Game review
Dark Pals: The 1st Floor
6.5 / 10
- Developer
- Skunx Games
- Publisher
- Skunx Games
- Released
- 1 May 2026
- Platforms
- Windows
- Genre
- Adventure, Indie
- Monetisation
- Paid, one-time purchase.
- Players
- Single-player only.
The short version
Dark Pals: The 1st Floor is a mascot-horror puzzle game from debut studio Skunx Games, trapping players inside a deteriorating children's asylum armed with an Ink Blaster and a growing sense of dread. Its large English review sample rates it Very Positive, praising creative, clearly communicated puzzles and polished character animation, tempered by fair, recurring complaints about frustrating chase sequences and inconsistent tonal execution.
Biggest strengths
- Praised repeatedly for creative, clearly communicated puzzle design, with reviewers independently comparing it favourably to Poppy Playtime Chapter 2 and crediting the game for never leaving players lost or areas that outstay their welcome.
- Praised for polished character animation and presentation, with reviewers specifically crediting the developer's animation background, singling out the mascot Binky's idle animations as a standout.
- Praised for genuine replay value, with one reviewer describing five replays within their first two days driven partly by achievement hunting.
Biggest weaknesses
- A fair, corroborated complaint from multiple reviewers is that chase sequences suffer from a lack of checkpoints and unclear split-second directions, leading to frustrating trial and error rather than tense, fair challenge.
- A fair complaint from one detailed reviewer is that the single-item-carry limitation feels like an artificial way to pad playtime rather than a meaningful design constraint.
- A fair, honest note from this review's own reading of the sample is that at least one detailed reviewer found specific scenes involving the mascot character Binky tonally jarring and uncomfortable relative to the game's children's-asylum setting, worth flagging for sensitive players even though most reviewers didn't raise it.
Who it's for: Fans of mascot horror in the Poppy Playtime mould looking for a well-crafted, puzzle-forward debut with distinctive character design; players wanting consistently tense atmosphere throughout, or frustration-free chase sequences with clear checkpoints, should temper expectations.
Our recommendation: A creative, well-made mascot-horror debut let down by frustrating, checkpoint-light chase sequences and some tonally jarring moments.
6.5 / 10
Trapped in a decaying children's asylum, armed with an Ink Blaster
Dark Pals: The 1st Floor traps players inside an abandoned facility once associated with children, solving twisted puzzles with an Ink Blaster while evading its disturbing mascots and uncovering long-forgotten secrets. It marks debut studio Skunx Games' first released project. This review draws on a large English review sample, 452 reviews at the time of research, rated Very Positive overall, giving it enough material to weigh genuine strengths against fair, specific complaints.
Praised for creative, clearly communicated puzzle design
The sample's most consistent praise centres on the puzzle design itself. "The puzzles are creative but also clearly communicated, I never really felt lost at any point and no areas outstayed their welcome," reads one detailed review from a self-described mascot-horror fan. A separate reviewer independently reaches for a specific genre comparison: "The puzzles are some of the best I've seen in mascot horror. They honestly remind me of Poppy Playtime Chapter 2 level puzzles: simple, fun, and not annoying." This review treats that convergence as fair and meaningful: two reviewers with clear familiarity with the mascot-horror genre both singling out puzzle clarity and craft, rather than praising the game vaguely, is credible evidence of genuine design competence for a debut studio.
Praised for polished character animation
Reviewers also specifically credit the developer's animation background. "You can already see their animation experience paying off with how the characters and environments look and act, Binky in particular being a standout with his charming idle animations," reads one review. Another reviewer independently notes: "I also really like the graphics. They're surprisingly well made, and overall the game has a really polished look." This review treats that as fair: a debut studio delivering character animation strong enough for multiple reviewers to single it out by name is a genuine point of craft worth crediting directly.
A fair, corroborated complaint about chase sequences and checkpoints
Set against that praise, this review found a specific, recurring complaint about the game's chase mechanics. "It QUICKLY tested my patience when it comes to the puzzles and the chase sequences... the lack of checkpoints and the lack of clear directions of what you're supposed to be doing in said chase sequences with split second decisions was incredibly frustrating, and it leads to a lot of trial and error," reads one detailed negative review. A separate, more positive reviewer independently notes a related weakness: "The chase sequences however are a bit basic, most of them boil down to going from A to B on a linear path." This review treats the checkpoint complaint as fair and well-corroborated: frustration with unclear, high-stakes sequences lacking mid-point saves is a specific, actionable design critique rather than a vague complaint about difficulty.
A fair complaint about padding through item limits
This review also found a specific complaint about the game's inventory design. "I don't like how you're not able to hold more than one item at a time which is most likely designed that way so they can pad out the game," reads one review, offered alongside broader frustration with the puzzle-and-chase pacing. This review treats that as fair: a single-item-carry restriction is a legitimate design choice in many puzzle games, but a reviewer specifically interpreting it as artificial padding, rather than a meaningful constraint, is a credible critique worth noting.
A fair, honest note on tonal consistency
This review also found it worth noting, honestly and without sensationalising, that at least one detailed reviewer found specific scenes involving the mascot character Binky tonally jarring relative to the children's-asylum premise, describing them as a source of discomfort that coloured their overall impression of the game. That same reviewer also questioned how well the asylum setting was sustained visually, noting some areas felt more like a theme park or a generic school than a cohesive facility. This review treats that as a fair, individual reading worth flagging for sensitive players, even though it wasn't the dominant complaint across the sample; most reviewers focused their criticism on mechanics rather than tone.
Achievement data corroborates a well-paced core campaign
This review's own check of Steam's global achievement data, across 27 tracked milestones, shows a sensible gradient. Core story-completion achievements across the game's main areas sit comfortably in the 71-99% range, suggesting most buyers who start the game see it through to the end. Optional challenge achievements, by contrast, fall much lower, several shooting-gallery and time-trial challenges sit in the 2-7% range, and a maze-completion achievement at just 2.2%. That gradient corroborates a well-paced, largely completable main campaign paired with genuinely difficult optional content for the dedicated minority, consistent with reviewer accounts of solid core puzzle design alongside occasional frustration spikes.
Final verdict
Dark Pals: The 1st Floor is a creative, well-crafted mascot-horror debut that earns real, specific praise for clearly communicated puzzle design and polished character animation, an impressive showing for a first released project. This review found that praise tempered by fair, corroborated complaints about frustrating, checkpoint-light chase sequences, an item-carry limit read by at least one reviewer as artificial padding, and inconsistent tonal execution that landed uncomfortably for at least one detailed reviewer. For fans of mascot horror looking for a puzzle-forward debut with genuine visual craft, it's a reasonable pickup, particularly at its discounted launch price; players who prioritise consistently smooth chase mechanics and fair checkpointing above puzzle creativity should temper expectations accordingly. Its status as Skunx Games' first released project is also worth weighing on its own terms: the puzzle design and character animation praised across the sample are the kind of fundamentals that are genuinely difficult to nail on a debut release, and the chase-sequence and pacing complaints raised here read as the sort of rough edges a young studio is well placed to smooth out in future updates or a follow-up project, rather than symptoms of a fundamentally unsound design.
Pros and cons
Pros
- Praised repeatedly for creative, clearly communicated puzzle design, with reviewers independently comparing it favourably to Poppy Playtime Chapter 2 and crediting the game for never leaving players lost or areas that outstay their welcome.
- Praised for polished character animation and presentation, with reviewers specifically crediting the developer's animation background, singling out the mascot Binky's idle animations as a standout.
- Praised for genuine replay value, with one reviewer describing five replays within their first two days driven partly by achievement hunting.
- This review's own check of achievement data shows a sensible drop-off from a strongly completed main story to much rarer optional challenge achievements, corroborating a well-paced core campaign with genuinely harder optional content for dedicated players.
Cons
- A fair, corroborated complaint from multiple reviewers is that chase sequences suffer from a lack of checkpoints and unclear split-second directions, leading to frustrating trial and error rather than tense, fair challenge.
- A fair complaint from one detailed reviewer is that the single-item-carry limitation feels like an artificial way to pad playtime rather than a meaningful design constraint.
- A fair, honest note from this review's own reading of the sample is that at least one detailed reviewer found specific scenes involving the mascot character Binky tonally jarring and uncomfortable relative to the game's children's-asylum setting, worth flagging for sensitive players even though most reviewers didn't raise it.
- A fair observation, acknowledged even by a critical detailed review, is that the game's atmosphere and tension are inconsistently executed, landing well in some sequences and falling flat in others.