Palworld
Two and a half years after the meme that ate January 2024, Palworld's 1.0 finishes the job — a survival sandbox whose real subject is labour, with 72 more Pals, a level-80 ceiling and two new regions bolted onto the top of it.
8.5 / 10
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14 Co-op & Multiplayer games reviewed and scored, best first.
14 reviews
Two and a half years after the meme that ate January 2024, Palworld's 1.0 finishes the job — a survival sandbox whose real subject is labour, with 72 more Pals, a level-80 ceiling and two new regions bolted onto the top of it.
8.5 / 10
Paul Preece's one-man, ad-funded Flash game let players build the maze the enemies walked through instead of just shooting at a fixed road, and the idea spread to 15.7 million plays within four months of its March 2007 launch. Eighteen years on, the core puzzle still works; the presentation, the solo content, and the multiplayer spin-off that ran for over a decade have not all aged the same way.
7.5 / 10
A survival MMO that actually earns its licence — stillsuits, spice addiction and sandworms all function as real systems — held back by an endgame that still leans too hard on forced PvP for players who came for the desert, not the fight.
7.5 / 10
A solo developer's take on RuneScape-style skilling, rebuilt as a multiplayer idle game with a real player-driven economy — and a cow theme it commits to with a straight face.
7.5 / 10
A two-person game-jam prototype turned into the browser's most influential permadeath MMO — a bullet-hell shooter where death erases your character entirely, funded on cosmetics alone at launch, and still running fifteen years later as a live game that quietly isn't a Flash game anymore.
7.5 / 10
A three-week Flash prototype about mice, cheese and a randomly chosen "shaman" who builds the level around them went viral through 4chan and SomethingAwful in 2010 and never actually died — Atelier 801 kept it alive as its own live service for sixteen years while almost everything else in this archive stopped running.
7.5 / 10
A solo developer's four-and-a-half-year Early Access project about running up to eleven characters at once — genuinely one of the deepest class-and-skill webs in the idle genre, sitting behind a shop that has gotten harder to ignore.
7 / 10
A free browser brawler built entirely from Newgrounds' own mascots, in development for eighteen months before its May 2007 launch and still patched for two years afterward — it won the site's first-ever Game of the Year Tank Award, but its "Smash Bros. of Newgrounds" reputation oversells a combat system that actually plays out on a health bar, not a knockback meter.
7 / 10
A fan-made Super Smash Bros. clone that McLeodGaming has kept in open "beta" for nineteen years and counting, building one of the largest crossover rosters any fan fighting game has ever assembled while never once shipping a numbered 1.0 — and never once being shut down by Nintendo either.
7 / 10
A genuinely promising return for a cult-favourite action RPG series, currently sold at full future price for a slice of content that doesn't yet match the ambition of its class system.
7 / 10
A Croatian college student's solo take on Capcom's Super Pang spent 2002 spreading from his own website to Newgrounds and Miniclip, and unlike almost everything else that travelled that route, it never actually died — its own developer rebuilt it in HTML5 years before Flash shut off, and it is still live on major portals today.
6.5 / 10
A one-on-one, big-head soccer duel from the last great year of portal-syndicated Flash, still praised as "addictive" in Kongregate comments a decade after release — and still carrying a match-timer bug those same comments flagged back in 2016 and nobody ever fixed.
6.5 / 10
A Danish bedroom-coded maze tank duel from December 2007 that became one of the most mirrored games of the Flash era not because critics noticed it, but because it was free, three-player, and ran on whatever locked-down browser a school computer lab had.
6.5 / 10
A solo Bullfrog veteran's fourth entry in his own top-down zombie-shooter series added the one feature its title promises — local two-player co-op and deathmatch — to an arsenal of ten weapons across eighteen rooms, and that addition is close to the whole review, because almost everything else about it is the same arena-survival loop the series had already run three times before.
6 / 10