mobile and PC. Bari Silvestre himself became a notable figure, with his games accumulating “60 million plays around the world” and receiving “various honors” internationally, positioning Kill the Plumber as a highlight in his impressive portfolio.
The game’s reputation has evolved from an initial buzz surrounding its ingenious concept to a more mixed view upon closer scrutiny of its gameplay mechanics, particularly on PC. While its core idea remains highly praised, the game’s “Mixed” (or “Mostly Positive”) Steam rating reflects that its mobile-centric design, clunky controls, and repetitive elements prevented it from becoming a universally lauded classic. However, the saga of Apple’s copyright rejection and Keybol’s subsequent redesign for Kill the Plumber World on iOS and Android became an instructive case study for indie developers navigating intellectual property in parody.
Influence & Legacy
Kill the Plumber holds a distinct place in video game history for several key reasons:
* Pioneering a Niche: It was one of the early and most prominent examples of a “reverse platformer” or “anti-platformer,” inspiring a minor wave of games that challenged player perspectives by casting them as the traditional antagonists. It demonstrated that even the most sacred cows of gaming could be effectively parodied and deconstructed.
* The Power of Virality: The game’s success on YouTube highlighted the burgeoning influence of content creators in game discovery and marketing for indie titles. Its ability to generate strong emotional reactions (including “rage and funny comments” from players cursing the plumber’s AI) made it a compelling subject for viral videos.
* Navigating IP Challenges: The “Apple rejected it” narrative became a well-known anecdote within the indie development community, serving as a cautionary tale and a blueprint for how to adapt a parody to circumvent strict copyright enforcement while retaining its essence.
* Indie Development as Empowerment: Bari Silvestre’s personal story—from poverty and factory work to international game development acclaim—makes Kill the Plumber a symbol of the accessible and transformative power of indie game creation, showcasing a leap “from Third World to world-class.” It emphasized that innovation and success weren’t exclusive to large studios or privileged backgrounds.
Its legacy is not that of a flawlessly executed masterpiece, but rather a profoundly significant conceptual statement that pushed boundaries, demonstrated resilience, and opened up new avenues for creative thought in game design.
Conclusion
Kill the Plumber stands as a fascinating artifact in the annals of video game history, less for its perfect mechanical execution and more for its audacious, brilliant concept. It dared to ask “what if?” about one of gaming’s most iconic figures, offering a fresh, subversive perspective on the well-trodden path of the platformer hero. Born from the tenacity and vision of a developer like Bari Silvestre, who overcame immense personal adversity, the game itself embodies the spirit of the underdog, much like the humble minions players command.
While critics rightly pointed out its clunky controls, repetitive level design, and the occasional frustration born from its mobile-first origins, these flaws do not entirely diminish its achievement. The sheer novelty of controlling a diverse array of “enemy” parodies, each with unique abilities, against a relentless, predictable “hero” provided genuinely clever puzzles and moments of satisfying vindication. The game’s journey—from Flash browser hit to a multi-platform release that navigated copyright challenges—underscores the dynamic and often tumultuous landscape of indie development.
Ultimately, Kill the Plumber‘s enduring legacy lies in its bold thematic reversal and its influence as a pioneer of the “anti-platformer” genre. It successfully made players “think how those little guys felt,” forcing a critical re-evaluation of video game heroism. It is a vital reminder that sometimes, the most innovative contributions to gaming come not from polishing existing formulas, but from fearlessly turning them on their head. For its daring concept, its cultural commentary, and the inspiring story behind its creation, Kill the Plumber secures its place as a historically significant, if imperfect, gem.