Munin iOS review

Munin iOS review

Credit to Munin’s PR guy for badgering me about my long-promised review. I have an ever-increasing backlog of stuff to work through; you don’t ask, you don’t get. Or at least you’ll have to wait for several weeks.

Anyway! I’m pleased to report that Munin is entirely fine – possibly even bordering on quite good at points.

“Who’s Munin?!” I hear you scream. Why, she’s one of Odin’s trusty messengers, Odin being the Allfather of the gods, ruler of Asgard and whatnot. Chances are you’ve seen him portrayed by Anthony Hopkins in the Thor films.

But I digress. Munin. MUNIN. Under normal circumstances, you’d expect to see her flying around in the form of a raven (flight being particularly handy for the role of a messenger), but here she’s stripped of her feathers and reduced to the state of a flightless little mortal lady.

Enter: a whole lot of platforming, as Munin attempts to recover her feathers from the nine worlds of Yggdrasil.

Munin being mortal, all she can do is walk and jump, and while that can still make for an interesting game (see Limbo), the big talking point here is the ability to “move mountains – literally!”

See, each of Munin’s levels plays out on a fixed screen split into several quadrants, and you can spin them round with a tap. Some of the quadrants are linked, and it’s necessary to consider – among other things – the flow of water, the activating of switches, and the moving of platforms.

Collect all the feathers in one level, and it’s onto the next one. And the next one. And the next one. And the next one… Munin boasting some 80+ levels in total.

Munin iOS review

Ok, the obligatory criticisms. The touch controls can be a pain in the bum when time is of the essence, largely because it’s not clear where each quadrant begins and ends. Similarly, you’ll inevitably find yourself spinning the bottom left quadrant when what you’re really trying to do is move using the virtual stick. Very annoying.

And 81 “exciting” levels; does any game seriously need 81 levels? I would’ve rather had fewer levels and more flesh around the story.

On that note, Munin can feel a tad laborious, and definitely suffers from Here We Go Again syndrome, especially when you finish a particularly troublesome level only to be presented with another baffling maze with several feathers to collect.

Indeed, Munin feels more like a game of trial and error than skill. With each quadrant being able to sit in four different positions, there are often too many variables to be able to simply look at the screen and figure things out.

Ooh, and there’s no progress indicator, so it’s nigh on impossible to tell how much of the slog remains.

Room for more? It’s pretty dark, so I had to crank the brightness, which obviously ravaged the battery.

On the plus side, there’s a unique twist in each world (water, lava, platforms, boulders…) to keep things vaguely interesting, it’s fairly stylish/atmospheric, and – again – there’s plenty of gaming meat.

On the whole? Good. Good but not great.


  • Unique gameplay twist in each world
  • Fairly stylish and atmospheric
  • 81 levels


  • The touch controls
  • Trial and error
  • Feels quite laborious

Summary: Munin is a fairly decent platformer, but with a whopping 81 levels and not a whole lot going on beyond spinning the environment again and again, chances are you’ll lose interest long before the end.

Developer: Daedalic Entertainment GmbH

Price: £1.99 @ App Store

Compatibility: Requires iOS 4.3 or later. Compatible with iPad.

Munin iOS review

Read more about: iOS

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