Hidden Gems of Game Design Volume 37
Unearthing Teocida, Orbital Bullet, and Crackdown

Plenty of amazing games go unnoticed and are not played widely for various reasons. Maybe itâs a diamond in the rough, or the marketing wasnât there, or it could be a game ahead of its time. For this monthly series, Iâve asked my fellow writers on SUPERJUMP to pick a game they think is deserving of a chance in the spotlight. Let us know your favorite hidden gems in the comments.
Josh Bycer
Teocida (2021)

What if you combined a puzzle platformer with the imagery of H.R. Giger? You would probably get Teocida, one of the more interesting, disturbing, and confusing games around.
You play as someone taking part in an experiment - or are you trying to understand a mysterious religion? The game, within a game, was challenging players with puzzles within puzzles long before the likes of Tunic and Animal Well became famous for it. The basics involve you exploring different areas, complete with puzzles and disturbing imagery. While you can censor the game, it was designed to look and feel like a program someone would find hidden somewhere on the internet, with weird sights, flashing images, and a lot of photosensitivity warnings to go with it.
If youâre still good to go on the ride, the first layer of puzzles involves hitting switches by using totems you can place down to open the exit door. But once you solve the first set of rooms, the gameâs additional layers of puzzles become known. To open up the remaining doors, youâll need keys, and said keys are hidden behind further puzzles. Even the room that the game is taking place in becomes a set of puzzles unto themselves, and the game within the game design gets more and more interesting/confusing. âBoss fightsâ have you trying to survive enemy patterns while either staying in front of the autoscroller or powering up switches with your totems to strike them.

Like the aforementioned Animal Well, just getting good at the platforming and puzzle logic isnât enough to see this game all the way through. This and the visual design are major roadblocks and why you probably havenât heard of Teocida. This is the third game from the developer, Vikintor, whose previous games on Steam are also chock-full of disturbing imagery and original premises.
Weâve seen an uptick in games pushing through to the mainstream in the last couple of years that are not meant to be relaxing or simple plays, like Fear and Hunger. If youâre someone who likes original games and doesnât mind being weirded out by what youâre looking at, then you want to check out these games.
Ben Cantrell
Orbital Bullet (2021)
With fewer than 500 reviews on Steam, Orbital Bullet hasnât made much noise, but itâs a cool little game that deserves more attention. Itâs a side-scrolling action roguelite with a clever twist: the levels are built on rotating cylinders. You move left or right around the ring, hopping between multiple layers while blasting through rooms filled with sci-fi creatures in a twitchy, platforming-heavy flow. If youâve played Resogun, it feels a bit like that, reimagined as a roguelite shooter rather than a shmup.
The art style in particular works really well, blending chunky 3D environments with crisp 2D enemy sprites, and the occasional 3D model to keep things visually fresh. Itâs a clean look that feels both retro and modern. Each area has its own distinct atmosphere, shifting from tech-filled underground tunnels to dense jungles, sky platforms above the ocean, and crumbling sci-fi cities.
While the core structure of the levels sticks to the same cylindrical format, thereâs enough variety to keep things engaging. Movement also evolves as you progress, with later levels introducing more variety, including ziplines, teleporters, and jump pads to keep traversal dynamic and interesting.
Combat is snappy and satisfying. The guns feel weighty, and enemies explode with a nice crunch. The soundtrack pairs perfectly with the action, too. It's mostly loud, gritty industrial techno that swells during fights and dips into a deep, filtered groove once a level is cleared. Itâs a small touch, but it really adds to the game's sense of rhythm.
You start with basic weapons, but youâll pick up new ones as you go, along with perks and upgrades. There are shops and challenge rooms scattered throughout the levels, so thereâs plenty of opportunity to experiment with builds. Like most roguelites, death sends you back to the start, but you can use the currency youâve collected to unlock permanent upgrades across a big skill tree. Itâs the classic roguelite loop of a slow and steady power climb that makes repeating runs feel more manageable over time.
Orbital Bullet isnât trying to reinvent the genre, but it does a lot of things well. The 360° level design gives it a unique identity, and if youâre into roguelites and looking for something a little different, yet still satisfyingly fun in that âblast everything that movesâ kind of way, itâs well worth a look. Itâs not the deepest or most innovative roguelite out there, but itâs a blast to play and deserves a bit of time in the spotlight. Thatâs why itâs my hidden gem pick this month.
Antony Terence
Crackdown (2007)

A super-soldier hopping around a city and disposing of gang leaders is an idea that fits like a glove with Xbox 360-era action games. Lobbing cars through mafia hideouts and thereby destroying more of the city than the bad guys might not be everyoneâs idea of relaxing, but it sure was mine as a kid. While many purchased Crackdown (2007) for access to Halo 3âs multiplayer beta, plenty grew to love the debut game from developer Realtime Worlds.
With GTA creator David Jones at the helm, Crackdown naturally leans into freeform cel-shaded action as you tussle with criminal syndicates. In Pacific City, youâre an Agent tasked with bringing three crime families down. Bunkered down in conveniently designed islands, their bosses are bolstered by weaker generals scattered across their bases. Like a poor manâs Nemesis System from Shadow of Mordor, taking these targets down would make the final confrontation easier.
While you might be a super-powered cop, youâre an easy target when you start the game at the Agency Tower. To become an overpowered menace to your enemies, youâll need to level up five skills: firearms, strength, explosives, agility, and driving. Simply performing actions and clearing events tied to these stats will raise them. Pepper foes with bullets to raise your Firearms skill, blow stuff up for Explosives, and drop some punches for Strength. Agility is tied to green orbs found on buildings all over the city.

Having to meticulously haul your Agent across the height of a skyscraper in a series of jumps before hearing that characteristic ping made each orb feel like an achievement. And while driving might not seem as important, leveling it up grants you a neat perk: Agency vehicles transforming as you step in. Floor the pedal often enough and your sports car could turn into a Batmobile lookalike, complete with machine guns.
For better or worse, the Crackdown stories youâll be sharing with your friends wonât be about its stale plot. Theyâll be about Mario-like leaps between rooftops on Agility orb hunts, the Agency directorâs commentary oozing satire, and jumping off ramps in an upgraded SUV. Crackdownâs gunfights against a shooting gallery of stereotypes are merely an excuse to let loose in Pacific City, and few games make blowing stuff up as comedic. While its sequels lost much of the originalâs flavour, Crackdown remains an excellent classic that frontloads the fun youâd expect from a video game.