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I went into ElecHead expecting another forgettable pixel-art puzzler to add to the pile. What I got was a genuinely clever game that forced me to use my brain instead of my reflexes, and I'm still not sure how I feel about that.
Paul
January 20, 2026

7
Overall Score
"ElecHead is what happens when a developer has one genuinely good idea and actually commits to it instead of diluting it with feature creep and bad decisions."
Listen, I've seen enough 'minimalist pixel art' games to last me three lifetimes. It's become code for 'we couldn't afford an actual artist,' and I'm tired of pretending otherwise. So when ElecHead loaded up with its tiny robot protagonist and bare-bones aesthetic, I was ready to add it to the graveyard of forgettable indie platformers I've suffered through. But then something weird happened: the game actually started teaching me mechanics that weren't just 'jump and shoot.' You play as Elec, a little robot whose entire body conducts electricity. Touch a platform, it powers on. Step away, it powers off. Throw your own head like some deranged electrical engineer's fever dream, and suddenly you're solving puzzles that require actual spatial reasoning. The tutorial doesn't waste my time with hand-holding—it shows you the concept and trusts you're not an idiot. I appreciate that more than this game will ever know.
Here's where ElecHead separates itself from the ocean of puzzle-platformer slop I wade through weekly. The electricity isn't just aesthetic—it's the entire foundation of every single puzzle. Platforms need power to become solid. Doors need power to open. Blocks need power to move. And you, dear Elec, are the only power source in this abandoned facility. The genius move—and I use that word reluctantly—is that your head is detachable. You can throw it across gaps to power distant platforms, which sounds simple until you realize you need your head to see properly and you've got maybe eight seconds before it respawns on your body. The puzzles escalate from 'oh, that's clever' to 'how the hell am I supposed to do this' without ever feeling cheap. It's the kind of design I used to see in the PS2 era before every game became an open-world checklist simulator. NamaTakahashi clearly understands that one good mechanic explored thoroughly beats twenty half-baked ideas thrown at a wall.
I've played too many indie puzzlers that either baby you for six hours or spike the difficulty like they're trying to gatekeep their own game. ElecHead does neither, and it's honestly refreshing. The early puzzles teach you the rules without patronizing tutorial pop-ups every three seconds. By the midpoint, you're combining head-throws with platform timing and electricity chains that would make Rube Goldberg nod approvingly. And here's the thing: when I got stuck, it was because I hadn't thought through the solution, not because the game had hidden some obscure pixel I needed to click or introduced a random new mechanic out of nowhere. The 'aha' moments actually felt earned, which is something I haven't experienced since Portal 2, and yes, I'm aware I just compared a $10 itch.io game to a Valve title. That's how starved I am for good puzzle design. The game never holds your hand, but it also never cheats you, and that's a tightrope most developers can't walk.
The pixel art is deliberately simple—single-color backgrounds, basic geometric shapes, minimal animation—and for once, it works. This isn't trying to be Celeste or Hollow Knight with gorgeous hand-drawn frames. It's trying to be clean and readable, and it succeeds completely. I never once died because I couldn't tell what was a platform or got distracted by unnecessary visual noise. The color coding is smart: blue for electricity, gray for unpowered, and your little orange protagonist stands out against everything. As for the audio, it's understated electronic ambience that doesn't grate after two hours. No annoying jumping sound effects on loop. No overly dramatic music trying to convince me I'm saving the world when I'm just pushing blocks around. The sound design serves the gameplay—electricity hums when things power on, platforms thunk when they activate, and that's all you need. I didn't mute this game once, which automatically puts it in the top 30% of indie titles I've reviewed.
ElecHead clocks in around three to five hours depending on how much you struggle with the later puzzles. Part of me appreciates a game that doesn't overstay its welcome—I've wasted entire weekends on bloated 40-hour experiences that could've been trimmed to eight. But another part of me, the part that paid ten bucks, wishes there was more here. The game ends right when the mechanics are hitting their peak complexity, and there's no post-game content, no bonus levels, no hard mode variations. You solve it, you're done. For speedrunners, there's replay value in optimization, but for normal humans like me who just want to solve puzzles and move on, it's a one-and-done affair. The developer has been good about updates—fixing crashes, tweaking tutorials—but what I really want is a 'Chapter 2' that expands on these ideas. The foundation is rock-solid. Build a bigger house on it, NamaTakahashi.
Fine. FINE. I'll say it: this game understands puzzle design better than most studios with actual budgets. Every puzzle has exactly one solution, but discovering that solution requires genuine thought, not trial-and-error guessing. The difficulty scales naturally without arbitrary spikes. The mechanics are introduced methodically and then combined in ways that feel clever without being obtuse. And—this is important—the game respects my time. No pointless backtracking, no collectathon busywork, no padding. It's a focused experience that knows what it wants to be and executes that vision with confidence. The controls are tight and responsive, which matters immensely when you're trying to thread head-throws through tight gaps. The game also runs flawlessly on my aging PC without demanding a graphics card that costs more than my rent. It's the kind of lean, smart design I used to take for granted in the SNES era and now cherish like a rare artifact whenever it appears.
Quality
8
Shockingly polished for an indie platformer—no crashes, no jank, just clean execution that reminds me developers used to actually test their games.
Innovation
8
The electrification mechanic isn't just window dressing; it's the entire game, and I haven't seen electricity used this cleverly since... honestly, I can't remember when.
Value
6
Ten bucks for what amounts to a solid afternoon is fair, but I've definitely gotten more hours out of cheaper games.
Gameplay
8
The puzzle loop kept dragging me back for 'just one more,' which is more than I can say for 90% of the puzzle platformers I've rage-quit this year.
Audio/Visual
7
Minimalist pixel art that knows what it is and doesn't overreach, plus a soundtrack that doesn't make me mute the game immediately—already ahead of the pack.
Replayability
5
Once you've solved the puzzles, there's not much pulling you back unless you're a speedrunner, which I am decidedly not.
What Didn't Annoy Me
Genuinely innovative electricity mechanic that's more than just aesthetic
Puzzle design that respects player intelligence without hand-holding
Clean, readable visuals that prioritize clarity over flashy nonsense
Tight controls with no technical issues or performance problems
Difficulty curve that teaches without patronizing and challenges without cheating
Actually runs on hardware from this decade without melting my computer
What Made Me Sigh
Three-hour runtime feels short for the $10 price point
Zero replayability once you've solved the puzzles unless you're into speedrunning
Ends right when the mechanics could've gotten even more complex
No bonus content, hard modes, or reasons to return after completion
Could use more mechanical variations in the late game
Final Verdict
ElecHead is what happens when a developer has one genuinely good idea and actually commits to it instead of diluting it with feature creep and bad decisions. The electrification mechanic is clever, the puzzles are well-designed, and the whole experience feels intentional rather than thrown together over a weekend game jam. Is it short? Yes. Will you replay it? Probably not. But for those three-to-five hours, you'll be using your brain in ways most modern games forgot to ask of you, and that's worth something. At $10, it's competing with my lunch budget, and honestly, I've had worse meals that lasted less time. If you're starving for puzzle-platformers that don't insult your intelligence, ElecHead delivers. Just don't expect it to last forever. It's a sharp, focused experience that makes me wish more developers understood that doing one thing exceptionally well beats doing ten things poorly. NamaTakahashi, make more of this. Please. I'm begging you.
ElecHead
Tags
I went into ElecHead expecting another forgettable pixel-art puzzler to add to the pile. What I got was a genuinely clever game that forced me to use my brain instead of my reflexes, and I'm still not sure how I feel about that.
Paul
January 20, 2026

7
Overall Score
"ElecHead is what happens when a developer has one genuinely good idea and actually commits to it instead of diluting it with feature creep and bad decisions."
Listen, I've seen enough 'minimalist pixel art' games to last me three lifetimes. It's become code for 'we couldn't afford an actual artist,' and I'm tired of pretending otherwise. So when ElecHead loaded up with its tiny robot protagonist and bare-bones aesthetic, I was ready to add it to the graveyard of forgettable indie platformers I've suffered through. But then something weird happened: the game actually started teaching me mechanics that weren't just 'jump and shoot.' You play as Elec, a little robot whose entire body conducts electricity. Touch a platform, it powers on. Step away, it powers off. Throw your own head like some deranged electrical engineer's fever dream, and suddenly you're solving puzzles that require actual spatial reasoning. The tutorial doesn't waste my time with hand-holding—it shows you the concept and trusts you're not an idiot. I appreciate that more than this game will ever know.
Here's where ElecHead separates itself from the ocean of puzzle-platformer slop I wade through weekly. The electricity isn't just aesthetic—it's the entire foundation of every single puzzle. Platforms need power to become solid. Doors need power to open. Blocks need power to move. And you, dear Elec, are the only power source in this abandoned facility. The genius move—and I use that word reluctantly—is that your head is detachable. You can throw it across gaps to power distant platforms, which sounds simple until you realize you need your head to see properly and you've got maybe eight seconds before it respawns on your body. The puzzles escalate from 'oh, that's clever' to 'how the hell am I supposed to do this' without ever feeling cheap. It's the kind of design I used to see in the PS2 era before every game became an open-world checklist simulator. NamaTakahashi clearly understands that one good mechanic explored thoroughly beats twenty half-baked ideas thrown at a wall.
I've played too many indie puzzlers that either baby you for six hours or spike the difficulty like they're trying to gatekeep their own game. ElecHead does neither, and it's honestly refreshing. The early puzzles teach you the rules without patronizing tutorial pop-ups every three seconds. By the midpoint, you're combining head-throws with platform timing and electricity chains that would make Rube Goldberg nod approvingly. And here's the thing: when I got stuck, it was because I hadn't thought through the solution, not because the game had hidden some obscure pixel I needed to click or introduced a random new mechanic out of nowhere. The 'aha' moments actually felt earned, which is something I haven't experienced since Portal 2, and yes, I'm aware I just compared a $10 itch.io game to a Valve title. That's how starved I am for good puzzle design. The game never holds your hand, but it also never cheats you, and that's a tightrope most developers can't walk.
The pixel art is deliberately simple—single-color backgrounds, basic geometric shapes, minimal animation—and for once, it works. This isn't trying to be Celeste or Hollow Knight with gorgeous hand-drawn frames. It's trying to be clean and readable, and it succeeds completely. I never once died because I couldn't tell what was a platform or got distracted by unnecessary visual noise. The color coding is smart: blue for electricity, gray for unpowered, and your little orange protagonist stands out against everything. As for the audio, it's understated electronic ambience that doesn't grate after two hours. No annoying jumping sound effects on loop. No overly dramatic music trying to convince me I'm saving the world when I'm just pushing blocks around. The sound design serves the gameplay—electricity hums when things power on, platforms thunk when they activate, and that's all you need. I didn't mute this game once, which automatically puts it in the top 30% of indie titles I've reviewed.
ElecHead clocks in around three to five hours depending on how much you struggle with the later puzzles. Part of me appreciates a game that doesn't overstay its welcome—I've wasted entire weekends on bloated 40-hour experiences that could've been trimmed to eight. But another part of me, the part that paid ten bucks, wishes there was more here. The game ends right when the mechanics are hitting their peak complexity, and there's no post-game content, no bonus levels, no hard mode variations. You solve it, you're done. For speedrunners, there's replay value in optimization, but for normal humans like me who just want to solve puzzles and move on, it's a one-and-done affair. The developer has been good about updates—fixing crashes, tweaking tutorials—but what I really want is a 'Chapter 2' that expands on these ideas. The foundation is rock-solid. Build a bigger house on it, NamaTakahashi.
Fine. FINE. I'll say it: this game understands puzzle design better than most studios with actual budgets. Every puzzle has exactly one solution, but discovering that solution requires genuine thought, not trial-and-error guessing. The difficulty scales naturally without arbitrary spikes. The mechanics are introduced methodically and then combined in ways that feel clever without being obtuse. And—this is important—the game respects my time. No pointless backtracking, no collectathon busywork, no padding. It's a focused experience that knows what it wants to be and executes that vision with confidence. The controls are tight and responsive, which matters immensely when you're trying to thread head-throws through tight gaps. The game also runs flawlessly on my aging PC without demanding a graphics card that costs more than my rent. It's the kind of lean, smart design I used to take for granted in the SNES era and now cherish like a rare artifact whenever it appears.
Quality
8
Shockingly polished for an indie platformer—no crashes, no jank, just clean execution that reminds me developers used to actually test their games.
Innovation
8
The electrification mechanic isn't just window dressing; it's the entire game, and I haven't seen electricity used this cleverly since... honestly, I can't remember when.
Value
6
Ten bucks for what amounts to a solid afternoon is fair, but I've definitely gotten more hours out of cheaper games.
Gameplay
8
The puzzle loop kept dragging me back for 'just one more,' which is more than I can say for 90% of the puzzle platformers I've rage-quit this year.
Audio/Visual
7
Minimalist pixel art that knows what it is and doesn't overreach, plus a soundtrack that doesn't make me mute the game immediately—already ahead of the pack.
Replayability
5
Once you've solved the puzzles, there's not much pulling you back unless you're a speedrunner, which I am decidedly not.
What Didn't Annoy Me
Genuinely innovative electricity mechanic that's more than just aesthetic
Puzzle design that respects player intelligence without hand-holding
Clean, readable visuals that prioritize clarity over flashy nonsense
Tight controls with no technical issues or performance problems
Difficulty curve that teaches without patronizing and challenges without cheating
Actually runs on hardware from this decade without melting my computer
What Made Me Sigh
Three-hour runtime feels short for the $10 price point
Zero replayability once you've solved the puzzles unless you're into speedrunning
Ends right when the mechanics could've gotten even more complex
No bonus content, hard modes, or reasons to return after completion
Could use more mechanical variations in the late game
Final Verdict
ElecHead is what happens when a developer has one genuinely good idea and actually commits to it instead of diluting it with feature creep and bad decisions. The electrification mechanic is clever, the puzzles are well-designed, and the whole experience feels intentional rather than thrown together over a weekend game jam. Is it short? Yes. Will you replay it? Probably not. But for those three-to-five hours, you'll be using your brain in ways most modern games forgot to ask of you, and that's worth something. At $10, it's competing with my lunch budget, and honestly, I've had worse meals that lasted less time. If you're starving for puzzle-platformers that don't insult your intelligence, ElecHead delivers. Just don't expect it to last forever. It's a sharp, focused experience that makes me wish more developers understood that doing one thing exceptionally well beats doing ten things poorly. NamaTakahashi, make more of this. Please. I'm begging you.
ElecHead
Tags