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KeyWe

Oct 4
4 min read


Factors

Rating

Description

🎮Gameplay

8.5

Four stations, and the hazards keep messing with them.

📷Graphics

8.5

Fluffy kiwis and bright colors, fits the game perfectly.

🎧Narration/Audio

8

Cute little stamps and thumps everywhere, sound fits the mood.

😮Variety

7.5

Same four rooms, but mailflies and kudzu keep it fresh.

🎰Re-playability

6.5

Gold times are brutal, otherwise it's mostly one-and-done.

💲Price

9.5

No-brainer on sale but also worth the deal on base price.

My boyfriend and I went in kinda blind, and neither of us had played anything like it before. Two kiwis running a post office. We played the whole thing on controller.


📝Story/Plot without spoilers


🔸You're Jeff and Debra, two kiwis who just got hired at the Bungalow Basin Telepost Office. The year's split into three seasons, Summer, Wickertide and Winter, with three weeks of shifts in each, and the town throws something new at the office every few days. Summer is a lot of sand and some very aggressive plants, and things only get weirder from there. Story-wise there's not much going on, it's more of a cute backdrop for the chaos. Nobody's playing this for the plot.



🎮Gameplay


🔸First impressions were great. The controls are simple. You jump, flap, peck and butt-slam, and the butt-slam is how you press pretty much everything. It took us a few levels to get the hang of the movement, but once it clicked it felt smooth on controller.

🔸Every week runs the same four stations, one shift each.

------🔹 At the Telegraph Desk a word pops up on the monitor at the bottom, and you spell it out on a giant typewriter by running to each key and butt-slamming it. Two kiwis bouncing across a keyboard is about as silly as it sounds.

------🔹 In the Transcription Room you get the message as cutout words, and you collect the right pieces and stick them together into the sentence the customer needs. Then the mailflies show up (that's what the game calls the mayflies) and start flying off with your words, and sometimes with you too.

------🔹 The Shipping Floor is all about getting packages out right. You check if it's fragile and where it's headed, pick the service, then crate it up and send it off.


------🔹 And then there's the Dropoff Depot, where you sort mail out to the right customers. This one was the hardest for us by a mile and needed way more teamwork than the other three.


🔸 Same rooms every week, same goal. What changes is the twist. Some days a sandstorm rolls through and you have to dig the packages out before you can do anything, and other days kudzu vines take over the room and trap you. The shift card for Creepin' Kudzu literally says "try not to get eaten". So even though you've seen the room before, each shift plays a little differently.


🔸 Finish a shift and you get a bronze, silver or gold envelope based on your time, plus postal stamps. Gold is tough. On Creepin' Kudzu it's 2:10 for gold against 8:30 for bronze, and gold pays 10 stamps where bronze pays 5. Stamps go into the wardrobe for headwear, hats, skins, backwear, hairstyles, footwear and arm stuff, and you can even change how fluffy your kiwi is. It's all cosmetic, so it's only worth grinding if you care how your kiwi looks.


🔸 On top of the main shifts there are Overtime shifts, little bonus minigames that unlock as you go, three per season. After most shifts one of them gets a bonus pay marker for extra stamps. You also need to clear all 12 shifts in a season before the next one opens, so one tough level can hold you up for a while. Creepin' Kudzu, the last Summer shift, did exactly that to us tbh.


🔸 The four stations do start feeling familiar after a while. Each season changes the look and brings new hazards, with a spooky Wickertide and snowstorms in Winter, but by the end you know these rooms by heart. Some of the later gimmicks lean more on luck than teamwork too.



📷 Graphics


🔸 Graphics are good and they fit. Jeff and Debra are these round fluffballs, and the colors are bright and bold without getting messy. When the kudzu takes over, the whole room's covered in vines and it looks great. Sound's good as well, lots of little thumps and stamps while you work.



📝Main Pros and Cons


🟩Pros-

  • A co-op idea we hadn't seen before

  • Four stations that each play differently

  • Hazards like mailflies and kudzu keep familiar rooms interesting

  • Smooth on controller once you get the hang of it

  • Really cheap on sale

  • Cute wardrobe stuff to spend stamps on


🟥Cons-

  • Rooms start feeling familiar by week 3

  • Dropoff Depot is a big jump in difficulty

  • Gold times are brutal



🏷️Tips for beginners


🔸 Every shift needs at least bronze, and you have to clear all 12 in a season before the next one opens. Talk to each other the whole time, and if you're playing online, hop on voice chat. In the Transcription Room, grab the words you need before the mailflies get to them. After a shift, check the Overtime board for the bonus pay marker, since that one gives extra stamps. Most players seem to settle for silver and leave gold alone, and apparently you can turn the timer off in the options if it's stressing you out. And there are 15 hidden collectibles across the game. The one in Creepin' Kudzu needs you to plant five yellow flowers in the pot on the window sill.



😇 Verdict


🔸 KeyWe is one of the more original co-op games we've played together. The stations are clever and the hazards kept us busy even in rooms we'd already cleared. Once the controls click, it plays smooth on controller.


🔸 It does get repetitive, and gold times are a real grind if you care about them. But for what it costs on sale, there's a lot here. If you've got a partner or a friend who likes yelling instructions at each other like in Overcooked, grab it. Playing solo? I'd probably skip it.



Rating: 8/10



Never thought I'd type a letter with my butt.



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