Hollow Knight: Silksong
Seven years after it was announced, Team Cherry's sequel arrives faster, meaner and bigger than the original, and mostly earns every one of those seven years.
9 / 10
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16 Platformer games reviewed and scored, best first.
16 reviews
Seven years after it was announced, Team Cherry's sequel arrives faster, meaner and bigger than the original, and mostly earns every one of those seven years.
9 / 10
A ninja falls, slides and wall-jumps through a wireframe apartment building full of homicidal robots, in the 2004 freeware download that taught a generation of Flash developers what momentum-based platforming could feel like — years before N+ or N++ existed.
8 / 10
A ragdoll physics playground where the violence is the punchline — Jim Bonacci's free browser game turned decapitation into slapstick, built its longevity on a level editor that outgrew the base game by orders of magnitude, and outlived Flash itself through a 2020 rewrite most of its contemporaries never got.
7.5 / 10
A ten-minute Flash platformer from 2010 that opens by telling you your gender is wrong, then spends the rest of its length making you choose between a narrator's approval and your own defiance — and rigs the controls so that choice never feels comfortable either way.
7.5 / 10
A free 2009 Newgrounds puzzle platformer where you solve rooms by recording and replaying your own past movements, wrapped around a hermit's confession that turns the clone mechanic into the point of the story rather than a gimmick bolted onto it.
7.5 / 10
A three-level, stick-figure platformer that Brad Borne built alone in Flash and put up on Newgrounds on 14 March 2006 — and the one Flash game whose momentum-and-wall-jump movement was good enough to get itself remade twice, once by EA on consoles and once by its own creator on Steam, nearly two decades later.
7.5 / 10
John Cooney's 2009 one-room platformer spends thirty stages breaking its own single layout — reversing the controls, killing the lights, handing movement to the mouse — and it is still turning up on "best Flash games" lists in 2026 for exactly that trick, even though the trick itself only works once.
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 four-day joke about achievement bloat, built by Armor Games' first employee, that turned "do 100 arbitrary things to a blue elephant in one room" into a bigger hit than anything with actual level design that Armor Games shipped that month — and that got a real Steam re-release with real achievements fifteen years later, which is funnier than anything in the original script.
7 / 10
A Flash puzzle-platformer where every spike, saw and falling safe is the goal instead of the hazard, built by Jesse Venbrux as the third entry in a franchise that started life as freeware on Windows a few months earlier — which means half of what looks like a fresh idea here is the series repeating its best tricks for a bigger portal audience.
7 / 10
Two Israeli teenagers spent months translating a game they hadn't played into 2D, working only from Half-Life 2 and Orange Box trailer footage, and shipped it on Newgrounds a single day before Valve's own Portal reached shelves — then watched Valve fold 14 of its levels into an official Xbox 360 re-release two years later.
7 / 10
A 2010 Armor Games shooter that bolts an FPS-style mouse-aim-and-credit-shop loop onto 2D platform movement, then tells its story twice — once as the human resistance, once as the alien invasion it's putting down — an unusually structured idea that a repetitive, mirrored second campaign doesn't fully live up to.
7 / 10
A two-person studio's Call of Duty-meets-Team Fortress 2 pitch for a browser shooter — four classes, killstreaks and a fully voiced campaign, undercut by a slot-machine unlock system that retrospective coverage still calls out as the weak link.
7 / 10
A 2011 Armor Games physics platformer that blends destructible-environment puzzling with a zombie shooter — praised on release for its atmosphere and inventive kills, marked down even then for controls contemporary reviewers described as sluggish and floaty.
7 / 10
A three-week Newgrounds precision platformer from October 2008, built by one artist and one first-time Flash programmer, that quietly became the prototype for Super Meat Boy — and is worth judging on its own, rougher terms rather than as a footnote to the console game it grew into.
6.5 / 10
A three-minute Newgrounds combo brawler from November 2008 that swaps Mario's jump-stomps for a fighting-game input scheme, wins on the strength of that one idea, and has nothing else to offer once the novelty of hitting Bowser wears off.
6 / 10