I am doing a podcast with my friends about games (check out The Adventure Mechanics here) and I decided that I need to see how games fail before actually releasing a game. In that pursuit, I'm reviewing Steam games with no reviews to get an idea of why they failed. Here is the transcript for Thrustme Too:
Welcome to the Adventure Mechanics, I'm Chandler. Today I want to continue our no review series with Thrustme Too. Thrustme Too was developed by Nikolaj (nickolai) Piet (pete) Pagh (pughee) of PetSkull Games and released on Steam November 6th 2025. Notably, this is not his first game on Steam. Rather, it's his fourth. And most encouragingly, he released a game afterwards called Stardust Escape and another one is coming up called Cosmic Stronghold. That leaves PetSkull Games at six released or soon to be released games on Steam. I reached out to PetSkull Games and even got a few questions about Nikolaj's design process answered, too. I'll be sprinkling in bit of the interview throughout this review. If you'd prefer to read it directly, I'll have a link to the full interview in the show notes. It's rather interesting to hear how he viewed the game and it's reception.
So, what is Thrustme too? It is a lander style game, where you pick up crates and astronauts, while killing combative alien life forms hunting down astronauts on planets to achieve those goals. If you've played any lander style game, you'll be right at home here. The game has pretty solid artwork, music, sound effects, and the steam page is pretty well done, overall. Much like what I saw in Vagrant Knight, the capsule art is simple, yet evocative of what you expect in the game. The capsule art is clear, showing both the lander and an astronaut seemingly leaping towards it. It shows a few things that the player can expect to find and collect in the game. A very solid and simple capsule. Nikolaj included two trailers, with the first showing the interesting parts of exploring, collecting, fighting and messing up, pretty much all the action verbs of the game, with dramatic music playing over the entire thing. And only after showing all of that does the PetSkull Games logo appear. At the end. Perfect trailer, no notes. The second video shows a playthrough of one of the earlier levels in it's entirety to give the player an idea of what they are in for when they play the game. At least at the start of the game. Again, great execution. All of this gives potential players a clear view of what they can expect when they buy and play Thrustme Too.
It's a pretty straightforward game, all things considered. Your main action is to move around the world via the main thruster. You can pivot around your center of mass to aim your thrust. Like any decent lander style game, the movement feels great. And when you end up with weapons in later levels, it feels suitably awkward to try to aim, shoot, and not bounce into a cave wall. That may sound like a drawback, but I kind of find the entire lander gameplay exactly that, so it fits the feel of the rest of the gameplay to me. Except in Thrustme Too, you bounce off of the walls instead of exploding and having to try again. A nice change, especially considering the time constraints introduced in later levels. And on that note, the difficulty ramps up nicely between levels, introducing more problems to deal with the deeper you get into the game. At first, you're only picking up boxes, then adding astronaut rescue and then alien life forms that actively threaten the astronauts and so on. Thrustme Too adds more and more plates for you to spin at once, making sure you mastered the previous ones before adding more. It's a riff on the traditional Nintendo method: introducing the obstacle in a safe context, then use it without the safety nets, and then finally forcing a basic mastery of the obstacle or mechanic. Patrick Curry has a decent post about this concept, along with a lot of others, on his blog. I'll put it in the description. Thrustme Too follows a lot of the design principles in that post. And it kept me playing the game much longer than I would have if I was just put into the deep end and expected to swim immediately. Very nice design.
The art assets, including the music, are simple, but cohesive. The levels are clear where you can and cannot fly, yet not so simple that the game looks boring. It has some nice effects of going in and out of the caves and, later water, that keep each level feelign unique. And it's easy to see at a glance what is and is not a threat to your lander. If it's not obvious at this point, I'm a sucker for the simple pixel art art style. It's frankly what interested me in the first place. THe music and sound effects in the game follow the same format: Being complex enough to be interesting, but not demand so much from the player as to take them away from the game. The only thing that I could really think of to add to this would be to add some ambient noise for the various areas, like a muting of all sounds on the surface and maybe an echoing effect in the caves or something like that. Not a huge change in the audio-scape, but just a bit more polish to the sounds to make it just a hair more player reactive.
It's clear that Nikolaj loves retro games when he uses this restricted, simple style. From my interview with Nikolaj, he made his first game in 1984 on the C64. And that shows in his work. It's not quite as simple as the C64, but it certainly evokes the constraints of older 2D games from the early computing era. Kind of like how Shovel Knight feels retro without actually holding itself to the same constraints. And since this isn't his "day" job, using a simple style and squeezing the most out of it really does maximize what you can do. And from the interview, it sounds like some designs just take a few attempts and iterations to really get right, simple artwork or no. I can completely understand that. Some designs are still stuck in my head, years after I shelved them. They're just waiting for a breakthrough to bring them back onto the main burner. That's in line with a life-long game designer, though.
If I enjoyed Thrustme Too and have seemingly nothing but great things to say about it, why is it on this zero review games list? Well, that's a tough one. And in the full interest of transparency, my co-host, Tom, reached out to the developer with feedback before this review and he got a rather nice message from Nickolaj in response. Hence, why I reached out as well. In my interview with Nickolaj, his answer was marketing. It's always marketing, isn't it? To be fair, though, he is still actively patching and updating this game, despite not having any reviews at time of writing. That's something I have yet to see on one of these zero review games reviews. Most of the time the developer has moved on, and or abandoned game in general, leaving it in the lurch. So, this is a rather refreshing one to talk about, to say the least. Perhaps it's the motivation behind releasing a game. In most of the other games I've examined, they were either a project or something meant to be commercially successful. In the case of Thrustme Too, it's a hobby. That means you're going to be able to revisit it if something comes along that you wanted to change. Not saying you will, or that that's unique to a hobby game, but not relying on it being your income or a project for a class certainly changes the metric. That does mean you don't have to do the things you don't like, though. And for most game designers, that means doing advertizing and marketing. Let's talk about that.
Nikolaj mentions repeatedly in the interview that he's not particularly strong in marketing. As are most game designers. I get it. It's hard, especially if you would rather dig into art, music, or code rather than talking with people. But if you're making a game for commercial release, you will have to force yourself to do so. And that means doing hard things, like diving into your social media of choice and finding the people playing games like you're making. And everything that entails; Getting snide remarks and hostility for promoting your game, people saying that it would be better if you "just" change it to an entirely different game that already exists, and more. All of this requires you to be willing to take that to get your game out there. And that demands that you do more than just the occasional post about it every once and a while. Dedicating time to promoting your game, researching who to reach out to that may be interested in it and more will go a long way towards getting more eyeballs on it, especially as you go towards release. And as counter-intuitive as it sounds, putting more of that time in as you get closer to release will help, even if it means slowing down your progress on your game. It's not sexy or fun, but it is what will differentiate your game from all the others coming out at the same time. The stealth release only works if you have people paying attention to what you're making. Even then, it's still a good idea to let them know you're getting ready to put out a new build.
You can certainly use other methods to both build an audience and fund your game, like through patreon or something similar, but at some point you're going to be a "creator" and not a game designer. If that's your goal, go for it! I personally enjoy watching others work on their game and see how they're progressing. It's like having a buddy doing parallel productivity for me. But it's not putting all your effort into your game. You become at least a part-time entertainer. And if you were comfortable with that, you likely would have already started your game design journey there. Game Maker's Tool Kit comes to mind as an example. He spent years doing game design analysis before dipping his toes into building games. I'm willing to bet that most of us don't have that mindset, though. So you're going to have to set aside more time doing outreach than you'll be comfortable with, or accepting that your game won't reach as many people. Just making a game and they will come isn't really a thing. You need to be the pro-active party getting it in front of people and making sure it's the best fit for them. It's truly it's own discipline. One more hat to put on your already overloaded head. But that's the life of an independent developer. If you know you absolutely cannot do that, use the help of others when you can. Nobody said game design had to be done alone. Nor should it be. The gist of the game jam Ludum Dare is that it is to "give a game." That implies to me that you aren't the only party in game design. There at the very minimum is a receiver. And if there's another person getting the game, why not more to help make it? But I'm getting on my soapbox here. I think you get what I'm going for.
Before I dive into another tangent on working with others making game design so much better instead of giving marketing wisdom or reviews, I'll call it here. If you have any feedback on this episode or any others in this series, let me know either below or on various social media. My handle is @jcsirron most places. This has been the adventure mechanics and I'm Chandler. I'll talk to you next time.