

Daniel Parente cited Limbo, Braid, and Patapon as inspirations in the aesthetics of the game.

A lot of effort was spent designing the game’s aesthetic and creating Spidy a likable and charismatic character. The Sonic the Hedgehog series served as a model for the game’s speed.

Alien Spidy is advertised to be a PlayStation Vita game early in its development process as well as Sony showed gameplay footage of this game played on Vita during a presentation at Gamescom 2011. Critics praised the aesthetics of the game but were frustrated by the game’s gameplay because of its inconsistent controls and a grueling level of difficulty, which hindered progress throughout the game. The game received mixed reviews at its release. Alien Spidy was published on 20 March 2013 on the Xbox 360, Microsoft Windows, and Macintosh and was released on May 8 to PlayStation 3. Matt Cullen of Canadian Online Gaming pointed out that the checkpoints ensured that players didn’t have to go further back to the game after dying and could save time. The opinions on the mid-level checkpoint system are mixed. Xbox 360, Microsoft Windows, and Macintosh on March 20, 2013, and then launched for the PlayStation 3 on. The game came out to Xbox 360, Microsoft Windows, and Macintosh on 20 March 2013. In a conversation conducted with Daniel Parente, conducted in October 2012, the CEO of Enigma Software declared”the” Xbox 360 and PlayStation 3 the main platforms for the game noting that it was “designed to be played with a gamepad”. The project manager of Kalypso Media for Alien Spidy, Andrew McKerrow, noted that the company tried to find a publisher by making the game available across several platforms.
