By TheDblTap

Something to Sink Your Teeth Into.

Maneater came out of nowhere, I didn’t hear a thing about this game until I saw it start popping up on r/trophies and I was immediately like “A game where you get to play as a Shark?? Where has this been my whole life?”. 

So I picked it up for a pretty steep £35 price tag (which still stings a little) but ultimately I’m glad I did as it was a lot of fun to plat, I just really wish it was longer.

Maneater Review

Grabbing a Bite to Eat

I never knew I wanted a Shark game so badly until I played Maneater. This fantastic game plays out like a Documentary centred around a prolific Shark Hunter, Scaly Pete, and his trainee Marine Biologist Son as they track down the mythical “Mega Shark”. Unbeknownst to them, it doesn’t exist… Yet.

The cut-scenes play out just like a TV docu-series.

The game is narrated in much the same way you would expect such a documentary to be narrated, by none other than popular actor/voice actor Chris Parnell, who you may recognise as the voice of Jerry from Rick and Morty.

The game contains some very serious moments and there are some very dark scenes, but it doesn’t take itself seriously, it has a great sense of humour and Parnell’s constant quipping really helps to drive this home and lighten the mood amid the screams of your beach-going limb-losing victims.

You ever watched Sharknado?

As well as preying on helpless (and, indeed, not-so-helpless) humans, as a growing and evolving Shark, you’ll need to keep yourself fed on the fatty schools of prey inhabiting the various water-bodies the Shark invades. Don’t forget about Predators though, from Alligators to Swordfish, you’ll find yourself pit against some of nature’s biggest, baddest, and fastest predators in your fight to become the ultimate Apex predator. But, hey, they’re a great source of protein!

Survival of the Fittest

Killing Prey such as Groupers for their fat, Predators like Barracudas for their protein and Hard-shelled Turtles for their minerals are all important parts of evolving your shark from a wee baby ankle-biter to a fully-grown under-sea tank of a beast. 

Through evolution you can grow body-parts from one of three different ability trees and give yourself additional armour, poisonous attacks or bioelectric defences as well as a few extra abilities which will aid in taking down Predators, sinking Hunter boats or just finding all of the collectables. 

Evolving my Bull Shark

Each upgrade set has a unique and exciting look and can take your plain old Bull Shark and make it look like Batman’s Batmobile had sexual relations with a Megalodon. With each upgrade, you become more and more of a formidable presence in the sea. Where you may once have struggled to take down a Hammerhead you will gradually be able to chew your way through a whole school of them without a scratch.

Down Here it’s Better

As you make your way from the murky gator-infested waters of the Bayou, to the cerulean-blue depths of the Gulf Stream, exploring the world under the waves is one of the most addictive parts of the game, it seems like every location has countless treasures to uncover. The collectables come in three main forms;

  • Landmarks; which are often just something silly for Chris Parnell to comment on, or a reference to a well-known part of pop-culture ranging from movies to video-games, you can even find a certain pineapple under the sea.
  • Number Plates; often hidden away in a place which is either hard-to-reach or hard-to-find, these oversized novelty plates can be found anywhere from underwater caves to overhead walkways.
  • Underwater Caches; these veritable treasure chests contain all the nutrients your Carcharhinus Leucas could ever need to grow up big and strong.

Who lives in this Pineapple under the Sea?

Let’s not forget additional objectives, such as hunting stronger versions of the local predators or terrorising puny humans as they tip their toes into the coastal waters. For a game with only 10 hours of content; there sure is a hell of a lot to get done in that time!

My Maneater Trophy Experience

Just Keep Swimming

The game has something of a linear progression from location to location, which I honoured for the most part, as I made my way through the game, checking off each of the story’s objectives. 

Progression is easily and conveniently tracked via the Touchpad menu.

Though the longer I played and the more areas I unlocked, I couldn’t resist but to get as many collectables as possible along the way. By the time my Shark had reached “Elder” status, I had backtracked to ensure every previously-visited location was at 100% completion before I resumed story progression.

By the end of the game, I had been 100%ing every location the moment I arrived there, putting my own completionism and collection-obsession before everything else.

There’s Always a Bigger Fish

The only real major stopping-points I hit were with the various Apex Predators in the game. At the end of each location, there is an “Apex Predator” to defeat. These are suped-up powerful versions of each location’s main Predator and are hands-down the hardest things to get by.

Trust me, you’ll face much worse than this.

Often I’d fail on the first attempt and then spend some time gathering upgrade materials so I could buy a new Evolution part or simply upgrade one of the ones I had equipped. Once I’d convinced myself I was ready – typically by killing 5-10 of the non-suped-up versions of the predator – I’d jump back into the fight and make my way through, by a hair usually.

The FINish Line

Once I was done with the main story, I had already 100%ed every location except for a couple of shark attack events in the Gulf and one Bounty Hunter fight I still had left over. 

Bounty Hunters are Powerful Hunters who get stronger with each Infamy level you earn.

To my dismay, however, upon completing all of my remaining objectives, the “Queen of the Ocean” trophy, which is supposedly awarded when you “Reach 100% objective completion in all regions” and I had certainly done that.

I spent the next hour looking for what the cause could be. Why hadn’t that plat popped yet?

I read online that finding all the breakable grates and gates in the game counted towards the trophy, but I had even done that too!

This is where I started to panic, the PSNProfiles forums are rife with people complaining they have had trophies bug or glitch out and I was worried I’d need to do this all over again.

In the end, it turned out to be one of three large open-able gates that can be found throughout the game. I didn’t actually need to open them all, but I had to have seen them all and there was one gate which I had never even approached before. As soon as I went up to that, the trophy popped and I finally had my efforts awarded with my 160th Platinum Trophy.

Time Breakdown


Completing Objectives

Messing Around

Maneater Trophy Guide

I enjoyed platting this game and I want to ensure everyone else has their best experience with it! So, I’ve put together a Trophy Guide with information on the best times to break off from completing objectives to explore, the best evolution upgrades to use and also what to do about your Queen of the Ocean Trophy not popping. 

You can find it all in the Trophy Guide here.

That concludes my Man Eater Platinum Trophy Review. If you enjoyed reading this review, please do let us know, it means the world to us when we hear feedback and we love engaging with people over the game we just platted. It’s basically the only thing motivating us at the moment!

You can follow us on Twitter @GetPlat and Instagram @platget where we’ll be sharing updates, upcoming reviews and general gripes about the games we’re working on so feel free to follow us or use it as another channel for feedback!

My Verdict:


It only takes 10 hours, there’s nothing difficult or grind-y and it’s just end-to-end fun so I really have no reason to tell you anything other than to Plat this great game. I would maybe recommend waiting for a price drop and also look out for those glitched trophies!


  • Exciting Shark-based Gameplay
  • Extensive and Satisfying Exploration
  • Great Sense of Humour


  • Disappointingly short for its price-tag
  • Trophies can glitch out

Platinum Trophy

Ignoring the disparity between its price and its length, the game is fantastic, it played really well on my Pro (I’ve heard tell of framerate issues on standard PS4 consoles) and the gameplay was addictive and well-structured. It definitely deserves a Platinum!

About the Author

Maneater 26

More fond of single-player experiences and story-driven games than anything else, TheDblTap has a keen eye for secrets and collectables, a skill which serves him well as a Trophy Hunter. However, with little patience and poor timing, he can struggle where MrZhangetsu would succeed.

Check out some of our other Posts

Slime Rancher

By TheDblTap

Growing my Ranch One Frame at a Time…

Slime Rancher is a game I have had my eye on for years, this cutesy resource management game has all the right ingredients for a fun time-waster but always cost a little too much for my liking. Being that it went on sale some time last year I snatched it up but then sat on it for many months while other games stole my attention.

Now that we’re in something of a gaming drought in the long wait for The Last of Us: Part II and Ghost of Tsushima, I thought it was time to sit back and get farming those slimes.

Slime Rancher Review


I tend to try and avoid starting a review off on a negative (unless it is really bad), but Slime Rancher has one fundamental issue which can really make or break your experience when it comes to playing it; the game lags. A lot.

Not at first though, the first time you boot into the game it runs as smooth as butter, but unfortunately it only takes a couple of hours before you see the screen-tearing coming in, frames dropping constantly and the music jittering and glitching out. 

It’s semi-easily avoidable, if you save and quit when this begins happening then upon loading back in, the game will run smoothly again. It seems to be because the game doesn’t despawn anything once you’re no longer nearby, so the more of the island you explore, and the more slimes which you then spawn as a result, the more the game begins to chug. 

I can’t really show frame-drops with an image, so here, have a screenshot of a “Party Gordo” Slime to lighten the mood. They only show up on Weekends.

Avoiding this completely, however, would actually mean that you’d reset the game pretty much once every hour depending on how much exploring you do – which if you want the platinum trophy will be a lot, especially later in the game.

For me, it wasn’t the worst thing in the world. I can handle frame drops and more, I spent a good deal of my teen years playing games on a pathetic laptop at around 15fps or even less, and v-sync issues were abundant then too. However, I know that a lot of gamers nowadays are very sensitive about frame-rates and will refuse to play a game unless it’s going to be a consistent 60fps by default. Which I suppose is a fair ask.

The main thing which bothered me was the music and sound effects jittering. They’d frequently cut out at incredibly frequent intervals and it was very grating. Putting up with that for multiple hours a day was starting to drive me a little crazy, luckily the gameplay kept me going, though.

One thing I found extremely bizarre for a console version of a game is that Slime Rancher actually has v-sync options in its settings. Allowing you to turn v-sync on and off to help with performance, something I’ve never seen in a console game. If you want my advice, don’t turn it on, it kills frames like crazy and honestly a little screen tearing is better than playing at 15-20fps.

I apparently found this so bizarre that I took a screenshot for you!

Alongside performance issues, the game crashed on me twice in my 20-hour-ish playthrough and I fell through the ground multiple times, losing all of the valuable resources I had in my inventory – which was VERY annoying.

Mischievous, Yet Adorable

Problems aside, Slime rancher actually plays host to plenty of addictive fun. You play the role of a new Ranch owner who has moved to this mysterious Slime-inhabited planet. 

By use of a vacuum/cannon called the Vacpack you can collect various slimes of all different shapes, sizes and attributes, which you can then take back to the ranch and store in various purchasable corrals.

They’re so adorably gelatinous.

Each Slime drops a “Plort” of varying value when fed and those plorts can be sold on the Plort market (which actually changes dynamically based on some sort of supply/demand system) for “Newbucks”, the game’s currency.

Newbucks can then be spent to buy new tools, tool upgrades, extra corrals, gardens for growing food, chicken pens, blueprints and more! 

Each Slime has their own specific diet, too, some slimes will only eat meat, some prefer fruit and others eat vegetables exclusively. 

You can feed a Plort to a Slime and they will become a “Largo” Slime, having the attributes of both their original Slime species and that of the Plort’s original owner too. 

Largo Slimes comprised of “Dervish” and “Quantum” Slimes.

For example, if you take a Pink Slime and a cat-like Tabby Slime, then feed one of the Pink Slime’s Plorts to the Tabby Slime, it will become a much larger slime, which is Pink and cat-like. 

These combinations can be made with any two types of Slime, which is awesome! And whenever a Largo is fed, it will drop Plorts for both of it’s Slime types (i.e. Pink and Tabby Plorts). 

Their diets are combined too. So if you have a Boom slime, which will only eat meat, but you’re struggling to have enough meat supply on the ranch, you can feed it a Rock Slime’s Plort which will give it a taste for Vegetables too, making it much easier to feed. 

However, if you try to feed a Largo slime a third type of Plort in the hopes of adding even more attributes to it, it will become a Tarr. Which is the living embodiment of what happens if you mix two many different colours of Play-dough together. 

Beware the Tarr!

These Tarr will hurt you and quickly infect other nearby Slime’s, turning them into Tarr too. A single Tarr can quickly become a devastating and run-ending pandemic on the Ranch if not dealt with quickly. 

Tarr are dealt with using Water, which can be sucked up and then fired through the Vacpack if you have purchased that ability, but if not you’ll need to grab onto them and throw them into the ocean. 

Slimes are adorable little creatures but are insanely mischievous. It feels like if you turn your back on them for even a second, they’ll escape their corral or eat something you were trying to save up, or indeed turn themselves into Tarr and wreak havoc on the Ranch. This is why it’s important to upgrade corrals, keep Slime’s fed and happy, and never keep more than two types of slime in the same corral. 

A Whole New World

As well as the complex resource management going on within the Ranch, you have a whole world to explore. There are rare Slimes to find, mysteries to crack, puzzles to solve. When the game starts you have access to just about four different types of Slime, whose Plorts aren’t worth much, but the more you explore the island, the more areas you can unlock and the rarer the Slimes you can find.

There are huge Slimes called “Gordo” Slimes, hidden in various nooks and crannies of the world, some of which are initially hard to reach. Once you do stumble across one, though, you’ll need to feed it fifty of its preferred food type in order to get it to burst.

A Phosphor Gordo enjoying the Feast of Fruit I brought for it!

Inside a burst Gordo, you’ll find many small slimes of the same type, which you can choose to suck up and take back to the ranch with you, as well as some food supplies and either a teleport to a useful/secret location or an all-important Slime Key, which will let you open one of the many locked doors on the island, granting access to a new location containing new slimes, new food items and most importantly, new secrets.

The process of starting on the ranch, feeding your slimes, collecting and selling their plorts, then setting off on an adventure for 24 in-game hours just to come back with new rare fruits to plant or exciting new Slimes to add to the ranch all so you can do it again and unlock more cool supplies is extremely addictive. It’s just progress, progress, progress. 

Every plort you sell, every corral you upgrade, even the smallest bit of scouting feels like a job well done, like major progress has been made, and it is so unbelievably satisfying.

An in-game milestone tracker (which includes trophies) makes progress feel even more concrete.

My Slime Rancher Trophy Experience

A Bumpy Start

For around the first hour or two of my playthrough I was just stumbling about. I didn’t know what upgrades I would need or what resources and upgrades would be most valuable, I was just grabbing every slime I could and throwing them all into one corral. Big mistake of course because I very quickly had a tarr problem and my whole Slime supply became an army of angry Tarr which had to be manually ejected one-by-one into the Slime Sea because I didn’t have the Water tank upgrade. 

I very quickly got this trophy for getting in a Corral with 40 Slimes! A pretty unmanageable way to start in hind-sight.

Following the aftermath of that nightmare and doing a bit of reading on the Slime Rancher fan-wiki, I understood a little more about the game and set out to do things correctly. 

Not long after, I had a good little ranch going, four corrals and four gardens. Each garden grew food that each of my four Largo Slimes would enjoy and I just spent a bit of time gathering Plorts and selling them until I could buy a good number of upgrades and tools. 

Cut to around 5-7 hours later and I had managed to unlock two new locations on the island by getting Slime Keys from Gordo Slimes and my Ranch had been expanded. I had several new Largo Slimes in my 8 corrals, a good number of trophies under my belt and… a long way to go, still.

Master Farmer

Having come to grips with the gameplay it was time to get serious about trophies. The first thing I wanted to focus on was unlocking the rest of the island. I ran myself ragged going back and forth getting Slime Keys, completing puzzles and hunting down secrets until finally I’d explored the entire island and the (somewhat boring) story being told via emails came to an end, rolling the credits in its wake.

The story is told primarily through “Starmail”

Getting through the last two areas of the game was probably the most fun exploration there was. They were complex and platforming-heavy locations filled with mystery and eeriness, locked away behind puzzles, there was a lot of excitement in gaining entrance to them and being able to explore what they had to offer, especially the final area.

Misc Madness

Once I was done with the game, had managed to get slimes of every type, and had explored every nook and cranny of the island, it was time to knuckle down and get the miscellaneous trophies. Quite a few were tied to the Lab and the various things you can craft there. Including a particularly difficult trophy for which I had to craft a basketball – or “Slimeball” – net.

There’s a guide (and video) for this one in the tips section below.

The biggest issue I had here was that I was constantly running out of Pink Slimes and I wish I had been stockpiling them earlier. I spent a stupid amount of time running around collecting Pink Slimes, 50 at a time, which only allowed me to make 2-3 of the various gadgets I needed to craft.

With that all out of the way though, the final and most daunting trophy was at hand. “Hat Trick” requires you to get 3 Gold Plorts out of a single Gold Slime. This is near impossible because Gold Slimes disappear very quickly once they’ve been spotted and you’d need to hit them 3 times with any projectile to get the trophy.

The simplest way around this would be to buy up all the 7Zee rewards until you unlock the Golden Sureshot reward, which means that everytime you hit a Gold Slime they will drop 3 Gold Plorts, immediately earning you the trophy, but the amount of money you need to get that is unreal.

The 7Zee rewards do result in some cool changes to the ranch, but my god they get expensive!

I eventually learned of Gilded Ginger roots which can be found in the Glass Desert and after around 30 minutes of hunting one down I was able to use the method detailed in the Tips Section below to very easily acquire the trophy. It was the last trophy I needed in Adventure mode, which meant it was time for the Rush Mode trophy.

Rushing Around

Rush Mode is a timed version of the game where you have everything already unlocked and Gordo Slimes are much easier to burst. You need to try and earn 75,000 newbucks and have that much or more in your wallet by the time the timer runs out. Once your Rush Mode run ends, you get the trophy.

I did this 4 times in a row. The first time I did absolutely terrible at it and ran out of time pretty quickly. The second time, I glitched on a paving stone at the ranch and fell through the floor, which made me lose 12 in-game hours and about 5,000 newbucks so I ended up failing once again. The third time I tried it, one of the requests I got was impossible to complete.

By completing requests you can earn 12 more in-game hours and 6 gilded ginger which can get you a lot of Gold Plorts if used correctly (I’ve put a full step-by-step guide for the Rush Mode Trophy in the tips section below). However, the request I got wanted me to bring back some fruit which I couldn’t get because some Slimes had eaten all of the available supply in the island and it was taking too long to grow back.

The results screen when I finally succeeded.

The fourth time, however, went extremely smoothly. Too smoothly. By the third day I had over 80,000 newbucks and I ended up just idling at the ranch while I went on Reddit, waiting for the timer to tick down so the trophy would pop.

Along with it came my Platinum and although I was extremely glad to have it, I’m kind of sad to see my playthrough end. Glitchiness aside, the game was really great.

Time Breakdown

Getting to Grips

Farming Fun

Misc Post-Game

Rush Mode

Slime Rancher Trophy Tips

A decent majority of the trophies in Slime Rancher are easier than they look, however there are just a few which have more specific and complex unlock requirements requiring various methods. Having spent a long time working out the best way to acquire these trophies, I took the time to write up some helpful tips for you below which should help with getting a Slime Rancher plat of your own!

She’s on Fire! Trophy, Easy Method.

She's On Fire!

Score 50 points in a single game of slimeball

Crafting the Slimeball net necessary for this trophy isn’t that difficult, just make many drills, apiaries and pumps and set them working while you collect slimes and you should have the resources you need in no time. “Royal Jelly” is the hardest resource to come by, but after putting down 5 Advanced Apiaries I quickly had all that I needed for this trophy.

Unfortunately, the hardest part was actually playing Slimeball. First, you need to gather up as many slimes as you can find, the first area should be fine for this and you’ll probably want 50 slimes of at least 3 variations to ensure you have an easier time doing this trophy.

After wasting nearly 30 minutes trying over and over to get 50 points within the strict time limit, I finally found the perfect place to put the net. 

There’s a video here showing me getting the trophy using my method:

Essentially, there’s an area with a tree at the end of a path which branches off to the right just after the first area right outside the Ranch. 

If you place the net here, you can head up to the area above and jetpack on top of the nearby rock wall. With this top-down advantage, shooting the Slimes into the hoop is a lot easier.

Hat Trick Trophy

Hat Trick

Obtain at least 3 gold plorts from a single gold slime

There are a lot of methods for this, all of varying degrees of difficulty and complexity, some requiring hours and hours of farming in order to have enough money to buy the 7Zee reward which ensures all Gold Slimes will drop 3 Gold Plorts.

Well, save yourself a lot of time, and don’t do that. 

Instead, go all the way to the Glass Desert and then begin searching for a “Gilded Ginger”. They’re fairly rare and will only spawn in two places within the desert (resetting at 5am game-time), so it will take quite a bit of searching before you find them, but it’s preferable to some of the other methods.

The Glass Desert

Once you have this, ensuring you’ve finished the game and received a Starmail letter saying that some new treasure troves have been unlocked in the map, get a Slime Key either by buying it from the Upgrade Station or bursting one of the many Gordos in the game.

With your new Slime Key and Gilded Ginger in hand (bring lots of any other food item with you too, if you want to get a lot of Gold Plorts), head over to the “Moss Blanket” area. Near the back of the area is a Home Portal which you’ve probably used quite a lot in the past (you can see it on the map). In this area, jump on top of the log tunnel and then use the jetpack to fly over to the cliffside on the right-hand side (when facing the direction of the Home Portal).

From up here, head over to the wider of the two naturally-formed rock bridges (it’s the one nearest the Home Portal) and cross over it. You’ll see you’re now in a new area which has various grass-topped rock pillars coming out of the ocean. Jump across these to a large grassy area in-front of you, where you should see a stone pillar with a portal inside it.

This portal leads to one of the 3 Treasure Troves unlocked by finishing the game. Once you step into it, you’ll be faced with a locked gate, unlock it with the Slime Key you brought and step inside. 

You may want to Save and Quit, and then back up your save to a USB or the PS Plus cloud. This is because you’re about to spawn a lot of Gold Slimes, and this will only happen once. If you come back in the future they won’t respawn so this is your only chance for this trophy to be so easy.

Just ahead of you, you will see a few trees on a platform. As you approach this platform a Gold Slime will spawn, ignore him because he’s too close to a ledge and you’ll risk losing your one Gilded Ginger. Just let him run off or hit him with your other food item if you want, you should get a Gold Plort for this which you can grab.

Full disclosure, I did get the trophy using that first Gold Slime, but it was risky and I don’t recommend it.

Head forwards and jump off the ledge and loads of Gold Slimes will spawn, shoot your Gilded Ginger ahead of you into the center of the group and one of them should rush over and eat it. They will then leave behind five Gold Plorts and the trophy will pop!

This would also be the time to unload the rest of your food items at the crowd of Gold Slimes. For every time you hit a Gold Slime with a projectile, they will drop a Gold Plort, so you can get a bit of extra money here if you need it.

Rush Plortmaster Trophy

Rush Plortmaster

Reach at least 75,000 newbucks in Rush Mode

This trophy is a real pain and took me a few attempts, but with the right step-by-step method, you’ll be able to pull it off. Just follow the steps below:

  1. Activate and complete your first Request from the Request Booth in-front of you. This will give you some Gilded Ginger and an extra half a day (game-time) of time within which to get your trophy.
  2. Press to place three teleports in your Ranch, one of each colour.
  3. Head out with your Gilded Ginger and you’ll see a Gold Gordo right outside the ranch, don’t pop it yet, collect as many carrots as you can from nearby and then use 3 of your 6 Gilded Ginger to burst the Gold Gordo. Once it bursts rapid-fire your carrots at the Gold Slimes and then collect the Gold Plorts, head back to the ranch to sell them.
  4. Use your new wealth to buy and fully upgrade a Corral, leave it empty. Also buy and fully upgrade a garden, also leave this empty.
  5. Now head to the Moss Blanket area and collect as many Honey Slimes as you can find. Make sure you grab at least one Mint Mango too. Place one of your 3 remaining teleports in Moss Blanket (near the entrance is better as you’ll be closer to the Ancient Ruins.
  6. Use the portal to head back to the ranch, place your Mint Mango in the Garden and your Honey Slimes in the first of your Corrals.
  7. Now, you will likely still have your 3 original Gilded Ginger, so let’s spend them. Go through the Overgrowth area of the Ranch and collect a chicken as you head out the other side (not towards the docks, the other exit).
  8. On this side you should be able to find a Tabby Gordo, feed it one chicken and it will burst, revealing a portal to a secret island called “Ring Island”.
  9. Ring Island has 3 Gold Gordos on it. Use the three Gilded Gingers you have left to burst one of them, ensuring you hit the Gold Slimes which fall out of it with as many other projectiles as you could get your hands on. Collect the Gold Plorts.
  10. Also on this island is a Pink Gordo, feed it 20 of any food item to get another Slime Key and head back to the ranch to sell your Gold Slimes.
  11. By now you will likely have your second request. Feed your Honey Slimes some of the Mint Mangoes and then head off to complete this second request. 
  12. Once done, use the Gilded Ginger on the other two Gold Gordos on Ring Island and then sell the Gold Plorts back at your Ranch.
  13. Now it’s time to head over to the Ancient Ruins. Use your portal to the Moss Blanket to teleport back and then use your new key to gain access to the Ancient Ruins. Once there, place another teleport and collect some Quantum Slimes.
  14. Head back to the ranch and merge your Quantum and Honey Slimes, ensuring you feed them some Mint Mangoes (Mint Mangoes get double-plorts from Honey and Honey-mix Slimes). Collect their plorts and sell them. Also set up 3 more gardens which will grow Mint Mangoes.
  15. Now you need one more Slime Key. There’s a Honey Gordo in Moss Blanket which requires 30 fruits, a Phosphor Slime near the Ranch which requires 30 fruits, a Quantum Slime in the Ancient Ruins which requires 30 fruits and a Boom Slime in the Ancient Ruins which requires 30 meat. Burst whichever of these which is easier for you and then grab the Slime Key they’re holding.
  16. You can use this new Slime Key to access the Glass Desert from the Ancient Ruins. Collect 3 Rock Plorts from the Rock Slimes near the cave entrance just north of the Ranch and then head to the Glass Desert.
  17. Once inside the Glass Desert, head all the way to the large open area where the Tangle Gordo can be found and place your third and final teleport. Now, use the Rock Plorts in the nearby temple to activate the Ancient Water fountain and then use that to activate at least one of the oases in the area. 
  18. Make sure you grab at least 5 Dervish Slimes and 5 Mosaic Slimes, but the more the better. 
  19. Use one of the nearby Hens to burst the Tangle Gordo, collect the 10 Tangle Slimes it drops and then head through the portal back to the ranch. Buy and fully-upgrade 3 new corrals and place one of each of your new Slimes in them. Make sure your Tangle Slimes are not next to the other slimes. Place them in the Overgrowth or the Cavern if you have to. They can pick up items from afar and eat them, meaning they can eat Plorts from adjacent Corrals and turn themselves into Tarrs. 
  20. Use the Honey Slimes from your Honey-Quantum Largoes to turn all of your new Slimes into part-honey Largo Slimes.
  21. Now, complete any new requests you get, while also ensuring you keep feeding your Largo Slimes the Mint Mangoes and selling their Plorts. You can just keep doing this until the timer runs out and you should easily have enough Newbucks for the Trophy, which will pop when your Rush Mode timer ends. 

A few things of note:

  • There is a Gold Gordo very easily found right in the atrium at the start of the Ancient Ruins and another one where the treasure trove entrance usually is in the Moss Blanket area, you can use any additional Gilded Ginger with these to get a quick cash boost.
  • If you manage to reach 75,000 newbucks before the timer ends and want to speed up time a bit, don’t bother. The best way to skip time is to jump into the sea, knocking yourself out and skipping about 12 hours of in-game time, but you lose newbucks by doing this which isn’t worth risking. Just leave the game running and go on Reddit or something.

That concludes my Slime Rancher Platinum Trophy Review. If you enjoyed reading this review, please do let us know, it means the world to us when we hear feedback and we love engaging with people over the game we just platted. It’s basically the only thing motivating us at the moment!

You can follow us on Twitter @GetPlat and Instagram @platget where we’ll be sharing updates, upcoming reviews and general gripes about the games we’re working on so feel free to follow us or use it as another channel for feedback!

My Verdict:


I do think that despite its flaws, this is a genuinely fun game with some really fantastic moments. However, the performance issues and sheer amount of repetitive grinding makes me reluctant to suggest you go for the Plat, especially if you’re not playing on a PS4 Pro.


  • Addictive resource management system
  • Adorable aesthetic with plenty of variety and mystery
  • Fun environments to explore


  • Very poorly optimised. Lots of screen tearing and frame drops.
  • Occasional glitch or crash will ruin your day.

Gold Trophy

I enjoyed this game probably more than I should have. Given it’s serious performance issues you might expect I’d give up, but the game really is so good that it deserves commendation for the sheer amount of fun to be found within.

About the Author

Slime Rancher 50

More fond of single-player experiences and story-driven games than anything else, TheDblTap has a keen eye for secrets and collectables, a skill which serves him well as a Trophy Hunter. However, with little patience and poor timing, he can struggle where MrZhangetsu would succeed.


By TheDblTap

Who put the “Plat” in “Platiator”?

Apotheon came out way back in 2015 and, not too long after it’s release, we were given it for PS Plus. This came about within a miserable drought of good PS Plus games for Playstation 4 and so I admittedly didn’t give it much of a chance. I played it for about 5-10 minutes and then threw it to one side exclaiming that it was more PS Plus trash.

This was long before I started trophy hunting, however, and so had it come out recently I would have taken a quick look at that 12-hour plat estimate and played it from beginning to end no issue. After all, one of the joys of being a Trophy Hunter is that you often give games the time they deserve – as detailed in our post titled Top 5 Reasons to Become a Trophy Hunter – and Apotheon is one of the games I’m glad I gave a chance to.

Apotheon Review

Unique Greek Technique

Apotheon’s art style is perhaps it’s most prominent USP. The whole game is designed to look as though it is a traditional greek illustration upon the side of clay pottery. 

The game’s very first moments.

Immediately what springs to mind are various sequences in the Disney movie “Hercules”, within which the story is expedited via a similar art style and a trio narrating the tale, who do so musically with such memorable lyrics as “Who puts the Glad in Gladiator? HER. CU. LES”. 

That dumb subtitle is making more sense now, isn’t it? Well, pity me, for that song has been stuck in my head ever since I thought of the “joke” this morning.

What I found particularly pleasant about Apotheon’s approach is their use of bump mapping to make it really feel like it is actually moving art upon a vase of some sort. I do think that the UI, text-boxes, information pop-ups and transparent map all ruin this effect but it is understandable that they were necessary for the game.

The pottery texture is particularly prominent in scenes like this one.

I would also like to have seen them expand on this style more. Maybe add to the effect by having each area actually tied to a mural or vase in some way, with cracks and damage in the pottery/wall actually becoming obstructions you need to find your way around. Maybe a handle on the side of a large vase is an impassable object. Maybe transitions between rooms could be shown by the camera moving from one piece of pottery to another.

This is all just my imagination running away with the idea and I do think the style is effective on its own, but perhaps if they ever make a sequel it could be improved upon in this way.

God of War 2D

I guess I’m reaching a little with that subheader. The game is like God of War in as far as you are a human who is fighting Gods. Greek gods in particular, and similarly they are also cruel and ruthless here. 

Other than that, the gameplay is entirely different. It’s a side-scrolling platformer and an RPG with pretty simple combat, all things considered. I just have one gripe when it comes to the controls and that is the aiming system.

Being beset on all sides like this would be a great opportunity for ranged weaponry, but I never used them because of how frustrating they proved to be.

You can use to aim your melee/ranged weapons when attacking but it’s typically not required as the character Nikandreos will usually automatically lock-on to any nearby threat. Which is a damn good thing because the aiming in this game is horrendous. You must hold in the direction you want to aim or Nikandreos will default back to looking forward, but the cursor is constantly fighting you to snap at a 45-degree angle, so if the angle you need is just below or above that, it’s near impossible to line the shot up correctly. I can’t tell you how many times I ran out of arrows because I was trying to hit a target which required precision aiming with a system that doesn’t allow for it.

When I say I ran out of arrows, that probably doesn’t sound that shocking, but there are mountains of different ranged and throwable melee weapons in the game. There’s a durability system in place, so after so many uses a melee weapon will break, which can obviously be a bit annoying, but the game gives you so many weapons that you’re basically just Deadpool if he didn’t leave his duffel bag in the taxi.

Alongside the tools there are potions, bags of summoning dust, shields, bombs and much more.

It’s a simple system but is highly effective at keeping the gameplay fresh. Fighting with different weapons requires different considerations, your distance from the enemy, the speed you attack, the arc of your attack. Which, okay, is pretty standard and is an absolute given with most games but the fact that the weapons break so easily means you are constantly changing weapon. 

It’s not like most games where you can pick a particular weapon and just stick with it through the entire game because it suits your playstyle or whatever. You’re constantly kept on your toes because one minute you’re swinging a hammer and the next you’re wielding a spear and you need to quickly adapt to that change which can prove quite exciting in some situations.

Semi-Free Roam

There are two hub worlds on your way up Mount Olympus. Each one leads off into three main destinations which are then also sort of free-roam locations in their own right. 

So there is plenty to explore. Multiple buildings to break into, side-quests to complete, optional gods to defeat. If you’re willing and able to do so, taking the time to explore each area proves very satisfying, checking the map to ensure there is no fog of war remaining and you’re sure you’ve opened every chest. Similar to a Metroidvania in a way, except you don’t need to backtrack much and no tool or equipment is necessary for progression.

Don’t worry, not all stages are this large and complex. In fact, very few are.

Of course, you’re probably here for the fact that this is a Platinum Trophy review, so if you’re looking to plat the game, you’ll be doing all of these things anyway, and it’s really not a bad time at all.

The game is prone to crash here and there but it autosaves with every exit/entry of a doorway so you should never be too inconvenienced.

Each main quest features a somewhat challenging boss fight prefaced with various puzzles or mini-quests which offer plenty of satisfying gameplay. From the moving Labyrinth offered up by Athena to the gauntlet of mini-bosses put forward by Ares, there is enough variety to avoid you becoming bored.

My Apotheon Trophy Experience

I had originally planned to have some sort of route mapped out when it came to platting this game, but I took one look at the trophy list and was immediately somewhat overwhelmed with the number of things I’d be trying to remember. Various optional side-quests which I would have liked to do as  I progress rather than coming back to, weapons and chests to ensure I acquired… Eventually, I decided to ignore the trophies and just get stuck in.

As it turned out, it was a lot easier than I expected. All I really had to do in each area is to ensure I did everything I could think of. If there was a blue or red door on the map, I hadn’t been through it yet, so I’d head on through and loot absolutely everything that I saw. 

Most miscellaneous trophies simply require using a key from one place on a door in another. What you do once that door is open is of no significance to the trophy.

The locations in the game were all fairly small for the most part so this proved to be a very straightforward process to consistently keep using and typically resulted in success.

Of course, with the number of chests in the game (75), there were a few that I missed but the world map allows you to see how many chests there are in an area and how many you’ve managed to acquire.

Due to a glitch, I had 13/12 in Acropolis which meant I didn’t need to find all 75, just 74…

Using this and the Fast Travel towards the end of my playthrough allowed me to quickly clean up those remaining chests and get the related trophy. Collecting all weapons (at least once, they are allowed to break) required the exact same process and I manage to get the last weapon I needed – a Mirror Shield – within the last level, earning the trophy with absolutely zero trouble.

Again, even the side-quests, though there is no quest tracker per se, as long as you are making sure to visit every part of the map whenever you’re in a new area you’re practically guaranteed to complete them all.

Some quests do start in one area and end in another, though, so you may find yourself going back and forth a bit but the documents in your inventory where relevant will often give you more than enough information to figure out what needs to be done for the trophy.

The most annoying trophy was this one, requiring you to visit multiple locations to complete it. Though, even that was pretty simple.

The one trophy which might be making people a bit unsure about platting the game is the one which asks that you complete the game on “Olympian” difficulty, which can only be accessed after a full game completion and would suggest an entirely new playthrough is required. 

Thankfully, the game’s bugginess works out in your favour on this part as you can simply start a new game on Olympian difficulty after beating the final boss and then immediately load the autosave of the final boss fight from your last playthrough. The final boss will load but your difficulty will now be set to Olympian (you can check this in the settings if unsure). Thanks to this, the difficulty-specific trophy is a total breeze and the best bit is that the final boss is no easier or harder depending on your difficulty as it’s a somewhat unique set of circumstances.

Another plat under my proverbial belt. I’m self-isolating, I haven’t worn a belt or even jeans for that matter in many moons.

Time Breakdown


Mainline Quest Progression

Post-Game Cleanup

That concludes my Apotheon Platinum Trophy Review. If you enjoyed reading this review, please do let us know, it means the world to us when we hear feedback and we love engaging with people over the game we just platted. It’s basically the only thing motivating us at the moment!

You can follow us on Twitter @GetPlat and Instagram @platget where we’ll be sharing updates, upcoming reviews and general gripes about the games we’re working on so feel free to follow us or use it as another channel for feedback!

My Verdict:


I kind of feel bad for not playing this when we got it for PS Plus years ago. All in all, it is a fantastic game with a very well-executed and unique art style worth experiencing. And with it only taking a mere 12 hours to plat, it’s a no-brainer!


  • Aesthetically pleasant ancient-greek-pottery-inspired art style
  • Satisfying pseudo-free-roam mechanics
  • Weapon durability results in a frequently rotating arsenal, keeping gameplay fresh


  • Prone to crashing
  • Awful aiming system

Gold Trophy

As far as indie games go this is pretty damn good. I have a proclivity for disliking the seemingly bottomless pit of half-finished lazily-produced indie games and was very pleasantly surprised with the quality of care put into crafting this short, yet excellent, adventure.

About the Author

Apotheon 70

More fond of single-player experiences and story-driven games than anything else, TheDblTap has a keen eye for secrets and collectables, a skill which serves him well as a Trophy Hunter. However, with little patience and poor timing, he can struggle where MrZhangetsu would succeed.

Goat Simulator

By TheDblTap

I Guess It Was Funny Once

Goat Simulator came out at exactly the right time to be successful and honestly, they could have missed the mark so easily and nobody would even know about it.

When Goat Simulator released in 2014 YouTube gaming was at its peak. It was the Wild West and YouTubers could do what they liked… But what their pre-pubescent audience liked was watching games with stupid physics and zero polish, so along comes Goat Simulator…

6 years later, we got it for Playstation Plus and I eventually forced myself to endure it, these are the results…

Goat Simulator Review

A very lazy approach

It may well occur to you when playing Goat Simulator, that the game looks like a teenager’s G-Mod experiment. And you’d be correct…

Such beautiful attention to detail…

Except the game was made by a full and real development team who had moderate success prior to Goat Simulator with a series called “Sanctum”. Which I have never played, but I can guarantee they never raked in anywhere near as much money as Goat Simulator did thanks to the advent of YouTube Gaming.

I remember that, at the time, the developers would always combat the claim of ‘laziness’ by saying something along the lines of “We know it looks unfinished, and it is full of bugs, but we didn’t want to fix them, we think the game is funnier this way”. 

And in some ways, they are absolutely correct. Games with “janky” physics often result in riotous fun. Take my last review for example, Totally Reliable Delivery Service, that game is a lot of fun, it’s funny and it’s very janky.

Goat simulator, on the other hand, is no fun, is extremely janky and looks like la merde de chien – pardon my French. TRDS doesn’t look bad. It’s a fairly pretty and well-polished game with its own style and personality…

Goat Simulator on the other hand, is full of assets you could easily think were bought from an asset store. The textures don’t fit anything correctly and there are a lot of just – simply put –  laziness. Like flowers which are actually just physics-enabled solid objects you can knock over or huge cardboard cutouts of forests which you can walk right up to, no problem.

Yes, there is a place for things like this in game design, but you’re supposed to make efforts to hide it from the player. It doesn’t make the game funnier because you couldn’t be arsed throwing in a barrier or sharp incline.

The game could easily have been a million times better if a little more effort was put into how the game looks. Give it a spit-shine polish and reign in the physics just a tiny bit and you’d have on your hands more of an actual videogame. Maybe throw in some well-written and humorous narrative to the game, give it a unique art style and bingo-bango, my review wouldn’t be so bad.

I mean, look at the unlockable “goats” for example. Some of these are goats, but then you have the “Classy Goat” for example, which is just a Penguin. Hey, that’s pretty funny, I could have thought to myself. 

However, if you pair the Classy Goat with the Angel Goat ability for example, which just changes your Goat’s texture, then they simply slap the Goat texture onto the penguin. They don’t remap it to the new polys because they’re lazy. And they’re lazy because they sit back and tell themselves “It’s funnier this way”. 

Is that funny? Does that pass for funny?… Man, maybe it did in 2014, we were pretty simple back then when it came to meme culture…

Maybe I’m Getting Old

I do still see the occasional person pop up on r/trophies and they say “This game was hilarious I can’t believe I’ve never played/seen it before”. 

Honestly, I can’t believe it either. I think we’ve all had a phase in our life (especially those between 20 and 28 years old right now) where we’ve had Goat Simulator shoved right under our noses over and over again by our favourite online personalities… Even some who don’t normally play videogames.

And it was at a time when the extent of YouTube entertainment was literally a spotty-faced Shaggy look-alike screaming bloody murder into his filter-less microphone. And we loved that, we ate it up. It was hilarious to us.

Now though, you could hold a Geiger counter up to one of those old videos and the cringe alone would set it off. So maybe that is the reason why I find Goat Simulator to be so exhaustingly un-funny – I just had it ruined for me in my teens.

I just think that there should be more to a game than making everything ragdoll and physics-enabled with the dial turned to 1000.

Just try and figure out what kind of Cronenbergian mess you’re seeing right now.

I won’t go on about it any longer, the game’s ancient history by now and everybody stopped giving a toss about it when PewDiePie stopped screaming over it. Just know that I’m probably just being cynical yet I do think that if the devs had given the game a little tiny bit of love, it could have gone much further.

But, lucky for them, it didn’t need to, and it made over $12 million off the back of 2014 YouTube cringe so… Good for them, I guess.

My Goat Simulator Trophy Experience

There isn’t too much to say when it comes to platting Goat Simulator. It is fairly straight-forward and the trophy list essentially tells you everything you need to know.

It takes about 5 hours to plat Goat Simulator (probably longer if you’re willing to subject yourself to the literal mountains of DLC content which all have trophies) but one of those trophies could take you 1-2 hours alone.

I started the plat way back in January when we actually got it for PS Plus and got about half of the Goatville trophies out of the way. It all basically requires finding a certain thing and licking or headbutting it. In certain cases, it is necessary to gather multiple objects in a location, and you’ll almost always unlock a new goat skin for doing whatever it is you need to do for the trophy.

There are some pretty silly trophy requirements, which is about the most fun you’ll squeeze out of the game.

After a couple of hours, I had become locked out of one trophy because one of the three objects I wanted to find had spasmed out of control and shot off into the stratosphere and I gave Flappy Goat a go before ultimately saying “I’ll do this later I can’t be arsed”.

And I apparently really meant that because it took me 3 months to force myself, with a groan, to grab the controller and finish what I started. 

There were just 3 hours of gameplay left but an hour of that was me getting Flappy Goat out of the way as soon as possible. I do have some useful tips for flappy goat in the next section, but note that it is the game’s worst trophy and the only one which is difficult in the slightest. 

Once that was done I just had to ragdoll around the game’s two locations, looking for collectibles and more.

There are thirty small golden goat trophies hidden around each of the two maps. They’re easy to find but often hard to see.

My second-least favourite trophy was “Is that a Goat?” for which you had to find 6 car batteries hidden in the Goat City Bay level, attach them to the rollercoaster and then lick it. Essentially it gets faster with each battery you locate in the area and then licking it is supposed to attach you to it so that you get swung around like crazy. 

In-fact, licking it is pointless because the rollercoaster is so fast that it either immediately detaches or just launches you a couple of feet the second you get off the ground. Which is nowhere near enough of a “funny” pay-off for the effort it takes to hunt them down and bring them all one by one to the rollercoaster. 

Either way, I platted it and it only took a measly 5 hours with a 4-month break in-between.

Time Breakdown

Everything Else

Flappy Goat

Goat Simulator Flappy Goat Guide

Ah, Flappy Goat brought you here, eh?

It sucks doesn’t it? 

And you’re hoping I can save you from that, tell you Mama’s secret sauce recipe which is going to make popping that Flapmaster trophy a veritable breeze… Well, sorry, but I don’t have the secret winning button combo which will simultaneously pop the trophy for you, but everyone else on the planet as the game mode is eradicated from existence. But that sure would be nice.

No, what I have for you instead is some advice which ultimately helped me. 4 bits of advice, actually:

  • Picture a floor. Using your mind’s eye draw a line from the top of the bottom set of ladders all the way across the screen. You’ll want to be able to visualise this line and then get above it as soon as you can. You want your jumps to be timed so that they occur just above this line, as doing it any higher will mean you’re going to hit the top ladder no matter what.
  • Watch your chin. The annoying thing about the goat’s sprite is that it’s feet are not the bottom of the hitbox. It has this irritatingly enormous chin which hangs below the rest of the body, this is what will hit the bottom ladder. Make sure you’re focusing on that when you time your jumps, because you want to be just a few pixels above that invisible line with the Goat’s chin.
  • Use the Music. This can be difficult, because the actual game’s music is playing alongside the Flappy Goat music and the music from a party downstairs. However, the Flappy goat soundtrack has a beat, which is very useful for timing your jumps.
  • Lift a Finger. Not a joke, I mean it. It was much easier for me to time the jumps correctly when I actually took my finger off the triangle button between each press.

The non-existent floor you’ll need to picture, shown in red in this Photoshopped screenshot.

Sadly that’s about all the advice I can give you. Other than that, you do need to get somewhat lucky. Going from a gap right at the bottom of the screen to one at the top is very difficult to time correctly and will almost certainly result in a fail. You’re really just going to need to stick with it and keep focused.

Every time I got like 7 out of 10 points I’d relax a bit and tell myself “I’m getting better, I can do this now” but then I’d fail in under 3 points like 20 more times until I shook myself and focused again on the methods above.

That concludes my Goat Simulator Platinum Trophy Review. If you enjoyed reading this review, please do let us know, it means the world to us when we hear feedback and we love engaging with people over the game we just platted. It’s basically the only thing motivating us at the moment!

You can follow us on Twitter @GetPlat and Instagram @platget where we’ll be sharing updates, upcoming reviews and general gripes about the games we’re working on so feel free to follow us or use it as another channel for feedback!

My Verdict:


I would advise you to Plat the game, but the Flappy Goat trophy requires committing yourself far too much to this essentially incomplete beta test of what could have been a fairly decent game. And if you’re not going to plat it, there really is no good reason to play it either.


  • There is, at least, a measurably small amount of fun to be had somewhere in this game if it is brand new to you.


  • Lazy development approach
  • Weak sense of humour

Bronze Trophy

Honestly, like I’m going to give it anything better. Don’t play this unless you were one of the few who were insanely good at Flappy Bird. In which case, this is an easy plat for you!

About the Author

Goat Simulator 86

More fond of single-player experiences and story-driven games than anything else, TheDblTap has a keen eye for secrets and collectables, a skill which serves him well as a Trophy Hunter. However, with little patience and poor timing, he can struggle where MrZhangetsu would succeed.

Totally Reliable Delivery Service

By TheDblTap

The Perfect Game to Escape COVID with Friends!

Due to the you-know-what, MrZhangetsu and I haven’t been hanging out as much as we used to, so we looked for a game we could both plat at the same time, together.

Totally Reliable Delivery Service turned out to be just the right fart-fuelled physics-defiant game to get us wrestling our thumbsticks through streaming tears of laughter which we haven’t experienced in a long time…

Totally Reliable Delivery Service Review

Janky, Butt Fun

If you have ever played “Gang Beasts” or “Human Fall Flat”, then you will immediately notice the similarities here between those games and this one.

Similar character model shapes, similar ragdoll-heavy physics and similar control scheme, in that you grab things, lift them over your head, trip over your own feet and knock yourself out a lot.

Barely 10 minutes in and we were already rolling around on the floor.

These mechanics have proven to be fun, yet ultimately frustrating. Gang Beasts did it best, in our opinion (before they updated it to add in shorter stamina and ruined the game) but the problem was that there wasn’t enough to do in the game, the endless possibilities of the physics system were not put to use fully.

Human Fall Flat was the most frustrating. There were objectives, but the controls were much worse and the level design was kind of awful. 

Somewhere between all that, sits Totally Reliable Delivery Service. The controls are much better than Human Fall Flat, but not quite on the level of control that Gang Beasts did (yet also kind of didn’t) offer you. 

Additionally, the game offers far more in terms of gameplay and content than either of the others ever did. With multiple vast locations to explore, 100 delivery missions to complete, and many crazy tools at your disposal for completing them, it’s easy to get distracted and find yourself seeing how far you can push the game’s physics systems and the durability of your character model.

The game allows for you to use your noodle and come up with some very creative ways of completing deliveries.

Beatin’ Cheeks

The objectives are usually one of two things, Either deliver an object from point A to point B against a timer, receiving a Gold, Silver or Bronze commendation depending on how quickly you complete the delivery. Or, deliver a fragile object from point A to point B while doing as little damage to it as possible receiving a Gold, Silver or Bronze commendation depending on how damaged it is upon delivery. 

The fragile deliveries are the best, once you have a grip on the game’s controls and what to expect from the physics, it’s very easy to get a gold rating. However, the timed deliveries are – in most cases – near impossible to get a gold rating on. 

Volatile explosive deliveries add a little extra pressure.

The biggest frustration in those challenges is actually loading the delivery onto the provided vehicle. Often, the space available for storing the parcel is exactly the same dimensions of the package and you need to precisely position it at the right angle to get it to stay in place. Which, when all you can do is lift it above your head and run in circles hoping the angle is going to change in just the right way that you can slam-dunk that bad-boy into the trunk of your golf cart, is infuriatingly impossible. 

More often than not you’ll have run the timer down to a silver rating before you’ve even set off, which leads us to believe the developers never considered this part of the delivery. That they expected us to just be able to grab the parcel and go. A better way to do this would be to have the parcels slightly magnetised to the cargo compartments of the vehicles, just to reduce the frustrations slightly but keep the awkwardness alive.

Watching from a distance as MrZhangetsu tries to make a very long-winded delivery on his own.

That said, the selection of vehicles is great. Everything from forklift trucks which are powerful enough to flip a small lorry to a large helicopter with a comically-sized cartoon magnet glued onto it. They all control using levers, so whichever hand you grab the lever with correlates to which thumbstick you control the lever with.

Some vehicles have two levers and require precision which is not possible but allows for just enough precision that you can somewhat reach your destination in that small helicopter and giggle (rather than scream) at it along the way.

However, some modes of transport offer you no means of controlling them at all.

Often the acceleration on vehicles will range from “We’ll never get there at this pace” to “The parcel has just shot like a bullet straight out of the back” which leads to some hilariously intricate attempts to reign things in and keep them under control.

Rear-End Turbulence

Towards the back end of your playthrough is where things get a little rockier. 

There’s only so long that you can wrestle with the controls until you hit a brick wall where you’re just never going to get more control out of the characters or the vehicles. Things which were funny just 2 hours ago are suddenly tiresomely irritating and you start to feel a strong desire to play something else. 

Some deliveries asked that you reach ridiculous places just to even start them.

It’s a lot like trying to use a small zip after being in a snowstorm. You know what you want your hand to do, you know how it should do it, but your grip isn’t what it was and everything is shaking too much.

Having a friend around certainly alleviates the frustrations but you do end up feeling more pressure as when the controls fail you, you’re partially responsible for your friend’s frustrations too, so you’ll definitely want a patient friend who can laugh things off a lot.

I’ll pretend we didn’t spend 5 minutes cry-laughing at the shocking discovery of my character’s underwear cleanliness.

In-fact you yourself are going to want a good sense of humour before playing this game. If you’re the sort who will easily resort to throwing their expensive gaming hardware when things don’t go their way, then I certainly wouldn’t recommend this game. You will definitely need to be able to laugh things off to enjoy what the game is offering.

Our Totally Reliable Delivery Service Trophy Experience

Just Farting Around… With Purpose.

Honestly, this platinum trophy is laughably easy… for the most part. 

The best thing about this game for a group of friends is that everyone involved (up to 4 people) will all earn the trophies at the same time, regardless of who completed the requirements. 

Some trophies will only pop for the host, but once the host has every trophy, the other members of the team can start their own lobby and earn every trophy too. Except for one. All members will need to individually get hit by a Tornado in their own lobby in order for the “Tornad-Oh!” trophy to pop. 

MrZhangetsu earning Tornad-Oh.

There are 4 types of trophies to pop in the game:

  • Unlocking Vehicles – This is done by earning a certain number of gold, silver or bronze delivery ratings depending on the requirements for each vehicle. The toughest is earning 30 Gold ratings.
  • Finding New Locations – Going to a new island or area of the map for the first time will unlock a trophy.
  • Completing Deliveries – Overall you’ll need to complete 100 deliveries. Out of 100, or 130 if you have all DLC.
  • Miscellaneous – Everything from taking a hidden foam hand to a Stadium, to farting in a Biplane. These trophies are fairly simple but the hidden objects can be very tricky to find.

We bought the Deluxe Edition of the game on the PS Store, which meant we got all of the game’s DLC and had 130 deliveries we could complete. This was fantastic because we certainly came across at least 5-10 deliveries which we just straight up gave up on because the requirements were too ridiculous. 

There are some which we stuck with that we probably could have or should have skipped after spending up to 15 minutes trying to use a conveyor belt to launch an oversized fish into a tiny apartment window.

This honestly took so long to do, but it was somehow still a really funny experience.

But knowing we had the option to skip a few definitely relieved some of the pressure and I highly recommend that anyone who attempts this does get the DLC to save themselves a lot of unnecessary frustration.

Our strategy was simple, complete deliveries. At first, we weren’t too fussed about getting gold ratings (mostly because we didn’t see any trophies which explicitly called for getting gold ratings) so we would just complete the requirements however we could and had a lot of fun along the way.

Every now and then we’d take a break from deliveries to complete a miscellaneous trophy, like taking a Banana we found all the way to the other side of the map to a Motel with a giant banana sticking out of it.

Our in-game banana-delivery reward was this goofy outfit.

These usually took long enough and resulted in such silly fun, that we were ready to get back to normal deliveries once they were completed.

Conflatulations are in Order

At around 70-ish deliveries we were pretty much done with every miscellaneous trophy and it was time to go full-on getting the other 30 deliveries done. It was at this point that I realised we actually needed 30 gold ratings to unlock the Rocket for one of the vehicle trophies. 

We had around 20-25 gold ratings at this point, so we really started to knuckle down and go for gold. Fragile deliveries were our main goal because we knew we could easily get gold on those, and they already made up the majority of our gold ratings. 

Every now and then, also, we would complete a timed challenge and convince ourselves we could probably do that better, and then manage to pull off a gold for some of those too.

A previously un-seen fragile delivery at the GASA complex was our final gold rating.

Our fun had been whittled down by this point though, we were getting a little tired and the controls were starting to get the better of us. We’d only been playing for around 4-5 hours (with a break in-between) but maybe we shouldn’t have tried to cram the whole platinum journey into a single day. Perhaps more break in-between would have made things more bearable.

After 100 trophies and 31 gold ratings, we held our virtual hands high in success and called it a day (once MrZhangetsu had loaded his own lobby up to get his trophies). Irritations aside, it was the most tear-inducing hilarious fun I’ve had in months and I’d easily be convinced to go through it with MrZhangetsu all over again.

Getting sucked-into and stuck inside delivery destinations was a frequent source of giggling.

Time Breakdown

Laughter and Fun

Frustration and Rage

That concludes my Totally Reliable Delivery Service Platinum Trophy Review. If you enjoyed reading this review, please do let us know, it means the world to us when we hear feedback and we love engaging with people over the game we just platted. It’s basically the only thing motivating us at the moment!

You can follow us on Twitter @GetPlat and Instagram @platget where we’ll be sharing updates, upcoming reviews and general gripes about the games we’re working on so feel free to follow us or use it as another channel for feedback!

My Verdict:


The game is a great, yet silly, experience to have with a friend, and if you just so happen to both be Trophy Hunters, then it’s the perfect game for you! Especially right now when couch co-op is out of the window for most of us.


  • A lot of fun, especially with a friend
  • Up to four people can pop trophies at once, regardless of who completed the requirement.
  • Janky physics-centric gameplay makes for some unique and side-splittingly funny moments.


  • Wrestling with the controls is only fun for so long, improvements could absolutely be made.
  • Tasks the developers seemingly assume should be simple prove to be incredibly difficult.

Gold Trophy

We feel as though the developers under-estimated how frustrating their controls would actually end up being, but other than that and the frustrations involved, the game is absolutely a lot of fun.

About the Author

Totally Reliable Delivery Service 107

More fond of single-player experiences and story-driven games than anything else, TheDblTap has a keen eye for secrets and collectables, a skill which serves him well as a Trophy Hunter. However, with little patience and poor timing, he can struggle where MrZhangetsu would succeed.


By TheDblTap

An Aesthetic Masterclass in Animation and Music

Gris has been on my radar for months now. A frequently platted game which adorns r/trophies multiple times a week, It’s been sat in my wishlist waiting for me to get through the bulk of my to-plat list.

The beautiful watercolour art style is an instant attention-grabber and I’ve seen people use the word “beautiful” more than a few times when describing their experience with it, so just how many times am I going to use it in this review?

Gris Review

As an Art Piece

Gris is undeniably beautiful (yep, I said it already). Any individual with even a grain of creativity in their body will immediately be able to understand the effort which has gone into the visuals. 

Not only is the game astonishingly rendered with watercolour visuals, which shift and spread as though still wet and alive, but the animation in the game is also second-to-none. The animators went the extra mile to bring truly organic life into the game with movements that mimic air and water, every motion flowing smoothly to the next as though the game is just one big ballet and even the props are cast members.

A still image will never do justice to the incredible animation at play here.

To accompany this feat of graphic design, illustration and animation, a soundtrack crafted in perfect accompaniment will fill your head as you play through the surreal environments, setting the scene and conveying emotion where there’s none to be found explicitly. As somebody without knowledge of music theory or even just music in general, the only truly acceptable way to describe the compositions would be “beautiful”.

At pivotal moments in the game the music will swell and build with such gentle aggression that you begin to feel its impact affect you physically before it gently falls back into its comfort-zone of melancholic grace.

The art style evolves throughout the journey, too, as Gris (appropriately, this is the french word for “Grey”) collects more and more colours to add to the game’s watercolour pallet, bringing to life the different elements in the form of their natural colours.

The colour-less first stage.

Each world is further brought to life with little things. Little creatures which patter around and drop to a complete standstill when approached, or small effects such as the dust clouds which burst up from the ground when Gris jumps, or the way the audio becomes stifled when Gris drops into water but comes crashing back to life as she gracefully leaps out through the surface.

In a way, given the organic animations found in even the more inorganic things, and the way that things seem to spring to life when Gris draws near, it kind of feels like the world is interacting with you rather than you interacting with the world. It’s a strange feeling which helps to emphasise how surreal the environments are.

As a Game

So, I’ve established that Gris is a marvel in terms of art. As a standalone short film – perhaps even more than that – the project would still be an impressive artistic feat and would likely still pick up decent recognition and acclaim.

So does it need to be a game? Does it benefit from being a game at all?

In my opinion, not so much. The biggest reason I can see for this being a game is that they would simply receive more praise for doing it as a game. Making video games is hard. You’re not just trying to make music and animation and art, you need to make those things interact with each other, you need to be able to account for – and limit – all the things the player could do to ruin their own experience and you need thousands more assets and animations than you would for a traditional animation.

There are cutscenes in the game which show off it’s potential as a standalone short film.

That makes it more impressive. Take that and couple it with the fact that the gaming industry doesn’t have a huge repertoire of games like this, and it then begins to stand out much more than it would within the already very creative animation landscape.

Suddenly the game is winning awards and garnering a lot of following where maybe in the world of animation it would simply be a raindrop in the ocean.

In that respect, it would be easy to just call the game an interactive art piece, hardly a game at all… But that wouldn’t be fair.

The game plays out as a fairly standard platformer but as you advance, new mechanics are introduced and you’re asked to think about the world and the environments in a different way, to think about how you might be able to affect it to solve puzzles.

Can you see the solution already?

Forces of gravity and momentum are played with to a grand scale and puzzles often involve thinking outside the box. It is nothing too complex that it might become frustrating or ruin your experience and in the end, the solution ends up looking something like a dance of its own, as you jump from a pool of water to the ceiling and use red birds to launch yourself back to the ground, there’s grace and beauty to be found in every motion.

However, this grace can get in the way at times. For example, I found that the double-jump and glide mechanics focus too much on looking graceful, rather than being functional or practical. The timing feels awkward and unnatural when compared to other platformers and it can mean you have difficulty timing a particular jump in a jumping puzzle, sending you careening back down to the ground where you will need to start the process all over again.

This can cause the kind of frustrations that the developers clearly wanted to keep out of their game, all for the sake of a little more beauty.

As a Story-telling Experience

I will often avoid “artsy” indie games as they more often than not fall prey to a trope which I find particularly irritating, and sadly Gris is no exception.

I am talking, as you may have guessed, about having an “implied” story. I understand why this cliché is so present in indie gaming, as of course a team of talented artists, animators and coders shouldn’t be held back from creating something excellent just because they can’t afford a great writer or can’t pay a group of voice-actors to tell their tale.

However, as somebody who values storytelling in video games quite highly, it’s hard for me to simply turn a blind eye to this. Story-telling is, after all, why I am a PlayStation fan, it’s what originally won me over to the console family so I’ll often put a lot of weight on whether a game tells a good story and how it tells it.

The lack of explicit story doesn’t detract from the fact that there has been a lot of effort and care put into crafting a surreal and intriguing world to explore.

Most indie developers will just imply their story, though. They’ll tell you a bit of it through visuals, or small illustrations, or flashbacks or maybe even just abstract and minimalistic artworks, and the whole point is for you, the player, to determine for yourself what you think the story is about.

While this may be portrayed as a profound and lofty way to tell a story, leaving snootier gamers turning their noses up at those who say “I just want to know what the story actually is”, it comes off as lazy and half-baked. Like the developers had a good foundation for a story but didn’t want to put the time into fleshing that out and giving it more life.

So, while I was able to come up with my own interpretation of the story, my own ideas of what Gris is grieving and how the gameplay tells a journey of empowerment and recovery, I can’t help but feel like it would have all had much more impact if the story was just a little more set in stone, if her motivations were just a little more fleshed out.

Such is the snobby world of art though, I suppose.

My Gris Trophy Experience

My First Play-through

Gris isn’t a challenging game by any means, some of the puzzles can be tricky at face-value but once you get to grips with the mechanics involved, suddenly it and all related puzzles are so simple you don’t really need to think about them.

The only places I got caught up a little involved using the double-jump/glide across large gaps as I’d often trip up over the awkward timing and end up needing to repeat the puzzle.

Chapters get longer as the game progresses and all of them have “Memento” collectibles. Some chapters also have hidden actions to complete multiple times, such as knocking over all of the rock piles in chapter 2. I approached the game blind at first, without looking at the trophy list, and just sort of assumed what was needed.

Mementos Trophy. Those concentric circles are a collectable memento.

Finding the Mementos was obviously going to be a trophy, and I managed to get above half of them in each chapter. I also managed to complete some of the hidden actions because I was just naturally interacting with everything in every way I could.

By the end, I just needed to find some special birds in chapter 5 and collect the five stages of grief. I was a little surprised to have not found any of these throughout the whole playthrough, but luckily the game has chapter select so I jumped into there to clean up what I was missing.

Collectible Clean-up

Thanks to chapter select, clean-up was a breeze. What really took the most time was trying to figure out what was needed for the stages of grief in each level. Once I’d figured out they were mostly tied to statues of the girl in each stage, then I’d just try every command I could when stood by one until something worked. (We have a full guide for these here).

In one level I only needed 2 Mementos which weren’t far from a chapter select checkpoint, so I took the risk here to leave the stage without finishing it to see if that progress would be saved, and it was. This made things even quicker, knowing that once I had all of the optional collectables, Mementos and the stage of grief from each level, I could just hop out of there without any consequences and jump straight to the next level I needed to finish up.

Since I already knew the solutions to all the puzzles from my first playthrough, I was getting through this stage of the journey at a decent speed.

There was also one last secret to find in the hub temple. It’s not difficult to find, so look closely!

All in all the game took around 5 hours – maybe less – to plat and it was indeed an enjoyable and pleasant experience, definitely one I would recommend.

Time Breakdown

First Playthrough

Chapter Select Cleanup

Gris Trophy Tips

Notes about Chapter Select

Luckily nothing in this game is missable thanks to Chapter Select. Unfortunately you can’t go back to each area with your new abilities, simply due to how much the environments change as you progress, but it is good to know you can simply go back.

Each chapter has 3 parts which you can select to return to, the one at the top will always spawn you standing right outside the door to the stage from the central hub/temple thing.

Here’s the Chapter Select screen.

This is, unfortunately, the only way to track which ones you need, so it might be helpful for you to keep a notepad nearby in case you need help remembering.

It’s incredibly useful to note that you can leave a chapter once you have what you need. You do not need to finish a chapter for your collectible to be saved. Just grab what you need and then feel free to Chapter Select out of there to the next area.

Note that Chapter 1 has 2 Mementos in it, but don’t waste your time trying to find the second one just yet. Return to chapter one (by physically walking there at the temple, not with chapter select) once you have the ability to swim underwater, and then start swimming left, you’ll find it easily enough.

Stages of Grief Guide

The game’s platinum trophy is very easy to acquire, but there is just one set of collectibles (amounting to 5 trophies) which are pretty difficult to figure out. If you are struggling with this then we do have a guide for that right here.

That concludes my Gris platinum trophy review. If you enjoyed reading this review, please do let us know, it means the world to us when we hear feedback and we love engaging with people over the game we just platted. It’s basically the only thing motivating us at the moment!

You can follow us on Twitter @GetPlat and Instagram @platget where we’ll be sharing updates, upcoming reviews and general gripes about the games we’re working on so feel free to follow us or use it as another channel for feedback!

My Verdict:


Now is a perfect time to escape from the current stresses in the world and relax with a game both beautiful to look at and listen to. As an added bonus, the trophy list is short, sweet and simple. Get stuck in and immerse yourself.


  • Visually gorgeous
  • Audibly beautiful
  • Simple and relaxing gameplay


  • Story is insinuated as with any indie game (personal gripe)
  • Double-jump mechanics are fiddly

Gold Trophy

The game suffers from some Indie game clichés which knock it down a peg in my opinion, but you can’t deny the beauty to be found in every corner of the screen at any moment.

About the Author

Gris 124

More fond of single-player experiences and story-driven games than anything else, TheDblTap has a keen eye for secrets and collectables, a skill which serves him well as a Trophy Hunter. However, with little patience and poor timing, he can struggle where MrZhangetsu would succeed.

Oceanhorn: Monster of Uncharted Seas

By TheDblTap


Oceanhorn is a popular Mobile game which has since been ported to multiple platforms, including PlayStation 4. At the time of writing, the game is on sale on the Playstation Store for £3.99

While the game received critical acclaim, and I’ve seen more than once people praising it for its gameplay, it has all been heavily inspired by another franchise, leaving me wondering if it really deserves that praise…

Oceanhorn Review

A Link to the Past

The game follows a young boy, bound by destiny to become the world’s hero, he ventures out to save it from a dark power vying for control. Meeting a distrusting fish-man race and some humanoid avians along the way, our silent hero will fight through dungeons by collecting keys, opening chests, completing puzzles and beating down bosses. And who knows? Maybe he’ll even bust down a few walls with bombs to collect heart pieces and secrets along the way.

Sound familiar?

If you have ever played a Zelda title, it most likely will. The game relies heavily on previously-built foundations from one of Nintendo’s most successful exclusive franchises. The gameplay, combat and story aren’t the only things mirroring the popular Zelda franchise either.

Enemies are very clearly just re-skinned Zelda mobs and the island-hopping adventures of Oceanhorn’s hero are an obvious and very strong nod to the Legend of Zelda’s Windwaker game, even the character’s blue shirt is a brazen clone of Link’s.

I mean, could it be any more obvious what they are trying to do here?

Now, I can’t really blame the developers here, it’s long been known that those without access to a Nintendo console, or even a desire to own one, look for alternatives which can be played on their console of choice, and the Oceanhorn devs were careful not to miss a single one. So why does it irk me so?

One might expect that when a developer clearly rips off another franchise in this way, it would be because they have some idea to make it better, some way to build on the reference material to show how they think it should be done. However, Oceanhorn, when compared to the Zelda titles, is a poor imitation at best. They haven’t added anything new and exciting to the mix and haven’t really changed the formula all that much. Even the parts they copied haven’t been done in a better way.

The game does have a cute little sense of humour, though.

Zelda games are exciting for the challenging puzzles and insanely well-hidden and rewarding secrets dotted around the world. Oceanhorn has puzzles and secrets too, but the puzzles are laughably easy to complete and the secrets might as well have a huge sign pointed at them to say “SECRETS HERE! COME GET YA SECRETS!”. 

Even the story in Oceanhorn, which is arguably it’s only unique trait, is not anywhere near as fleshed out as a Zelda game’s would be. There’s a singular event which the whole world revolves around and with it comes a very shallow pool of lore which isn’t all that explorable in the slightest. While this can be said of Zelda games too, at least there is some effort put into each race’s own culture and that really goes a long way.

When your models look like this on a HD TV I don’t know if cutscenes are the best way to tell your story…

All this goes to show me that the developers didn’t care about creating something new and unique, they just wanted to cash in on a gap in the market, and it’s all I could think throughout my playthrough. Despite this, I see this being the very reason the game is given high praises on the internet. You’d be hard-pressed to find any piece of journalism or player’s opinion which doesn’t mention the game’s similarities to the Zelda franchise, but in a good light as though this is an exciting thing. 

Do we not reward creativity anymore? Is the key to success simply copying what works? I mean, sure, I loved A Hat in Time which was very heavily inspired by Mario games, but it didn’t scream it at you, and it had some very unique and interesting mechanics to set it apart.

I’ll leave it at that, anyway, something for you to think about. On to the game…

Our Hero’s Journey

Oceanhorn opens with credit given to the musicians and composers who put together the game’s excellent soundtrack and there certainly is no denying that it is one of the game’s strongest features. The music is diverse, beautiful and filled with emotion. It really brings each island to life.

Accompanying the game’s score is a very charming art style which brings the retro, tiled level design to life in 3D, spicing things up with a three-quarter camera angle.

Retro, reimagined.

Speaking of which, the camera cannot be moved. Which I find to be a bit of a shame. Full 360 control of the camera would have opened up many more possibilities in the way of secrets and really helped to bring the environments to life.

While the painterly textures and Windwaker-inspired architecture bring a cutesy sort of charm to the game, the character models are undeniably goofy. I can see an attempt to stylise the human form in order to reduce polys for mobile play, but there exists a level of uncanny-valley eeriness to each malformed figure which is hard to overlook. And even despite it being a high definition port, the characters all have an ugly texture seam down their centre which is certainly impossible to ignore during many of the cutscenes.

As the story develops, our character learns of Oceanhorn, a terrifying living fortress controlled by the powerful mage Ganondorf Mesmeroth, and how the lives of his Mother and Father are mysteriously related. Wanting to – presumably – find and see his Father again, the hero sets out to sea, in order to collect the three pieces of the triforce emblems of power.

Crossing the ocean is not a manually controlled process, and you cannot actually explore the ocean. Instead, you find out about new islands from books, washed up messages in bottles and by speaking to NPCs. Once you learn about a new island, you can select it from the map of the Uncharted Seas and then your boat will automatically sail there, allowing you to shoot at nearby boxes, barrels and Octoroks totally original rock-shooting Octopi.

The knock-off Octoroks do appear on land too.

Each island has its own miniature storyline and objective, ultimately either leading to one of the emblems of power, an island, or some neat, optional new ability to aid in your quest.

Puzzles, Secrets and Challenges

Puzzles in the game often involve pushing blocks around, without much of a challenge. In fact, more often than not. As you make progress and unlock tools like the Trencher boots which allow you to jump, the bow which lets you hit far away targets, or spells to let you freeze things or light them on fire, the puzzles become slightly more diverse but no more difficult.

I will concede that one island in particular – the Island of Whispers – is much more fun than others as it offers some actual challenge in its puzzles and can take a good chunk of time to complete.

The puzzles can often become incompletable if you move the wrong block too far, but there’s usually a blue reset button nearby which will rewind time and place the puzzle pieces back in their original place.

One such blue button.

Secrets come in the form of chests which can contain money, items, experience gems or hearts. The items are pointless as the game will immediately tell you it’s sale value and then give you that much money begging the question as to why they’d need to bother with items at all. 

Secret locations will often contain a bloodstone in lieu of, or as well as, a chest. Bloodstones are the game’s collectables and there are a total of 55 – which you’ll certainly be picking up if you’re after that platinum trophy.

Finding a secret location usually involves nothing more than blowing up a wall with a bomb, though these bomb walls are typically quite obvious, either by being only one tile thin or having a typically bomb-able object nearby to entice you. However, there are a few locations in the game where once you figure out it’s bombable you’ll be asking yourself how anyone could have guessed what was needed there.

Secrets, such as the chest shown above, will often request that you sacrifice progress, too, forcing you to return to the start of a dungeon in exchange for it.

In addition to each island’s completion percentage, which is tied to the collection of bloodstones and the opening of chests, each island features 3 challenges. These challenges are not entirely trackable, however. For example, one challenge requires you to kill 50 skeletons, but there’s no way to see how close you are to completing it.

Oddly, the challenges, while displayed 3-at-a-time on each island, are not tied to that island. For example, one island asks that you kill an enemy by pushing a block into it, but you can do this on any island and still receive the experience for completing it.

I have to wonder why they would choose to do things this way rather than just having an in-game journal through which you can track trophies. You’d think maybe it was done this way to slowly drip-feed challenges to the player but it serves only to reveal them as you progress as you can still complete challenges you never knew existed. Additionally, trophies are tied to the game’s challenges meaning that a quick check of the trophy list will reveal the challenges to you before you even begin to play.

This is evidenced by most of my trophy screenshots having a challenge completion pop-up at the top.

Overall the game offers a decent but very basic Zelda experience, which is enough to keep you entertained for a few hours and is quite reasonably-priced at the moment. Although I’d hesitate to pay the full retail price for it.

My Oceanhorn Trophy Experience

Casual Play

Having seen that the trophies were tied to in-game challenges, were not missable, and wouldn’t provide much difficulty, my aim was to simply play through the game, completing most challenges naturally but taking the opportunity to complete a more specific challenge should the opportunity ever present itself.

Playing through the game, I was careful to collect any coins I saw as I knew I would need to eventually have 2,000 for one particular trophy. I was also actively killing any enemy which would approach me so that I could collect the experience they drop. For one trophy I would be asked to reach level 16, which is a total of 10,000 exp. 

Experience drops from enemies and breaking some destructible objects, usually no more than 10 exp at a time. However, some chests would contain hundreds of experience points and completing challenges was the best way to gain experience.

I didn’t actively go after collectables or secrets for a large majority of the game, after identifying that some would require revisiting an island after getting more of the spells, tools, and abilities.

Using spells sucks, by the way, as you’re forced to use an on-screen cursor to select your target.

Once I reached the end-point of the game and was being told to go and fight the last boss, I took the time to explore the rest of the world and start going after challenges and bloodstones actively…

Before it’s over

On my list to do before going to fight the last boss (which is not required for the platinum, by the way) was to kill all enemy types which still needed farming, ensure I’d visited every island, attempt to collect every bloodstone, and spend my 2000 coins at the shop. I decided I’d leave fishing and reaching level 16 for last.

I discovered that there was just one Island I’d never visited, the Island of Whispers. There was a somewhat confusing but short puzzle ahead of finding it, but once I had, I went on my way. There are no bloodstones on the Island of Whispers, instead, there are Cursed Skulls to collect, which will give you hints as to other collectables on the island, or ways to progress with its miniature questline. 

There is a neat cutscene upon collection of each skull, but it takes too long and doesn’t change for any of the 10 skulls so I obviously started skipping them.

The Island of Whispers is one of the most fun parts of the game and can take up a good couple of hours, though it was clearly an afterthought as it is not tied-in with the rest of the game in the slightest.

Collecting the bloodstones was a bit of a chore at first, with some bloodstones on Bomb Island and the Great Forest taking longer than I would have liked to find. However, once I was confident I had them all (I was wrong), I assumed the remaining few would be on the final island with the boss, so I headed over there to kick its metal tukas.

The final boss fight was pretty easy, it took only a few attempts, but the second round was confusing and I wasn’t sure what I needed to do. It certainly wasn’t hinted at. I kind of like that though, it’s probably the truest to Zelda the game had ever been. In the end, the solution was simple, making the second part of the boss fight even easier than the first.

Annoyingly, I was kicked to the title screen after completing the game, and when I loaded my save it was not a continuation, I was instead placed before the boss again. “Oh well,” I remarked – to nobody in particular – as I spun on my heels and left the dungeon. Just three trophies to go…

Finishing up

To secure that platinum I just needed to do 3 things;

  • Finish collecting Bloodstones. After collecting all of the Bloodstones on the final island, the trophy didn’t pop, which worried me at first but when I checked how many I had it said 53. So naturally, I told myself only a psychopath would put such a weird number of collectables in a game and assumed I was either missing 2 or 7. 
  • Reach level 16. I was level 15 but still had only about 40% of the exp towards the next level.
  • Catch one of every fish in the game.

So I was pretty close, and about 10 hours 30 minutes into my platinum journey I was pleased with progress.

First up I figured I’d do some fishing. I already had a Blue Fin, a Sol Fish, a Goliath and an Arkadian Pike from randomly fishing at certain points throughout the game so there were only 3 I was missing. The Fireback was super easy, it was the first fish I found when I went fishing in the Reef so that was a nice quick and easy one off the list.

Next, I headed to the Graveyard in the hopes of finding the Ghostfish, where else would it be?

It caught 11 fish before I found the Ghost Fish. I knew I’d found it because some text appeared on-screen saying the controls were flipped!?

It took a little while to get used to the flipped controls, they were really messing with my brain for a hot second, but once I started focusing on the fish instead of my fishing rod, and just pushing in whichever direction the fish was headed, it became much easier for my brain to accept. Luckily, I managed to catch it first try, which is good because I really didn’t want to have to catch another 11 fish for it to appear again.

That Ghost Fish is a spooky boy.

Lastly was the Botfish, which is only found on the last island, which makes sense as there are a lot of robots on that island. I found one immediately which surprised me, but I soon found out they’re the only fish there.

I think now would be a really good time to mention how much fishing in this game hecking SUCKS. I haaate it. I hate it so much. You basically push the thumbstick in the opposite direction of the fish’s movement and do that until its strength is depleted. Which is all well and good but the fish are so god-damn erratic! It’s totally random and because of this, some of the fishing attempts can take forever. 

After a good long wrestle, the fish can often randomly speed off the side of the screen before you have chance to react and then they escape, meaning you wasted 5 minutes wrestling a fish you didn’t catch anyway. It’s a nightmare.

Well, this fish takes the horrible fishing mechanics and turns the frustration from a 7/10 to a 100/10. As I said earlier, a fishing attempt can take a really long time due to the erratic randomness of the fish’s movements, and there’s nothing you can do about it. Well, this delightful fish electrocutes you every couple of seconds taking off half a heart of health every time. 

The fishing minigame

So, yes, you need to catch the darn thing before it can kill you. Since you need full health to have even a microbial chance of catching it, and you only respawn with 3 hearts every time it kills you, before you can catch it you have to use magic to heal yourself which uses mana. 

So every time you run out of mana, you’ve got to farm the two nearby bots for ages until they drop mana so you can heal yourself, or drop enough health – one heart at a time – that you’re back up to full health. And all so that you can just try and catch this fish again which is more than likely just going to kill you again or escape, leaving you at low health for the next attempt. It’s infuriating, to say the very least. 

It does end up mostly being luck. My assumption is that smaller fish have less strength, so you want to get lucky enough to find a small Botfish so that it is easier to catch, but also hope that RNG holds out for the entire attempt and the fish stops zipping around in the water for long enough for you to catch it.

Over 20 attempts later (I lost count), I finally caught one. 

With that out of the way, I went to every single island in the game, in an orderly left to right, top to bottom fashion, skipping any islands which were already marked with 100% completion. I eventually discovered I was missing bloodstones on both Bomb Island and Great Forest (exactly the two I mentioned struggling with, and this is why). It took me a good 20 minutes per island to track down the last two and they were hidden behind some pretty obscure bomb walls.

I didn’t even need to break this bomb wall, I noticed I could hit the stone through it.

Having Collected those, by some grace of the gods, this gave me just enough exp to reach level 16 and so I got both my remaining trophy and the platinum!

The game was an easy plat overall but that one fishing trophy was really starting to get to me. And right after I’d just had the worst time platting Patapon, too.

Time Breakdown

General Exploration

Following the Story

Hunting Down Bloodstones

Monster Farming


Oceanhorn Trophy Tips

No Challenge – Tips for a simpler run

The main idea here is to just complete the challenges. You don’t even need to beat the game if you don’t want to, but you will definitely want to be working on challenges as soon as you can. There are a few things I recommend do to make things as quick and easy as possible:

  • Buy the Ancient radar from the shop as soon as you can. It costs 500 coins and will tell you how many Bloodstones are on an island. It will also let you know when you’re near one. With this, you’ll be able to get a head start on your collection while you roam around the various islands and save yourself some time later.
  • Don’t actively bother with collectables until you have the Trencher’s Boots. Any of the secrets in the game not hidden behind bomb walls will require you to be able to jump, which you can’t do without the Trencher’s Boots. So there’s not much point trying to 100% each island until you have those. Once you do, you’re fully equipped to get all secrets, so go wild!
  • Don’t let any coins slip by you. You need 2000 for one of the trophies and while it might not seem like a lot, it is. Make sure you collect any coins dropped by monsters or breakable objects.
  • Don’t let any exp slip by you. You will need 10,000 exp and so just like the coins, make sure you’re collecting any that you see. 
  • Kill all the monsters you see. Not only will they give you valuable experience, coins and items, but there are trophies for killing a certain number of some monsters but also for killing one of every monster.
  • Optionally, you could ensure that you fish at least once or twice per island, rather than doing it in one long frustrating bulk effort, which is likely to make the experience more bearable.

Money, Money, Money – Farming Coins

The best place to farm coins, I’ve found, is in the open waters. Any time that you sail between two islands, you’ll come across boxes, barrels, mines and octopi you can shoot with your onboard gun. Not only will you get a lot of coins this way, but you will also gather up quite a bit of exp too!

It’s as if the game wanted me to have evidence!

If you set up a journey from a corner at the bottom to the opposite corner at the top, and vice versa, you’ll pass by a lot of shoot-able objects on your way and collect a lot of money and experience. It really is the best way to farm money.

Off the Hook – Fishing Guide

For those struggling to find certain fish, I put together this mini list of fish locations for you, which includes rarity and catch difficulty:

  • Sol Fish – Found everywhere, very common, very easy to catch!
  • Blue Fin – Found everywhere, annoyingly common, a minor challenge to catch.
  • Fireback – Found at the Reef, Riptide Reef, somewhat common, a minor challenge to catch.
  • Arkadian Pike – Found on Island of Whispers, Gilfolk’s Drop, and Graveyard Isle, uncommon, but rare on Graveyard Isle, annoyingly tough to catch.
  • Goliath – Found in Tikarel, Riptide Reef, Great Forest, rare, not hard to catch but has a lot of strength.
  • Ghost Fish – Found on Graveyard Isle, rare, hard to catch, flips the controls. You will know when you have it on the hook because some text will indicate that the controls have been flipped. If you’re struggling to adjust to the flipped controls you can focus on the fish rather than the rod like I did, or maybe flip the controller.
  • Botfish – found at Arkadian Ruins, common, extremely hard to catch. It electrocutes you for half a heart of damage every couple of seconds or so. You will need full health before attempting, there is no method for making this easier, just pray for a smaller botfish and good luck!

Knocking Skulls – Enemy Farming

There are three trophies I’ll help with here, two of which require you to kill 50 of a certain enemy type:

Still Going

Smash 50 Skeletons to pieces.

You probably already killed many of these on your adventures, so likely won’t need to kill to many more.

This one is best done on the Graveyard island, as you might have already guessed. In the far left corner of the island, where the entrance to the dungeon is, you’ll find three skeletons which spawn fairly frequently. On the opposite side of the right wall in this area, there is also another which spawns. So, you can kill the three here and then leisurely make your way over to the fourth I just mentioned, and hopefully, by the time you make your way back the initial three should be ready to spawn again. 

Here’s where the group of three skeletons spawn.

Simply do this for about 5-10 minutes and you should have the trophy in no time.


Kill 50 Spawn.

Spawn are the robotic spider creatures which you should have fought a few times by the time you’re ready to farm out this trophy. There are actually quite a few on the final island, but I farmed this one out before I’d even visited the final island. Here’s how:

On the Sky Island, when you head into the Deep Core area, there’s a pit near the entrance just to the left of the boss door. In here, two Spawn will… Uhh… spawn. Drop into the pit, kill them, and then head back towards the entrance of the dungeon. Then head down and to the right once you reach the crossroads, and use the ladder on the catwalk to reach the upper floor. 

Head past the fire-breathing statues and go up and to the right once you reach the laser-beam-tower-thing (you’ll know what I mean). Head through the door here and follow the path around the corner to find three more Spawn… spawning.

Now, bounce back and forth between these five Spawn to get the trophy in a maximum of ten trips, although you will certainly have defeated a fair few already, reducing the number of trips it will take.

Here’s where the group of three Spawn spawn.

Hat Trick

Kill three enemies with a single sword blow.

This trophy can certainly seem tricky but it can be really easy.

Before attempting it, I recommend waiting until you have the stronger sword you will acquire a bit later on in the game as this will make the trophy infinitely easier. 

Then, once you have that, head over to the Graveyard isle. Leftward from your boat, you will find a Cepede running around – a large centipede made out of turtle-like shelled critters – and it just so happens to be three enemies long!

Now, it shouldn’t attack you if you don’t get too close, so do your best to try and position yourself adjacent to it while holding to charge up a spinning attack (yep, just like in Zelda). Once you’re confident you’re positioned well enough to hit all three, let loose!

Just like this!

You might need to be positioned somewhere adjacent to the mid-point between the first and second critter in the Cepede train, as it will actually be the second rotation of the attack that kills them and you’ll need to make sure you’re still going to hit them with that.

If you don’t manage it on your first try, not to worry! Go and farm some skeletons or something for a second and then come back to it once it has respawned.

My Verdict:


Oceanhorn is okay. While it pales in comparison to the franchise it’s frankly ripping off, it offers some fun moments with a few challenges along the way. With only a couple of trophies posing any difficulty and a short time-to-plat, why not get stuck in?


  • Fantastic music
  • Charming texture-work
  • Diverse and interesting locales


  • Clearly a mobile game port
  • Falls flat in moments with the most potential
  • Zero attempt to hide its goal of cashing in on an existing franchise’s success.

Silver Trophy

I can’t help but wish this game was more than a mobile port. With a lot of potential and a great (stolen) foundation to build upon, the game is surprisingly standard without much to make it stand out.

About the Author

TheDblTap is fond of single-player action and adventure games as well as the odd collect-em-up or RPG. He thinks FPS games are stale and repetitive and has little patience for gunfights which are too drawn-out. Originally a Nintendo gamer, the PlayStation line of consoles quickly took their grasp as he fell in love with Sony’s gamer-centric approach and – eventually – collecting shiny, shiny trophies.

With a keen eye for secrets and treasure, TheDblTap’s play-style often benefits him as a trophy hunter, but as someone with poor timing, he struggles with more skill-based combat trophies…

Pantsu Hunter

By TheDblTap


Pantsu Hunter is a point-and-click adventure game of sorts, in which you follow the story of Kenji Kojima, a young lonely fellow who seems to believe he has some special knack for understanding girls by looking at their panties.

Obviously, that’s his way of excusing away the fact that he’s a pervert, but there you have it.

With this bizarre title, my pervert saga continues as I work my way through a selection of somewhat-adult games in my plat list. Also, check out Pervert Saga Part One: Senran Kagura Burst: Renewal

Pantsu Hunter Review

Throughout the majority of this game I had to keep asking myself; what am I missing?

I just don’t get who the target audience is. The only lewd graphics you see are the actual “pantsu” except from a single illustration of the game’s four girls in bikinis at the beach, which I wouldn’t really call lewd. So, seemingly, the game isn’t aimed at people seeking an adult gaming experience…

Pantsu Hunter 159

Oh boy, Pantsu! How exciting…

Surely, then, it’s for people looking for a wholesome story experience?

Fat chance. The protagonist’s goal isn’t to get into a relationship, as some of the game’s bad endings actually involve the protagonist “getting the girl”, as it were. Not to mention the fact that the story is poorly written, riddled with spelling and translation errors, and hardly makes sense.

The game’s shining, glowing, burning saving grace is the art style. For whatever reason, the game’s development budget must have gone 1000% into creating the graphics because they’ve done a phenomenal job of bringing that 90s anime style to life, and it is such a pleasant aesthetic. Everything’s kind of cosy in a way, if that makes sense?

Pantsu Hunter 160

Ignoring the dialogue, the art’s pretty cool, right?

It’s extremely reminiscent of the lo-fi/vaporwave music trends we’ve seen in recent years which are often accompanied by 90s anime graphics and loops. This is probably where the sense of cosiness comes from.

Even so, the graphics are scarce and they will often avoid doing an illustration to show what’s going on in the room as you might usually expect from this type of dating-sim-like game.

Pantsu Hunter 161

Oh… Okay. Didn’t, uh… Didn’t fancy drawing anything here, then?

Okay, then if we assume the graphics aren’t the game’s selling point, then it must be the gameplay right?

The gameplay consists of going to each girl’s home under false pretences so you can proceed to rummage about in their belongings and attempt to acquire their underwear. The underwear is often hidden under extremely obscure circumstances and the puzzles are more just clicking randomly until something happens as there are hardly ever any contextual clues to help you find the ideal solution.

One example is in the first stage where you need to check out your reflection in the mirror multiple times until Kenji finally realises he can see panties behind him in the reflection. 

This isn’t shown in the scene on-screen and there is nothing to hint at their whereabouts, you just have to guess that clicking the mirror a lot might make something happen.

There are also a lot of ways to fail a level. Even just accidentally clicking on a chair can mean a total restart of a stage, which is simply just irritating due to the lack of checkpoints and the frustratingly bizarre solutions to practically every puzzle.

Pantsu Hunter 162

Man… I have colleagues who read my website. What am I doing with my life?

Can I also just give a shout out to the voice-actors of this game. They are clearly native English speakers and so they do their best to make sense of the script, dodging spelling and grammar errors, but sometimes they have no choice but to say something very dumb and by golly, they do it anyway!

In summary, the puzzles are bad, the story is poorly written, the lewdity of the game is almost non-existent and the art is okay. Therefore, I have no idea who this game is for.

What I do know, is that it’s not for me. It was boring to play and only fun to look at for the first few minutes or so. I’m glad it was a short platinum – at around 5 hours – because I wouldn’t have liked to spend more time on it.

It can actually be funny at times, with the awful translation being so bizarre, such as Anko shouting “Today is Football!” at you, but none of it is intentionally funny, so no extra points there.

Strangely enough, I have actually enjoyed this game before playing it. I’m a huge fan of the YouTube duo “Game Grumps” and their playthrough of the game was hilarious, so check that out rather than playing it if you’re desperate to see what the game is like.

Pantsu Hunter 163

I liked the art style enough to try it out. Here’s a poor attempt at Chloe Frazer in the Pantsu Hunter 90s anime art style.

My Pantsu Hunter Platinum Trophy Experience

Having seen the Game Grumps play through the game a bit, I had some idea of the right way to complete certain stages but some of the trophies required me to not only correctly complete a stage but also fail it in every possible way. 

Basically, my whole approach to the game’s trophies was to start a stage, trial and error my way excruciatingly through each stage, repeating the same dialogue over and over until I reached the “True Ending”. From there I’d attempt to get every pair of undies until I had them all.

Pantsu Hunter 164

I’d make a pantsu vending machine joke but this game isn’t even Japanese!

For some girls, there was a trophy for getting all the pantsu in one run, for which I’d go back through and use my knowledge of where they are to figure out the best way to get them in a single run. Then all that was left was to get every possible bad ending.

This was just as irritating as the rest of the trophies as I had to go through the same dialogue options over and over. For example, there are a lot of ways to fail once Haruka is out of the room in the first stage, but to get her out of the room you have to choose the right dialogue option twice, then click on the TV a certain number of times (with dialogue between each channel switch) until an advert for detergent comes on. This will remind her to check her laundry in the other room. Then you can click on whatever is undoubtedly going to kill you or something, just to do it all again. It’s just not fun, there’s no gratification.

Pantsu Hunter 165

At least there’s a trophy for dying 70 times!

It could be slightly improved by adding some sort illustrated still of the events which happen after you fail, but there’s no such thing. Nothing but a block of text in wildly varying font-size explaining why it’s a failure… Sometimes, these “bad endings” could be perceived as a good ending, too, it’s thoroughly bizarre.

Pantsu Hunter Platinum Trophy Tips

I would suggest you do not try to plat this game. 

But, if you don’t care about fun and just want to bump up those platinum trophy numbers, it is definitely a quick and easy game, it just feels like a chore.

Still determined? Okay, I may have a tip to help you out:


This is the biggest and best tip I can ever, ever give you for this game and I wish that somebody bestowed the information upon me too.

Holding will quick-fire skip through all dialogue in a scene and it will stop skipping once you need to make a dialogue choice. It’s an absolute life-saving ability and, you know what?

I didn’t figure it out until the very last level. It honestly takes so long to get all the other endings that knowing this trick from the start would have taken at least 2 hours off the total time it took to plat.

If the trick isn’t working for you, it’s probably because a character is currently speaking. You need to wait for the current dialogue to end, then if you hold you’ll just fly through the dialogue until you can interact again. Meaning you don’t have to sit through the same dialogue over and over again like I did!

My Verdict:


I definitely wouldn’t recommend platting the game, getting all of the endings takes a while and is an extremely boring process. Playing the game is hardly even worth it either, though, as it’s quite boring.


  • Cool 90s anime art style
  • Voice-acted by people who try their darnedest to ignore the spelling and grammar mistakes in the English script.


  • Irritatingly stupid puzzle solutions
  • Poorly translated dull dialogue
  • Very boring grind for endings if you want to get the trophies.

Bronze Trophy

Honestly, if the art style wasn’t good this would have no trophy reward at all. So they get a bronze for the art, that’s it.

About the Author

TheDblTap is fond of single-player action and adventure games as well as the odd collect-em-up or RPG. He thinks FPS games are stale and repetitive and has little patience for gunfights which are too drawn-out. Originally a Nintendo gamer, the PlayStation line of consoles quickly took their grasp as he fell in love with Sony’s gamer-centric approach and – eventually – collecting shiny, shiny trophies.

With a keen eye for secrets and treasure, TheDblTap’s play-style often benefits him as a trophy hunter, but as someone with poor timing, he struggles with more skill-based combat trophies…

Donut County

By TheDblTap


Donut County is an interesting game, similar to Katamari – one of my favourite games – in that you must collect items to become larger, allowing you to collect larger items.

BK, a Racoon, is the proprietor of a Donut shop in Donut County and takes orders for Donuts via an app. However, when customers order a donut he sends a small hole in the ground instead. This hole in the ground, controlled by you, will then begin swallowing objects around their home until, ultimately, it swallows their home and everything around it.

His friend Mira is on to him though, and isn’t too keen on her friends being swallowed by giant holes.

Donut County Review

The mechanics of the game are very much based on Katamari, which as I said, is one of my favourite games.

I wasn’t too sure about this game at first, I am often distrusting of Indie games, especially ones which are said to be less than 2 hours of gameplay and cost upwards of £5, but I went for it anyway. I’m going away for Christmas and wanted a nice short game I could plat and review before I leave my Ps4 behind for 2 weeks.

The game was £10 from the Playstation store and I’m pleased to say that, while I am apprehensive due to the amount of gameplay I got out of it (around 2 hours), I’m glad that I paid so much for this excellent game so that the developer, Ben Esposito, can make the most of it with whatever their next excellent game will be. 

In terms of quality and fun, the game is more than deserving of the asking price.

The humour is reminiscent of other popular indie games such as A Night in the Woods and Undertale.

Many of our readers will know by now that I have a hate-hate relationship with Indie games and it’s rare that I will find one which is well-produced enough for me to say I enjoyed it, or even stuck around to finish it. This is one of those rare occasions.

The graphical style of the game is low-poly, simple, and extremely charming. Each minimally-detailed model is equipped with just enough charm to put a smile on my face and put me in the right mood for the comical, relaxed and strange game which lay ahead of me.

The story revolves around the citizens of Donut County and how their lives have been affected by BKs addiction to his hole-making app, desperately trying to reach level 10 to unlock a “Quadcopter”. The citizens sit around a campfire, 999 meters below Donut County, each recounting the tale of how they ended up down there, with BK denying he ever did anything wrong, twisting the tales to seem like a good thing.

Our bizarre cast find themselves stranded far underground.

The gameplay is very simple. You start off as a small hole and you must position yourself below small objects to have them fall in. with each object, the hole gets bigger, until it’s big enough to take bigger objects…

Okay, stop. Stop giggling.

I’m aware of the plethora of double-entendre here, but what do you want me to do? How else could I possibly describe it? You’re just going to have to be a big boy (or girl/other) and get your mind out of the gutter.

Nothing rude about it, see?

With each level there will be a main large object which your goal is to collect, although sometimes the goal is just to collect everything. Completing the level will reward you with a little more of the game’s nonchalantly bizarre story before plunging you into the next stage.

The story took me about an hour and a half, but it would probably have been a lot quicker if I wasn’t taking the time to soak in all of the quirky dialogue.

My Donut County Platinum Trophy Experience

To start off, I just wanted to experience the game. I knew it would be short going in, and I wanted to be relaxed and casual about playing it, rather than tracking my trophy progress and trying to get them all in one run.

The puzzles often have simple, but unexpected solutions.

I played through the game’s story, taking it all in as the hole I was controlling took everything in too. There are a fair deal of story-related trophies so I didn’t really need to worry about too much, I just tried to ensure I collected every item for the Trashopedia. I did manage to get a few missable trophies on my way through, too, such as “Gamer”, “Pyro” and “Disrespecter” but I wasn’t too worried as I knew there would be a level select allowing me to easily mop up any remaining trophies afterwards.

All in all I had a lot of fun with the game, it put a smile on my face multiple times and the simple style was very pleasant to look at.

Donut County Missable Trophy Guide

There aren’t too many missable trophies in Donut County and you can always go back and get them all later via the level select, but I figured I’d write up some tips and I even took some video clips to help out with a couple of the trickier trophies.

Nerd Complete the Trashopedia

I actually got this on my first run. If you just ensure you’re going through each stage methodically, collecting everything in size-order you’ll be pretty much guaranteed this trophy. Then, all you need to do is open the Trashopedia from the game’s main menu and, if it’s full, the trophy will pop once you back out of it. 

According to Google, trashopedia entries will be greyed out if you don’t have them, and you’ll be able to see which stage you can get that missing item in.

The trashopedia is well worth actually reading, as the developer put a lot of effort into making the entries quite funny.

Quack Enthusiast Quack 100 times.

This one’s pretty easy. At the start of the game you will be in Mira’s trailer, talking to BK on her phone. There are two options on the phone, a Reply button and a Duck button.The duck button is what you need for this trophy, just start masing with your cursor over it until the trophy pops. The game will occasionally stop you from pressing any more Quacks until BK has replied with a Quack or three of his own before you can continue Quacking back.

Just keep Quacking wise at the Quack of dawn with your Quacking good buddy until you see that Quack Enthusiast trophy adorn the corner of your screen.

Pyro  Set Pepper’s trailer on fire.

In Pepper’s level (Level 7 – Joshua Tree), there will be a crow stood on a barbecue. When you go near him, he kicks coal on the ground for you. To complete this trophy, first get the Campfire into the hole and it will then begin smoking with an orange glow emitting from it. If you swallow some coal after that, flames will burst from the top of the hole for a second or two.

Let it all burn!

You need to use these flames to burn down the trees in the area otherwise you can’t gather them up. But for the trophy, you will want to set Pepper’s trailer on fire in the same way.

Music Lover Finish Gecko Park without collecting the radio.

This is self-explanatory. In Level 9, Coco’s level, ensure you eat everything except the radio, even the box it is on. In order to avoid collecting the radio when you get the box, move the hole underneath it in one quick motion while you’re still quite small. This will knock the objects flying and you’ll be able to get the box without the radio.

Remember you will also need to ensure you eat any foliage, including blades of grass, in the garden too. The level will end without you collecting the radio, just ensure you get everything else.

If you do this in your first attempt at the level, you may need to come back and replay the level, collecting the radio this time in order to add it to the trashpedia.

Egg Breaker Break 3 dozen eggs.

During level 10, Chicken Barn, once you’ve got the rooster up into the second floor of the barn, the camera will move to the right-hand side of the barn and eggs will begin spawning. Collect an egg and then use the catapult to launch it up at the switch on the barn window where Jellybean is sitting. This will cause the pipe to rapid-fire eggs.

You don’t make an omelette without breaking a few eggs.

To get the trophy, just stay away from where they land, they will break on the ground and the trophy will pop about half-way through the barrage.

Gamer Stock up on gamer fuel.

Also during this level, you will need to buy the Catapult from an in-game store. The store also stock energy drinks, you will have enough currency for both, so make sure you grab the energy drinks before buying the catapult to net this trophy.

Secret Soup Make Chef’s secret soup recipe.

I found this one to be the hardest trophy which is why I recorded a video to help. Before you watch it though, here’s a few tips:

The secret recipe is 2 pinches of salt and 3 pinches of pepper. Each time you add an ingredient a cockroach will spawn and try to get into the soup. If the cockroach gets into the soup, it will spoil. You can then feed it to the poor bird to restart and try again.

To pass the level, the soup needs to be gold, with just one or more sprinkles of each ingredient, so try to avoid the bird while your soup is gold, otherwise you will progress and will need to restart the level from the pause menu.

If you have managed to get the right number of each ingredient into your soup, it will turn red. If you add too much of any ingredient it will turn gold again, so be careful not to add any more salt or pepper as you avoid the roaches and make your way to the bird. 

Once you feed the bird the red soup, it will shed a few tears and your trophy will pop. See the video below:

Bandit Break into the vault at Raccoon HQ.

This one’s tricky. To unlock the vault you need to put in a passcode, up, left, down, left, grab while operating the crane in the Biology Lab stage. You do this by hitting the buttons while the snake’s tail is sticking out of the hole (stop it.). The problem is with the snake’s physics. It will wobble around like a Wobuffet if you’re not careful, hitting buttons more than once. 

IIn order to ensure the code isn’t voided by unwanted multiple button-presses you need to pull back on the analogue stick as soon as you hit the button, as demonstrated in my video below:

Once you see the safe unlock, you’re in. Just finish up the biology lab stage and then head to the safe’s location to collect your prize. Make sure you do this before entering the Trash King’s room.

Disrespecter Destroy Trash King’s monitor.

This one’s fairly easy. In the Anthropology lab stage, there is a monitor in the top left corner with a live feed of the Trash King displaying on it. Use a firework to blow up the monitor and you will be awarded this trophy.

You will find the monitor here, on the left.

Game Over Lose the boss fight.

This actually takes a long time. The game takes pity on anyone doing poorly in the last boss fight and so every time you get hit, it does less damage. It will actually take about 6 hits for the boss to beat you, and you’ll get a neat little cutscene in exchange for your sacrifice. 

I just put the controller down and went on Reddit for a few minutes until I heard the trophy pop.

Getting hit does not mean getting hit by a bomb or the concrete beam. After a little while, the quad-copter will hover completely still and start flashing for a little while before tilting sideways and blasting your hot air balloon with a strong gust of wind. This will reduce your health bar and when your health bar becomes empty, you will receive the trophy.

Flawless Complete the boss fight without taking damage.

So as I said before, getting hit only counts when the quadcopter tilts sideways to hit you. You can cancel this out by hitting it with one of it’s smaller bombs using the catapult. Getting hit with the concrete canon will seal up the hole, but it won’t damage you. You can then unseal the hole by letting a bomb go off above it. But, just to be safe, it’s best to just avoid getting hit by the cannon altogether, and the bombs can’t hurt you.

I uploaded a video below of me doing it incase it helps with anything you might be struggling with:

Dethroner Destroy the Trash King’s monument.

This trophy is not difficult by any means, but I missed it at the end because the statue takes a little while to break apart and I assumed I couldn’t damage it.

After the boss fight you will be in control of a tornado. You will need to head towards the screen and hit the Trash King statue with the tornado for a few seconds until it breaks apart. You can see this at the end of the above video.

At the end of the game, you will be allowed to fly around and explore a credits sequence as a drone, and there are a couple of trophies you can get here:

Pilot Fly through the donut hole.

Escape Find the Trash King’s secret getaway vehicle.

“Pilot” is pretty self-explanatory, just fly through the donut sign above the donut shop. 

For “Escape” you need to look around the area for an Anchor, held suspended in the air via a chain which stretches high into the clouds. Find the anchor and follow the chain upwards to the very top and you will acquire this trophy.

Fly, you fools!

My Verdict:


This is a really great indie game full from edge-to-edge with charm and cheer. I definitely recommend putting in the very few hours it takes to plat the game.


  • Charming Graphics
  • Lovely Story
  • Fun, Satisfying Gameplay


  • Probably a bit too short.

Gold Trophy

It’s one of very few Indie games I have actually enjoyed, although quite obvious that it was intended as a short mobile game, there’s still plenty of fun to be had.

About the Author

TheDblTap is fond of single-player action and adventure games as well as the odd collect-em-up or RPG. He thinks FPS games are stale and repetitive and has little patience for gunfights which are too drawn-out. Originally a Nintendo gamer, the PlayStation line of consoles quickly took their grasp as he fell in love with Sony’s gamer-centric approach and – eventually – collecting shiny, shiny trophies.

With a keen eye for secrets and treasure, TheDblTap’s play-style often benefits him as a trophy hunter, but as someone with poor timing, he struggles with more skill-based combat trophies…

A Hat in Time

By TheDblTap


A Hat in time is a platforming collect-em-up which feels so utterly alike classic 3D Mario games that you could be fooled into believing Nintendo played a part in its inception, all it’s missing is Nintendo Polish. 

The game’s mechanics clearly pull from Super Mario Sunshine and Super Mario 64, you traverse the various levels with a series of jumps, double-jumps, dives and wall-jumps in such a similar way to how you’d get around in Nintendo’s flagship character’s classic games that I felt a spike of nostalgia every time I booted it up. 

A Hat in Time follows a space-faring young girl, known to others as “Hat Kid”. She never speaks but the fully voice-acted characters who come to know her all give her a name which you can call her but we never find out what it really is. 

Her Spaceship is fueled by powerful magical Hourglasses called “timepieces” which have the ability to manipulate time. At the start of the game, they are blown out of a hole in the ship and sent plummeting down to a strange nearby planet, your goal is to get them back!

The Time Pieces obviously allow you to unlock new areas and progress in the game!

You can do this by completing challenges and quests in each of the game’s 5 worlds;

  • Mafia Island – No, not the real-life Mafia island in Zanzibar, this picturesque rounded island is overrun by the actual Mafia. 
  • Dead Bird Studios – A film studio which plays host to a strong rivalry between a 70s Disco Penguin and the most terrier-dog-looking Owl you’ve ever seen. 
  • Subcon Forest – A dark and very spooky forest full of spirits and ghosts, including a particular ghost who just can’t stop writing up contracts in exchange for your soul. This level even features a pseudo-homage to Luigi’s Mansion. 
  • Alpine Skyline – a truly beautiful free-roam area based on Tibetan mountain ranges, full of mystery and zip-lining. 
  • The Finale – yep, you guessed it, the last level, featuring only a boss fight. 

Speaking of Boss Fights, the boss fights in this game are where it really departs from the Nintendo formula. Rather than needing to hit your foe just 3 times these boss fights are long, complex pattern-based brawls which prove to be a real challenge that you can really sink your teeth (and time) into!

This first boss is clearly a charming homeage to Paper Mario!

The game’s similarities to the 3D Mario series are done tactfully and with individuality, there are unique mechanics present which offer a fresh and totally new perspective on this genre of gaming and they avoid being too samey – even changing the formula slightly for the Alpine area, allowing you to free-roam and keeping the game fresh just as it begins to become stale. 

There is, however, a striking similarity to the latest entry into the Mario series; Super Mario Odyssey, and not just because of the focus on hats. The traversal methods in Odyssey are one of the greatest things about it and they really set it apart from previous games in the series. The way you can combine jumping combos with dives and reach places you feel like you shouldn’t be, makes you feel both skilled and freed. 

This is somewhat present in A Hat in Time, just not to the same extent, and it’s possible to skip through some jumping puzzles with a little skill, combining jumps with dives and wall-scrambles to really make you feel like you’ve mastered the game – but it’s not necessary! 

The weird thing about that is that Super Mario Odyssey came out after A Hat in Time, by about 22 days. Of course, that means it is extremely unlikely that Nintendo could have copied what the Hat in Time Devs were up to, but it does feel like Odyssey built on what A Hat in Time brought to the table. 

Most likely, both teams were following gaming trends for the time and landed in fairly similar places.

A Hat in Time Gameplay

The main mechanics of the game focus around jumping – of course – but your ability to explore is often dictated by the hats you can wear. There are 6 of these hats which you can build by collecting yarn for each hat while exploring the world. Once you have created a hat, you can still find balls of yarn for it in any other level, but it will be converted into universal yarn which can be used to create other hats, as long as you have at least one yarn for that hat. 

The hats give you powers like being able to sprint, and in turn long-jump, or interact with platforms which are otherwise intangible.

Just half of the available hats. They also have customisable skins which you can unlock from doing Rifts or from the Gachapon machine on the ship.

This range of abilities is then expanded upon with the inclusion of “Badges”. Small pins which Hat Kid can wear on her hats to give her new abilities – such as the invaluable Hookshot – or improve on what she has, like turning her normal umbrella attacks into a powerful long-range chargeable beam. 

You can attack enemies with and she’ll give them a good thwapping with her umbrella, but you can also dive-attack enemies by pressing whilst in the air. This dive attack is actually quite important for getting around in some areas, where you’ll need to dive-attack a spider to get across a gap.

It’s actually pretty tough to get right and can often be frustrating as sometimes – for no reason at all – the attack just won’t trigger. It’s also the only way to attack in the air, which is a bit disappointing because sometimes I had an uncontrollable urge to jump at an enemy and whop them on the noggin with my brolly, but all that would happen is I’d jump in the air and then land on the enemy, hurting myself.

There’s a pretty tricky trophy for doing 5 air-dive attacks in a row.

For a game about jumping around and platforming, there actually is – surprisingly – fall damage. But it’s pretty lenient, you can fall from some pretty impressive heights and still walk away. You can also get a badge which makes Hat Kid deploy her umbrella and Mary Poppins her way to safety if you’re falling from too high up.

The aim of each level in the game is, of course, to collect the Shine Sprites Time Pieces. Collecting an hourglass will send you back to the ship, which can be annoying if you’re working on other trophies or side-objectives and need to start again if you collect the hourglass.

From the ship, you can then select another level to do in the same world or go to a different world to try out the levels available there. Levels are essentially different challenges set in the same world, which can vary from platforming challenges to boss fights to stealth missions, upon the completion of which you receive your Time Piece. 

Each world is full of hidden mystery, caches of Pons (the game’s currency with which you can buy badges and relic plinths), hidden relics, balls of yarn and trophy opportunities. There are also things called “Time Rifts”. Similar to the trippy toybox worlds you could find hidden away in Mario 64 and Super Mario Sunshine, these worlds consist of platforms floating in a void which you need to navigate. 

Fans of the Mario series will be very familiar with rotating platforms shaped like this.

You can unlock Time Rifts by progressing in a world a certain amount, you’ll then be given a photo-hint as to its location which you can use to find it in the relevant world and complete it for a bonus Time Piece. 

Each world has 3 Time rifts to complete, two of them blue and one purple. The purple rifts unlock once you have collected a certain number of hidden relics (not necessarily in that same world) and then displayed them on a relic plinth within your ship. Relic plinths can be purchased for 200 Pons and you will need 4 in total.

Purple rifts are much longer and consist of several jumping puzzles. They are also themed more towards the world they’re found in, although quite a dark and warped alteration of the world’s theme. 

Purple Rifts have a spooky and abandoned atmosphere… Like a shopping centre/mall after dark!

In each of the puzzles, you can find special gold Pons. These Pons can be used to buy access to the next puzzle. What’s quite nice about this is that you don’t need all of the available gold Pons, just enough to reach the next area, and if you have surplus you get to keep them for the next area in-case it proves difficult.

There are also hidden pages which, if you find them all, can be combined into a picture-book depicting the history of that world. They’re not needed for any trophies but are cool nonetheless.

My A Hat in Time Platinum Experience

I had an incredibly fun time getting the Platinum for this game. It was lengthy and fulfilling without being too dragged out or boring in places. The progression pacing was really well done and after just 10 minutes in the game, you can really feel like you’ve made some solid progress. 

There are a lot of miscellaneous trophies though, not necessarily tied to in-game progression, so even if you get really far in the game, you might look at your trophy list and still only see “13%”. This ends up being quite satisfying though, as you approach the end of your playthrough and start to pop trophies left and right.

I started off by wanting to just play through the game, enjoy what story there is and just immerse myself in the nostalgia for a while. But, it didn’t take very long before my trophy hunter instincts kicked in and I found myself sticking my nose in every little crook and nanny I could find, looking for yarn, Relics, Pon and anything else I could get my greedy mits on.

I was delighted the second I set my eyes on this Level, look how charming it is!

Worth noting, by the way, that after I got about 50% of the way in the game I stopped going after yarn because I realised what an abundance of yarn there was. By the time I’d used my yarn to buy the last hat I still had an absurd amount of spare yarn.

I think that’s quite nice of the developers, personally. There’s nothing worse when you’re playing a collect-em-up than the last 2-3 hours spent looking for that one last item you need and not knowing where it is or which one you’re missing in order to just Google it. It’s nice to have that peace of mind that you don’t need all of the yarn or pon in every level.

In-fact the only collectables you really need to get 100% of are the Relics – of which there are only a few, like 15 or something – and the Time Pieces which are, of course, really easy to find and there are only 40.

I had no difficulty in finding any of these. Otherwise, I’d say something like “There’s one really well-hidden relic here on this level” but they are genuinely really easy to find.

A Hat in Time Platinum Trophy Tips & Tricks

The platinum is genuinely quite easy, you just need to be willing to put in the time – which shouldn’t be a big ask for a game as wonderful as this! 

I would recommend, however, that you leave most of the miscellaneous trophies until you have the last hat:


The Time Stop Hat will let you slow down time dramatically. This includes missions which have a timer attached so it’s perfect for “No time to explain” and “Afraid of Water”


You can also get a really helpful badge which will reduce cooldowns to a great extent, allowing you to use abilities such as the last hat almost non-stop.

Combining that badge and the last hat makes most of the trophies a breeze!

There is one trophy you need to get which required you to beat a boss without dying while wearing a badge which will make you die after one hit:

One Punch Defeat any boss with the 1-hit hero badge equipped.

This trophy is very, very hard in my opinion, I had a horrible time trying to do this.

I recommend doing the Subcon Toilet mission with the 1-hit hero badge equipped, the cooldown badge and the last hat, which makes it a lot more possible, but still really difficult.

Here’s the equipment set-up I finally managed to get this trophy with.

I just kept having bouts of horrible luck, every time I’d grab the explosive apple I’d just so happen to do it just above an attack which would then kill me, or I’d run out of double-jumps at the wrong time, things like that. But also whenever I did have a good run I’d always get so damn close, like, one hit away from killing the boss, before dying. I’d then never be able to reach that point again for another 10-15 tries, it was absolutely maddening.

I was understandably ecstatic when I finally pulled it off!

Eventually, I did manage it. The best advice I could offer is not to abuse that last hat’s ability too much, try to do things without it as much as you can because sometimes it’s detrimental (you’ll see what I mean).

I can’t think of any other trophies anybody might struggle with, except maybe this one?:

Pillow Fort Find Hat Kid’s Secret Hideout!

If you’re struggling to find it, the solution is in the spoiler tags below:


If you go to the telescope which takes you to Subcon Forest, you’ll see a large pile of pillows which you can actually swim in. If you clip your camera through this mass of pillows you might see a suspicious-looking hole in the floor. Use the Ice hat’s ability while above this hole to make yourself heavy enough to fall right in.


None of the trophies are missable and you can revisit and replay any mission you’ve already completed, so go wild! Have fun! The game is a really jovial jaunt and I hope you find as much joy in it as I did!

My Verdict:


I loved this game inside out, it was a lot of fun and I was always excited to get back on it after some time away, it took a little while to get into at first but once it had me I was hooked!


  • Fun and adaptive gameplay
  • Oozes nostalgia
  • Gameplay changes to avoid becoming stale


  • Lack of polish
  • Kicks you out of a world between objectives

Platinum Trophy

It may not have that triple-A polish, but the mechanics and gameplay give this game a godly glow and it’s definitely worth picking up!

About the Author

TheDblTap is fond of single-player action and adventure games as well as the odd collect-em-up or RPG. He thinks FPS games are stale and repetitive and has little patience for gunfights which are too drawn-out. Originally a Nintendo gamer, the PlayStation line of consoles quickly took their grasp as he fell in love with Sony’s gamer-centric approach and – eventually – collecting shiny, shiny trophies.

With a keen eye for secrets and treasure, TheDblTap’s play-style often benefits him as a trophy hunter, but as someone with poor timing, he struggles with more skill-based combat trophies…