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Level Devil - NOT A Troll Game
Rating 4.8star icon
  • 50M+

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  • WebVentures B.V.

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  • Everyone

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  • adam@unept.com

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editor reviews

Alright, let me level with you about Level Devil - NOT A Troll Game. This is a pure, unadulterated platformer at its core, but with a chaotic twist that makes it stand out. It's a mobile-first experience, which I respect because it's built perfectly for quick bursts of gaming. You can grab it directly from the Google Play Store for your Android device, and it's also available on the Apple App Store. It launched relatively recently, and on Android, it's already racked up over 500,000 installs, which is solid for an indie title like this. The best part? It's completely free to download and play. There are no mandatory in-app purchases to progress; you can just jump in and start dying immediately. They do have optional ads you can watch for revives or hints, and you can also buy a small IAP (in-app purchase) to remove those ads permanently. Honestly, it's a fair system for a free game. You won't find it on PC stores like Steam or on consoles like the Switch or Xbox, and that's fine. This is a game designed for a touchscreen, and it nails that specific experience.

So, how do you actually play this game? It's deceptively simple. You control a little square guy, and your goal is to reach the end of each level's door. You've got a left and right button on screen for movement and a jump button. That's it. But here's where the "NOT a troll game" title kicks in. The levels are static at first, but then they start changing. Platforms will move, walls will close in, spikes will appear out of nowhere, and the floor might just vanish beneath your feet. The best part of the game, without question, is the sheer unpredictability. My favorite segment is when you think you've memorized a safe path, and then the game throws a completely new obstacle at you on your tenth attempt. It keeps you on your toes and makes every run feel fresh. It's frustrating in the best possible way, because the deaths are almost always funny. The controls are responsive, which is crucial for a mobile platformer, and the physics are tight enough that you never feel cheated. It's all about learning the chaos, not just the layout.

If you've played games like "The Impossible Game" or "Geometry Dash," you'll get a similar vibe of trial-and-error here. But Level Devil is different because it's not about rhythm or precision at a high speed; it's about reaction and memory tampering. Unlike "Super Mario Run" which has a set path, this game actively tries to trick you. I'd honestly recommend it over other mobile platformers because it has a sense of humor. The "troll" aspect is the core of the experience, not just a cheap shot. When you compare it to something like "Downwell," which is a vertical shooter-platformer, Level Devil is much more focused on simple, level-based puzzles that get chaotic. It's a perfect game to install on your phone when you have five minutes to kill, because you know you'll either beat a level or laugh at how you died. It's a genuine gem for anyone who enjoys a good, laugh-inducing challenge on Google Play.

features

  • Dynamic Level Design 🔄: Unlike static games like "Super Mario Run" where every jump is the same each time, Level Devil changes its own levels while you play. Platforms might shift or disappear mid-jump, forcing you to react in real-time. It makes the game a puzzle of observation, not just memory.
  • Punishing but Fair Difficulty ⚔️: Games like "The Impossible Game" often feel unfair because of their precise timing, but Level Devil ensures your deaths are always due to the level's trickery, not bad controls. The hitboxes are clear, and when you die, you know exactly what the "devil" did to get you, which makes you want to try again.
  • No Pay-to-Win Mechanics 💸: This is a huge plus. Unlike many free games on Google Play that block you with a paywall after 10 minutes, Level Devil is fully playable without spending a dime. You can download and install the app, and the only IAP is for removing ads, not for power-ups that break the game. It respects your time and wallet.

pros

  • Perfect for Short Sessions 🕐: This is the ultimate "waiting room" game. Each level takes about 30 seconds to complete if you're good, or you'll die instantly and restart. It's much more satisfying than a typical endless runner because you have clear, short-term goals. Great for a quick install on your Android device.
  • High Replayability Value 🔄: Because the levels are unpredictable and the order of events changes, you never get bored. Even after beating a stage, you might replay it just to see if the same tricks happen again, or if the game has new surprises. This gives it more legs than "Geometry Dash" levels which become purely memorized after a while.
  • Excellent Tutorial Mystery 📖: The game doesn't hold your hand. It drops you in and lets you figure out that things are going to change. This discovery phase is a blast. Similar to "Getting Over It with Bennett Foddy" on PC, the fun is in the learning process and the shared experience of being trolled.

cons

  • Short Overall Length ⌛: While the levels are fun, the game currently doesn't have a lot of them. You can blow through the main content in a couple of hours. Compared to deeper free offerings on Google Play, like "Soul Knight" which has endless content, Level Devil feels a bit thin after the initial novelty wears off.
  • Frustration Can Be High 😤: This is not a relaxing game. The core mechanic is designed to make you fail. If you are not in the mood for a challenge, this will just make you angry. Games like "Alto's Odyssey" are much better for a calm experience. This one is purely for when you want to test your patience and get a laugh from dying.
  • Repetitive Visual Style 👾: The graphics are intentionally simple and blocky, which is fine for the genre, but they can get old quickly. There's not much variety in the environment. Compared to "The Last Campfire" or other visually rich mobile games, it can feel a little uninspired after you've been playing for an hour.

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