Quick Review: 1000 Amps
It’s readily apparent what 1000 Amps is all about. This is the story of a bright boy that granted light in times of absolute darkness. He goes along and lights up some nondescript space station against the persistent blackness.
Passing by dim boxes brings them alight by way of his incandescent presence. This is where the game really shines. And the bright boy feels his way through the systems and the rest of the boxes find light, too. With the room filled, he’s allotted a full jump and can make it through previously out-of-reach areas. The hook is in the tried and true puzzles, with the bright boy finding his way around the blocks and negative spaces through to the next room, etc. Other abilities are scattered and it allows a little more variety, though it all runs a little short. It’s all connected in the expected systems, across a plot of space station and there’s a trying Metroidvania structure behind it.
All right, and it’s Flash-based and it has that undefined kind of looseness about it. The aesthetics are half there but everything else feels uniform, falling somewhere between minimal and functional at a base level; a static, uninspiring thing. There are those moments where it’s burning with all the right ideas and seems to be going somewhere and then others where that spark is promptly extinguished.
1000 Amps flickers dimly amid a Steam catalog filled with better indie titles. It’s worth looking into for the cleanly done-up presentation but the premise is ultimately short lived, blowing its fuse and fizzling out all too quickly. There’s not much there but despite the brevity, there’s still good enough reason to check out this adventure about the Light Bulb with a Heart. Sadly, as with any bulb, our hero’s easily replaced and has a finite shelf-life.