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Showing posts with label Indie Games. Show all posts
Showing posts with label Indie Games. Show all posts

Sunday, 23 August 2026

Skautfold: Moonless Knight Review (Switch)

We’ll admit to not being aware of the Skautfold series. Apparently, there are a ton of games out there set in this interconnected indie world across a range of genres. What drew us to Moonless Knight was the notion of a top-down action Metroidvania set in alternate ancient Japan featuring demons and samurai’s. It certainly sounded like something different, and it claims to have a unique battle system as well. 

Stylistically, Moonless Knight sets the tone really well. The eerie, cursed environment comes across strongly with some suitably spooky music and mist drifting across the place. The ancient Japanese setting is also handled well enough with the thing looking not a million miles away from Rocky and Pocky if the colour palette had been toned down. If anything, there is a bit too much detail at times and some of textures don’t blend together in the best way. A slightly cleaner design approach would probably have benefited everyone. 

The story goes that you have been sent to retrieve and ancient relic from the emperor’s castle. Upon arriving you find that a luna cult has taken over and now there are cosmic barriers keeping the rest of the soldiers getting in to win the castle back. As such you must head the resistance from within your hiding place in the castle grounds and keep the emperor hidden.

Combat is certainly unique, but we didn’t find it something that ever really clicked or became enjoyable. There are ways to avoid and block attacks, and of course doing so with split second timing creates bonus effects. There are also a ton of different weapons to get hold of and upgrade. But it always felt too sluggish, I do wonder if it would have been better almost as an auto striker kind of game as you have a strength bar which effectively acts as a timer to say when you initiate an attack. It’s also quite difficult to tell if you are making contact with the enemy when striking and keeping an eye on the various armour, strength and damage bars meant we never were never really sure who was winning a battle until someone keeled over. 

When you die you return to the main base with any money you’ve found and are free to go out and explore again. While in the base there are a lot of different characters to talk to get advice or fill in sections of the back story. Unfortunately, this has some of the most frustrating text skipping controls we’ve come across. We read quite quickly but the option when in dialogue is either to let it run at its slow pace or skip the sentence completely. You can go back and then check the conversation log, but would it have been so difficult just to make text appear a full sentence at a time? This, perhaps more than anything else, really took us out of the game experience. 

Overall, Skautfold: Moonless Knight is an interesting idea and if you do end up gelling with the combat then its certainly intriguing and interesting enough to take up a considerable amount of your time. We just found it a bit too slow and clunky though. There’s certainly something good in here but there were too many rough edges for us to really get into it. 

Overall 5/10


Monday, 3 August 2026

Constance Review (Switch 2)

It was only a matter of time before some of the more interesting games that were bundled on Evercade cartridges started to find their way to other systems. And Biomechanical Toy is certainly one of those. A fairly obscure arcade release, it never received a home computer version, so this really is one for gamers looking to experience a little piece of cult arcade history.

In terms of how the game plays, the Amiga influence is very clear to see. It has the graphical look of all those weird Amiga platformers and also the slightly lose controls that tended to be the characteristic of any of these games not released on consoles. The levels are all set in a surreal sort of theme park/circus and your goal is simply to get to the end of each, blasting as much as you can.

In general, the game plays well. The main character is responsive and the weapons have a good weight to them. The levels are tough but its not as unfair as most arcade games of the time. It certainly seems like at some point there was an idea of porting this to home systems in terms of how it plays as there is a fairness and sort of balance to it. It’s still pretty tough though, just not in that way that most arcade games are designed to suck up all your money.

In terms of extra content there is n’t anything revolutionary here. You get the usual selection of filters and borders and some quality of life features such as being able to save and also rewind. The rewind is always useful as it stops the need for the constsnt reloading you would otherwise have to do. There is also a gallery included and you can listen to the games soundtrack via a jukebox mode. Some more info about tis development would have been welcomed as its so obscure but there’s enough here to peak the interest for a little while.

Overall, Biomechanical is a fun release and one that sits alongside some of the other weird and wonderful cult games nicely. We are always happy to see these more obscure games brought back into the light and the fact it’s a pretty decent one just makes it all the better. The usual reservations will apply for anyone who struggles with these older games but retro game fans and fans of arcades will love it.

Overall 7/10

Sunday, 26 July 2026

Biomechanical Toy Review (Switch)

It was only a matter of time before some of the more interesting games that were bundled on Evercade cartridges started to find their way to other systems. And Biomechanical Toy is certainly one of those. A fairly obscure arcade release, it never received a home computer version, so this really is one for gamers looking to experience a little piece of cult arcade history.

In terms of how the game plays, the Amiga influence is very clear to see. It has the graphical look of all those weird Amiga platformers and also the slightly lose controls that tended to be the characteristic of any of these games not released on consoles. The levels are all set in a surreal sort of theme park/circus and your goal is simply to get to the end of each, blasting as much as you can.

In general, the game plays well. The main character is responsive and the weapons have a good weight to them. The levels are tough but its not as unfair as most arcade games of the time. It certainly seems like at some point there was an idea of porting this to home systems in terms of how it plays as there is a fairness and sort of balance to it. It’s still pretty tough though, just not in that way that most arcade games are designed to suck up all your money.

In terms of extra content there isn’t anything revolutionary here. You get the usual selection of filters and borders and some quality of life features such as being able to save and also rewind. The rewind is always useful as it stops the need for the constant reloading you would otherwise have to do. There is also a gallery included and you can listen to the games soundtrack via a jukebox mode. Some more info about tis development would have been welcomed as its so obscure but there’s enough here to peak the interest for a little while.

Overall, Biomechanical is a fun release and one that sits alongside some of the other weird and wonderful cult games nicely. We are always happy to see these more obscure games brought back into the light and the fact it’s a pretty decent one just makes it all the better. The usual reservations will apply for anyone who struggles with these older games but retro game fans and fans of arcades will love it.

Overall 7/10

Monday, 13 July 2026

Psyvariar 3 Review (Switch 2)

The Psyvariar franchise has been around for some time. The first time we encountered it was via the PS2 version where it was a fun, if not top tier shoot’em up with good potential for high scores. There was a sequel and then Psvariar Delta in 2018 which acted as a sort of remix/compilation, but this is the first new game in the franchise proper for a very long time.

In terms of presentation this is what you come to expect from your standard post 2010’s vertical scrolling shooter. The ship sits at the bottom of the screen, flies over 3D environment scaling below, avoids bullets and shoots things. The twist with Psyvariar though has always been about really pushing your hit box as close as you can in order to powerup and maximise you score. You must get the enemy bullets to skim you which continually boosts the bonus the pot. You can also spin you ship which makes it a bit slower but helps with the hit box and also changes the intensity of your own bullets.

Speaking of those 3D environments, Psyvariar 3 looks beautiful beneath the chaos. A lot of care an attention has gone into making the stages look as stunning as possible. Unfortunately, this is also a bit of a problem. The environments are so busy and fully constructed that it can be very difficult to judge incoming fire, enemy ships and even what is and isn’t an actual obstacle. This would be a major problem if it wasn’t for the fact you can go into the settings and change the brightness. Doing so helped to resolve the problem and it at least allows for the individual player to find something they are comfortable with.

The game contains a good amount of content for players to get stuck into. There are seven characters to choose from (including Cotton from that series as a guest), Arcade mode, Arrange mode (which allows upgrading to make the game easier), Caravan, Endless and Mission Modes (49 short challenges). It plays out over seven pretty large stages as well with the expected spectacular boss battles at the end of each. It’s a nice package for fans who really take to the game as there is always something to go to when you want to change things up a bit. It’s certainly not just a quick arcade style port. It also runs buttery smooth, even in handheld mode, something essential for games in this genre.

If there is a downside it's that the overall design aesthetic does seem a bit bland. If you think about the iconic games from the genre there will be bosses, ships and levels that instantly spring to mind. Who could forget pretty much all of Ikaruga for instance? But here, though everything works well, nothing really stands out to that degree. As a result this isn’t as essential as games like Radiant Silver Gun or some of Caves output. Instead, it becomes as must play for those that are really into the genre.

Overall, Psyvariar 3 is a well put together shoot’em up with a gimmick that makes it unique and keeps it separate from others in the genre. However, it’s not up there with the real top tier shoot'em ups. If you are into these types of games you’ll get a lot out of this. But we suspect most players will have a list of a fair few games to buy before they reach this.

Overall 7/10

Monday, 29 June 2026

Super Scram Kitty Review (Switch)

 

After wooing us with the wonderfully named Floating Cloud God Saves the Pilgrims and The 2D Adventures of Rotating Octopus Character the mad cap humour of Dakko Dakko (now Kumogami) studios returned with the then Wii U exclusive Scram Kitty and his Buddy on Rails. Many years have passed and despite a quick return on the PSN Scram Kitty has been mostly silent until now, arriving in a remixed form and looking better than ever.

The plot is mad and sends us back to the 16-bit days of lunatic ideas. Basically, your cat sends you a message from the international space station saying super intelligent mice have taken over and you need to get up there and rescue all the cats and take it back from them. What this amounts to is jumping on your spinner and blasting, leaping and spinning your way around some top down puzzle/platform levels.

The puzzle elements are based around shooting switches, finding different weapons to destroy obstacles and simply working out how to make jumps to different rails. It’s nothing massively complex but when combined with the past paced gameplay and onslaught of enemies it’s more than enough to deal with.

The game draws a lot of influence from previous game Rotating Octopus but there are a ton of new ideas going on here. Working out the movement is key to success and your character controls in a fairly unique way. Your spinner is magnetic and attaches to any rail. You can move along the rails under your own steam but the only way you can reach another rail is to jump to it. What this means is that you need to use the rails carefully to get the right angles to jump and fire.

You will be attacked by various types of mice on your adventure and making sure you can actually hit them with your variety of weapons forms part of the crux of the game. Your character only fires directly in front of themselves so if you are on a side rail and they are coming at you from below you need to jump to a rail facing towards them in order to hit the pesky vermin. It starts out tricky but you soon get the hang of how it all works, and it adds to the puzzle elements of certain levels. 

The goal of each level is to rescue four cats and reach the exit door. You can just find the exit if you want but you’ll need cats to unlock levels as you go so replaying earlier stages is vital to progression. The four cats each have their own characteristics to be found. The lazy cat just sits by the exit and the lucky cat requires all the lucky pennies to be found in a level before appearing. The black cat requires a super tough mouse to be destroyed before it will come out and finally the scaredy cat, when picked up, will run off to somewhere else on the station and requires chasing around and capturing in a strict time limit.

Scram Kitty is a tough game and you’ll need both patience and perseverance to get through. You have an energy bar but once it’s gone you’ll have to start the level again from scratch. This includes finding cats, coins and weapons again or taking down the big bad mouse commanders. The levels are fairly compact but the amount of skill required from the player means dying near the end of a stage can be exasperating. 

The main problem with Scram Kitty from the Wii U version has now been removed. On The Wii U proverbial Scram would appear on screen to give advice. When this happened he pretty much took up the entire screen and this led to a number of deaths and missed jumps as we simply couldn’t see what was going on. Scram no longer does this. While this means you don’t get the advice it also makes for a much smoother experience overall.

Overall, Scram Kitty is still an excellent game. There’s a lot of invention and originality on show in terms of the games mechanics and we certainly haven’t played anything like this for years and there’s nothing else like it on the eshop. It says a lot that even now, this is a pretty essential purchase for anyone who wants an old school challenge mixed with some clever design.

Overall 8/10

 

Monday, 15 June 2026

Soccer Kid Collection Review (Switch)

 

Once Soccer Kid appeared as the headline for one of the Evercade collections it was only a matter of time before it made its way onto the Switch. A semi successful attempt at creating a new mascot, the character that started on the Amiga went on to grace a host of platforms from the SNES to the Atari Jaguar and Playstation. What is a little disappointing is that only two versions of the game are included here.

What you have here is the most controllable version of the game – the Super Nintendo one, and the one with the all the cut scenes – the MS DOS version. So while that makes sense to some degree it begs the question of why call this a collection when so many other platforms have been overlooked?

That said, the little dude certainly has something of a cult following and it’s easy to see why. This can’t hide its Amiga platformer roots with the loose feeling controls, but the main gimmick helps to keep it above its peers. We are of course talking about the football that Soccer Kid uses as his main way of dispatching enemies. Control of it can be a little tricky to begin with but once you’ve worked out how the momentum of it works it’s a satisfying experience belting it at the many caricatured people that inhabit the levels.

While there are only two versions of the games here it doesn’t mean they have skimped on the general features. All the usual quality of life features such as rewind and saving are included along with screen filters and borders. You can even activate various cheat codes. There is a decent gallery as well with instruction manuals and materials from the other versions of the game not included. It’s actually far more than most of these collections have.

While the game plays a bit lose it is fun. There are a few frustrations like too many leaps of faith and not being able to properly look up or down. This seems like a minor thing until you release that if you really want to finish the game properly you are going to have to search for football cards that let you try and reclaim a piece of the missing world cup. Think of the chaos emeralds in Sonic and you aren’t too far off.

Overall, Soccer Kid is a fun game that we are glad getting some attention again. It’s release around the World Cup was somewhat inevitable and we really do love it when games a little more obscure are given the time to be ported. It’s not perfect by any means but there’s fun to be had here for those willing to master the controls.

Overall 6/10

Monday, 8 June 2026

Sektori Review (Switch 2)

While the landscape is currently filled with Metroidvanias and indie rogue-likes there was a time when twitch shooters were all the rage. Driven in part by the return to high score culture brought about by various online services, games like Mutant Storm and, most prominently, Geometry Wars developed a huge following. 

Sektori is a game heavily drawing on the Geometry Wars ethos and it does it so well that you might just start to forget about the shape-based blaster for a while. It does have serious pedigree behind it though as the developer used to work for the company responsible for Resogun. 

This is clearly a love letter to Bizarre Creations pinnacle game though, and the identity runs through it so strongly that changing a few shapes around would easily make this a direct sequel. As such, this is a crazy twin stick shooter that relies on its pumping techno soundtrack to keep adrenaline high. Too start with you are tied into the campaign mode, but other modes become available the more you play. 

The basic gameplay will be familiar to most. You control a ship, moving with one stick while blasting with the other. You can pick up power ups which move rewards up a scale, and you can then cash in on the one you want with speed ups being low down and things like shields and level wide strikes higher up. You must collect little triangles to fill you powerup meter (a mechanic used to multiply the score multiplier in Geometry Wars), and if you touch anything you die. You also only have one life so make sure to make it count. 

There is a unique trick in here as well with the player being able to do a sort of charging forward manoeuvre which creates a small explosion around where you end up. If this is down with the player landing on a particular icon it creates a much bigger explosion which can take out a host of enemies.

As you progress through the campaign the level will shift and change shape, creating barriers which raise from the floor. There are also boss fights with creations that take up most of the screen even early on. Your standard enemies are a host of neon shapes that form into things that dart towards you, move along fixed rails or turn into swirling snakes. This may well sound very familiar, the one Geometry Wars mechanic that isn’t here though is the black hole which does help create a little separation. 

Once you have played the campaign for a while you’ll start unlocking challenge modes. These are more score attack minded pursuits and seem to be the developer’s favourite modes from Geometry Wars 2. As you achieve a D rank score in each more challenges open up. These include things like gate mode where your weapons are disabled and you must destroy enemies by moving between exploding gates, Charge Mode where you only have the charge move and things like a boss rush and classic score attack modes. There’s certainly a lot here for players to get the most out of if they connect with the game. And it all works beautifully. 

Overall, Sektori is a stunning game. It looks and sounds amazing and plays incredibly well. While we can all wish for some kind of Geometry Wars collection or sequel this really is the next best thing. It’s so successful at what it does that in some ways it has really surpassed those games. Comparisons may be inevitable but the brilliance on display here means it is worth considering as something far more than just a love letter to an iconic franchise. 

Overall 9/10


Sunday, 24 May 2026

Saint Slayer: Spear of Sacrilege Review (Switch)

One day Konami might get the hint that we need Castlevania games to come out a bit more often. At least we have Belmont’s Curse nearly upon us. During those long periods of drought, it seems indie developers have taken it upon themselves to try and fill the void. We have covered a fair few here and Saint Slayer in the next in line.

It’s curious that side scrolling, linear, Castlevania likes always stick to the 8-bit pixel look. You would think someone would take on the 16-bit era at some point. Saint Slayer is another that looks a lot like the first three NES Castlevania games. It follows a standard linear level structure and even has a little between level map just in case you still didn’t get the inspiration.

Luckily, it plays a bit less clunky than the 8-bit Castlevania games though. You are limited to the usual jump, attack and special attack options, but there are also a few Metroidvania elements thrown in as skills which you can acquire, such as a slide which is vital for taking you under traps at certain points. There’s also a little bit of a Duck Tales inspiration with our hero able to use his spear to pogo around on spikes.

That isn’t to say the game is easy though. It’s pretty damn tough, especially if you have no experience with the rhythm and flow of these types of things. If you are happily playing on your NES or Master System though, you’ll have a much better time of it.

The loose plot follows a farmer in seventeenth century Europe who needs to fight through twenty-one levels to stop a mad priest from stealing relics and summoning all sorts of gothic horrors. It has a weird tone which moves between wacky dialogue (and one scene where a donkey knocks you off a cliff), to straight up horror with starving prisoners, bodies hanging from the ceiling and rotten meat which makes you sick if eaten.

You can collect orbs which act as the in-game currency which can then be spent at the travelling merchant. Interestingly the orbs stay with you through multiple playthroughs. This means you could potentially farm them on the easier settings and then use them when moving up the difficulties. It adds a light consideration about if you should restart the game after death or use the various passwords to continue your progress – minus any upgrades of course.

Level design is generally strong, and bosses are well structured in the ‘learn the attack pattern’ kind of way. An early fight with a monster riding a donkey is a bit silly and frustrating as you must keep dropping boxes on its head, but most others work well. Some levels are too long though. Level eleven is set in a prison and after your hundredth death it really does begin to look samey and bland. Generally, though the layouts and look are varied.

Overall, Saint Slayer: Spear of Sacrilege does pretty much what it sets out to do. It’s a huge homage to a NES styled Castlevania game in that its mostly successful. The biggest thing though about pretty much all of these is they are never quite at the level of the games they are influenced by. While this is a fun diversion, it won’t keep you away from proper Dracula slaying for too long.

Overall 7/10

Sunday, 17 May 2026

Nine Sols Review (Switch 2)

Nine Sols came out a while ago but with the release of the physical version it seemed the perfect time to take another look at it. A 2D action platformer at heart it has some light Metroidvania elements and some of the most beautiful hand drawn graphics we’ve seen on the Switch. It attempts to merge Taoism with cyber punk, merging eastern philosophy with sci-fi.

It’s a complicated story to unravel but basically follows the idea that a virus wiped out an alien race, but they somehow managed to store their consciousness in a virtual reality system. If that’s not weird enough, to power the system innocent beings need to be sacrificed to it so their brains can be harvested for power. Or something like that.

Players control Yi, a sort of cybernetic creature that decides he doesn’t want his human friend to be sacrificed and sets out looking for the Nine Sols to defeat and harvest so that he can gain the codes to the Eternal Central Cauldron. Basically, you jump around beautiful levels and hit stuff with your sword, occasionally upgrading to a new skill and taking on awesome boss fights.

That’s doing the combat system a disservice though. Yes, you can bash stuff with your sword but there are also a lot more nuanced things you can also do. An early example of this is the deflection mechanic. If you successfully deflect an enemy blow, you can then dart past them, attach a bomb to them, charge it and then explode it. As you progress, you’ll gain more skills such as a dash, double jump and the ability to send a little robot out to get into places you can’t otherwise reach, a mechanic normally used for shutting down security systems and opening doors.

There’s also a cool grappling hook mechanic which lets you swing around the place, and you can of course wall jump and even run up certain surfaces. There’s certainly no shortage of ways to get around the beautifully stunning locations. It’s a good thing the game looks so great as well as it’s also pretty damn tough. Even early on enemies pack a punch so you’ll need to get to grips with the combat system quickly. If you die, you’ll need to go back and find your body to retrieve any lost experience as well.

Experience is important as there are various skill trees you can expand upon to boost your health and other stats. And in the style of Hollow Knight, you can equip talismans which add other changes and skills as well. When you get a good build together it’s certainly rewarding to go cutting through the enemies and at times, when it’s all flowing together perfectly you will feel like a complete bad ass.

Overall, Nine Sols is a really a very beautiful looking Souls game in terms of its approach to combat. Fans of Hollow Knight or any of the Sekiro games will soon feel at home, despite the bright colours and tech filled levels. It’s certainly rare to find a game with this much depth and such a clear design vision. It won’t be for everyone, but everyone should try it.

Overall 8/10

Saturday, 11 April 2026

The Last Ninja Collection + Bonus Games Review (Switch)

Of all the collections we thought might make their way to the Switch, we didn’t have a Last Ninja collection at the top of our likelihood list. With the prevalence of C64 releases on the Evercade that seemed like a far more likely destination. We are however delighted to see one of the most iconic franchises of the 8-bit computer era find its way to a new audience.

One-time British powerhouse, System 3 has been pretty quiet for a long time. We had a Putty Squad release a long time ago and Constructor, but this is by far their most high-profile release for decades. Even then, it took a Kickstarter campaign to finally get the franchise over the line in some form. In terms of context of why a Ninja game was out on the C64, it can help to remember that the West was absolutely obsessed with Kung Fu and Eastern culture back in the 80’s, with martial arts movies prevalent at video rental shops.

What you get included here is The Last Ninja one, two and three and the Last Ninja Remix with the C64, Amiga and ZX Spectrum versions of the relevant titles. As well this Internation Karate and IK+ are added in as bonus games along with the easily forgettable Bangkok Knights.

There’s no hiding that anyone new to these games is going have a steep learning curve to go through. The games are difficult and the controls and isometric viewpoint will take some time to adjust to. The basic layout of all three games is similar. You explore a level, pick up weapons and key objects and then progress to the next. But you can leave key items behind and then find you can’t progress later such as the glove in the first game which is needed to pick up a poisoned rose later, or the shuriken’s in the second game.

There are also traps and puzzle elements to overcome and the river and swamp jumping sections were infuriating even in the 80’s. All that said, the first two games are stone cold classics and when it clicks, they still offer a unique experience. The Last Ninja 3 isn’t as strong sadly and the emphasis on almost constant combat makes things very frustrating.

Which brings us to the added quality of life features. Or lack of them. There is no rewind function which is the biggest shame as that would have really made these games accessible, and no way to implement any kind of cheat codes. There is a save function. But each game can only have one game saved and there is also no quick save and load option, meaning you have to quit and then reload when you want to load again. Why we couldn’t just have a load option in-game I don’t know. That said, the screen transition very quickly so we didn’t find it to be a major issue and we were loading a lot. It’s strange though as the Steam version seems to have one.

The other disappointment is the extras. It seems clear the museum text is pretty much all identical for each game with a few words (such as the platform) changed. That’s a real missed opportunity as getting a real insight into some of these titles would have been great.

We are somewhat surprised that IK+ doesn’t get a bigger billing on this collection as it was arguably as iconic as the Ninja games back in the day. Here you have three combatants on a single screen trying to score points to win a round of karate. As these are 8-bit computer games, controls are based around a one button joystick configuration. In this case, you hold a button then press a direction to break out different moves. It actually works really well, and no matter which version you are playing it’s a great high score chasing games.

We found that the Last Ninja games where best played in their C64 guise. This makes sense as this was originally the main platform for games. The ZX Spectrum version of Last Ninja 2 is also remarkably playable. We found the Amiga versions, although they look a lot better, to be far less playable. And if anything, the extra graphical detail made the environments more difficult to traverse and objects more difficult to find.

Overall, we are just really happy that this collection exists at all. These are games that really should be preserved with Last Ninja 1 and 2 and IK+ being among some of the most iconic games the British games industry has ever produced. Yes, there could be more here in terms of the quality of life and museum features, but we can hope for that in an update. We just hope that this gives System 3 some latitude to get other release out the door, we would love to see a Putty or James Pond Collection in the future also.

Overall 7/10

Monday, 30 March 2026

Planet of Lana II: Children of the Leaf Review (Switch)

We were a little surprised to see Planet of Lana receive a sequel. The charming first game is one of the most beautiful looking and sounding indie platformers out there, but it felt like one of those flashes in the pan moments of genius and it’s not exactly like cinematic platformers are that prevalent.

The second game, somehow, looks even more beautiful and continues the story of Lana and her weird pet Mui as they adventure across the planet of Novo. It’s set two years after the events of the first game (which is deftly recapped) and shows how the various tribes and factions have taken to the now discovered technologies scavenged in the aftermath of the first.

Lana has a host of new ways to move around, with faster movement, sliding and things like wall jumps and the ability to swim now in place. As a result, movement is much more fluid than the original, but the platforming sections or also a bit more fiendish as well. The heart of the game though is about solving puzzles. Early on, Lana will normally be given requests from settlers and then head off to find something. This acts as a good introduction to her new skills while showing off the gorgeous visuals and setting up a healthy chunk of world building.

Almost all puzzles require you to use the two characters in partnership with each other. Mui can manipulate technology and pass control on to other animals. So, most puzzles fall into a pattern of working out how to get Mui to a point they can take control of something, then working out where that goes and then getting Lana to race to the new location. An early example of this is where Lana needs to retrieve a particular piece of seaweed from underwater. It requires getting Mui into a shallow pool of fish, then getting the fish through a dangerous area using its ink special skill and then getting Lana to clear a path and then trap a predatory fish before her air runes out.

It’s quite different from the original game in terms of how it plays out. In the first game you were normally hiding or running away from technological monstrosities. And while that is still the case in places, this is much more about using the different animals and interacting with the population. The game feels much more alive as a result.

With most puzzles having a clear timing element it means players need to be precise and agile to get through as well. Controls are slick and precise though, so frustration rarely comes from a clunky input. The game is also exceptionally well checkpointed, so when you do die there are no long sections to retrace. We also found the game was far less frustrating than the original with regards to its puzzle design with it being clear most of the time what we had to do.

Planet of Lana is a beautiful game, but the sequel is off the charts. From the villages to mountain tops and the technological encampments it all looks astounding. The score that goes with everything is also exceptional, really breathing life into the locations. Progress is rewarded with visual highlight after highlight, and it really does keep players pushing through the game. The art design here is akin to something studio Ghibli would be proud off, it’s simply breathtaking.

Overall, Planet of Lana II manages to somehow be even better than the original. Every aspect has been improved, and the original was already an exceptional game. The sharpening of Lana’s movement is a delight, and the majesty of how the game looks makes it irresistible. It might just be a touch short for a few people but then its still longer than the original. It’s hard to see anyone not liking this. It comes highly recommended.

Overall 9/10

Monday, 23 March 2026

Sands of Aura Review (Switch)

While the top down and ismoteric dungeon crawling genre has been an ever present on platforms like Steam, the Switch has seen far fewer titles make it over to the platform. Of course, there is the giant of Diablo and a few games such as Moonlighter but overall it’s all Rogue-likes and Metroidvania’s that dominate the indie sales of the eshops. Sands of Aura it a solid and content filled attempt to change that.

The game is an open world adventure where most of the world is buried beneath a huge sea of sand. Players spend most of their time delving beneath the sand in dungeons, looking for ancient relics with the overall goal of restoring life to the world. The dungeons are dark and complex with well-designed layouts that wind around labyrinthine like. They are perhaps a little too dark at times though as we kept falling off the edge of things we couldn’t see.

You don’t spend the whole time in the dark though as there are numerous settlements and islands above the ground to explore as well and players can take sand ships to sail around the sand ocean looking for new areas to explore. While you do have quests, you can explore fairly freely as long as you can stay alive.

There’s a certain Dark Souls feel to the game as well. It’s certainly not as crushing as the Souls series, but the linking level designs, combat pace and the fact you drop all your money when you die certainly show the rootes winding through this. It did make us wonder what a full isometric Dark Souls game might look like.

There’s certainly a lot for players to get involved with here as well. Your inventory is detailed and upgrading is the only real way to improve weapons and armour. You don’t pick up new weapons as such, but instead different parts such as pommels or blades and then forge them together to create upgrades and imbue special qualities. This goes for armour as well and you’ll find you are always collecting things, sometimes to the point that you aren’t really sure what you hard earned junk collection is useful for.

Combat is solid as well with a good range of moves and options. You have your standard light and heavy attacks along with rolls and dodges and both a shield and parry system. Add in special attacks and spells and you’ll find there are a range of options for players to think about in how they approach the bashing of enemies.

The only real issue with the game is that it’s quite ugly to look at. Its indie routes are very much on show above ground where we had a lot of noticeable pop in and there is a real blandness to colours and textures. A lot of the time you don’t notice this as the camera stays fairly close, but when you are looking out over the sand sea or in certain positions things really show their lack of details. This isn’t a massive issue due to how engaging the game can be, but if you find yourself repeating difficult sections it can quickly become dull and doesn’t help with getting lost in the maze like levels.

Overall, Sands of Aura is an engaging and deep game that if you dig into it will keep you engaged for the hours and hours it will take you to complete it. It does take engagement from the player to get the most out of it though and you’ll need to spend a good few hours getting used to how everything works. It’s the sort of games that Souls and Diablo fans should get on well with and just accessible enough for those not so hardcore to enjoy it as well.

Overall 7/10

Monday, 19 January 2026

Dave the Diver Review (Switch 2)

Originality is a lost art in the realm of video games. But just when you think you’ve seen it all someone will invent a game where you must evolve fruit into a watermelon. This has little to do with Dave the Diver, but if I told you this was a procedural generated rogue-like with a gear building and management element I bet you’d think you had seen it all before. But wonderfully, you haven’t. Even with all these tried and tested components Dave the Diver is actually original…enough.

Split between two main game types our hero, Dave, searches the depths of the nearby ‘Blue Hole’ by day and tends to the needs of customers at the local rundown sushi restaurant at night. The diving section see Dave catching fish for the restaurant and taking on fetch quests for items which have manged to find themselves in the deep. As the game progresses, you’ll need to continually upgrade your gear to reach lower depths, breath for longer and fight off larger and larger aquatic creatures.

At night any fish caught can be turned into treats to serve at the sushi restaurant. After setting a menu customers will come in and Dave is required to run around serving drinks and delivering food which is continually dispensed from the chef. As time progresses, you’ll get ever more tasks to attend to such as clearing away bowls and grating wasabi with the overall goal being to get the restaurant as popular as possible. It’s kind of like if someone mixed Root Beer Tapper with Theme Park.

You also have a mobile phone which continually updates with new apps providing you with more and more to manage. You’ll need to keep up the social media promotion for the restaurant, check emails for requests, answer scientific queries, develop weapons, and gear and hire staff. Life at a small restaurant was never going to be easy after all.

It’s a good thing then that every aspect of the game works and remains fun throughout. The short but chaotic bursts of the restaurant are a perfect juxtaposition with the more tranquil and longer diving sections. While the continued upgrading of gear and unlocks move at a pace that means there is always something new to do or slightly further to explore without it seeming completely overwhelming or becoming stagnant.

It helps that the game looks joyfully lovely. The Blue Hole is a gorgeous place to explore and even though it’s procedurally generated for each dive it still conforms to a sort of logic that means it’s both memorable and mysterious at the same time. There’s a wide range of fish swimming around and various sizes of creatures to capture, kill or simply avoid with the biggest sharks acting as unofficial bosses and gear check points. The above water sections are as equally full of life in their own way with characters all having their quirky charms and the customisable restaurant fitting the setting and overall tone well.

Overall, Dave the Diver is a welcome addition to the Switch library. The fact it has had the attention spent on it to optimise it for the Switch 2 also speaks volumes about the development team. Everything it sets out to do it achieves pretty much perfectly. All the different aspects of it blend to produce a wonderfully quirky and fun adventure for players to undertake. It remains as essential on the Switch 2 as it did on the original and the steady stream of DLC means there’s a lot of life left in this one.

 Overall 9/10

Monday, 8 December 2025

Witch n' Wiz Review (Evercade)

For some the retro style simply isn’t enough and this has led to a resurgence in games coded for original systems. We’ve covered some of these before such as Micro Mages and Alwa’s Awakening, both of which proved to be excellent. They also both ended up heading to the Evercade system as well, something Witch and Wiz is also about to do.

The story is simple, a young boy has been kidnapped by a dark sorcerer and now his witch friend must try and rescue him. Once rescued, the boy wizard becomes part of the many dynamics the game plays around with. Your character handles really well and everything is responsive and free from the flicker and other such quirks of NES games so it may have been designed with 8-bit in mind, but it runs as well as modern ‘retro’ inspired games running on more powerful systems.

Witch and Wiz is a puzzle platform game that is built around single screen levels. Players complete each stage by collecting all the creatures that are within it. This is of course, trickier than it sounds as you can’t jump and need to get around by pushing blocks. It’s easy to lock yourself out of being able to complete the levels but you can reset or rewind your moves which makes it possible to quickly get back on track.

As well as the rewind a new gimmick is added in each new chapter. This could be something such as flipping gravity or adding a second character to control but it means each of worlds stays fresh and original while still focusing on the same core theme. It’s not the longest game either and will likely last you around an hour to complete. But then NES games never have been that lengthy and we would rather have a short, fun, and inventive game than one that outstays its welcome.

The main encouragement for replaying is beating the levels in the quickest time possible. The game keeps track of your best time as you progress so it’s certainly one for the speed runners out there. That said, the nature of the genre does restrict replayability a bit. Each puzzle only really seems to have one solution so once you’ve worked it out there isn’t that much else to do aside from enjoy the simple story.

Overall, Witch and Wiz is another excellent indie game developed for retro hardware. Often in these situations the limitations of the hardware mean developers must get creative and this is yet another example of it. It’s certainly easier than a lot of NES games and aside from speed runners there will be little for many to go back in for, but while it lasts it’s creative, fun and always throwing something new at you. It’ll certainly be perfect for handheld consoles such as the Evercade and Switch and well worth checking out.

Overall 8/10

Monday, 1 December 2025

Micro Mages Review (Evercade)

The indie revival has moved forward somewhat in recent years. For a long time, we have been reviewing games made to look like titles on classic systems. In the last few years though more and more indie titles are making the full jump and simply being developed and released on the original hardware. Micro Mages for the NES is one of the most high profile of these.

Micro Mages is a platformer where up to four players can help each other ascend a tower before existing the door at the top. Don’t worry though because it is perfectly playable on your own. Your little dude can jump and shoot and they also stick to walls. Some of the later levels require a few more advanced techniques such as a power jump (caused by fire a charged shot down while jumping), but it’s basically your starting skill set all the way through.

It can be tough as well as one hit kills and you aren’t exactly brimming with lives. More can be picked up along the way of course and you can also pick up a few items which protect against instant death. There are four worlds in total with a stand off against a large boss creature at the end of each. Once completed you unlock an advanced mode which remixes the levels enough to make it worth while playing through again so it will keep you occupied for a decent amount of time.

The biggest criticism is that your character and enemies are quite small on screen. It’s not such an issue on original hardware but if you are playing the rom on a handheld or the Evercade version it can be difficult to see what’s going on. That said, you are never in a position where things become impossible. 

The controls are wonderfully responsive as well and allow players to leap around the levels with the confidence that your character is going to respond in the way you think. This is handy as the game runs at an excellent pace and suffers none of the characteristic slow down or flicker often associated with NES games. 

Overall, Micro Mages is a welcome addition to the ‘original hardware’ indie scene. It’s one of the few games in this category that would have happily sat alongside the original systems releases. This new focus on simple but effective gameplay and the creativity that working with reduced memory is breeding is something we can get behind with Micro Mages being among the very best examples. If you’ve never tried any of these sorts of titles before this is certainly one to start with.

Overall 8/10

Monday, 3 November 2025

Hades II Review (Switch)

Supergiant Games have a reputation for creating games which are nothing less than amazing, and most of the time highly original and unique to boot. Bastion remains a masterpiece of isometric action adventure, Transistor a stylish mix up of turn based and hack and slash and Pyre is just nuts in about every way. The one thing they haven’t done until now is produce a sequel, I mean where can you go when you’ve already perfected what you are trying to achieve which each title?

So, it’s brave decision to not only make a sequel, but a sequel to one of the most highly regarded indie games of all time in Hades. It’s a good thing then that they have done it right.

Hades II, thankfully doesn’t stray away from the ancient Greek roots of the original. While that story focused on a son trying to escape the depths of hell (and the grasp of his father), Here we have a female lead, Melinoë the princess of the Underworld, trying to defend her home against Chronos the Titan of time. There are a host of new characters here for the studio to play with and each is beautifully written- if you wish to really dive into the law and setting.

Of course, the real heart of the original Hades was the Rogue-like structure and the flexibility of the combat. In this regard not much has changed in terms of the scope. This is still a Rogue game where each run is designed to have you gather resources for permanent upgrades which in turn allow for players to get ever so slightly closer to their goal on the next run. If anything, there are perhaps too many resources to manage here. There are seemingly endless things to change and upgrade and numerous currencies and trinkets to collect and trade for other currencies and trinkets, which in turn can be used to invoke spells, create new areas in the hub world or upgrade your character, weapons and several hundred other things. It really did take a good few hours for us to start to get to grips with everything that was going on.

In terms of your arsenal, you start out with one weapon and unlock other options as you progress. Each of these react differently with the various attacks you have. Players can perform and chain basic attacks, perform a ‘cast’ which creates a ring on the floor which can be used to halt or entrap enemies (among many other things). Special attacks can be initiated by holding the attack button down, and there’s a range of close combat moves as well. You can also pick up a ‘hex’ attack which needs to be charged in each location and has its own development path as well. If you are going to master all this, it’s really going to take a while and for those of you that thought Transistor was complex you are in for a shock. Oh, and you have a dash/dodge as well.

At the outset Hades II is quite a tough proposition. Our first few runs didn’t really yield much progression at all. But as these things go, you slowly start to break the back of the first area and suddenly more options open out to you. The game does seem tougher than the first one though with the second level being a real baptism of fire on the first few runs. But while you may be beginning to get frustrated at not getting past a rock band made of Sirens, the game has something else up its sleeve. You see, the hub world is the crossroads and, initially, you can only descend into the depths. But after casting a particular spell at the cauldron it removes the ward on the stairs that go up as well.

From that point you can continue to forge your way down to Hades or alternatively head to the surface and make for Mount Olympus. This initially comes with a curse which drains your heath, but once you have cleared that the surface world provides a very different approach to the game.

While the downward dungeons remain much in the same format as the original game, the surface world mixes things up a fair bit. The first area for instance, is set in a city of interconnecting rooms. Here you can roam the central areas and decide which door you are going to go through in whatever order you wish. After besting a Cyclops, you are sent to the docks where instead of changing rooms you decide which direction to steer the ships. These surface realms are much larger and wider and require some consideration in approach if you have been used to the cramped caves of the subterranean route. It provides some much-needed flexibility and variety if one location is causing you a lot of issues.

Overall, Hades II is as good as its predecessor in its own ways. It takes a slightly different approach but retains the soul of the core concept and develops it well. It doesn’t make the original game obsolete as it feels different enough while also being strong enough in its own right for both new players and those familiar with the original to dive right in.  

Overall 9/10

Monday, 27 October 2025

Goodboy Galaxy Review (Evercade)

So called homebrew titles have come on leaps and bounds in the last few years. Now, we have reached a place where developers can create titles for older consoles and have them fit perfectly into the indie marketplace. Indeed, we think it’s only a matter of time before one of the big developers decides to dive into the world of retro consoles with a fully-fledged retro release.

We’ve covered an ever-growing number of these games including, Micro Mages, Alwa’s Awakening and Witch N’ Wiz, as well as some of the compilation which have made their way to Evercade, who could forget the excellent Tanzer after all? The latest of these to reach our door is Goodboy Galaxy, a platform exploration game for the GBA.

The plot is simple and follows a space dog called maxwell as he fly’s around various planets solving quests and making friends. It’s all one large collectathon, but that doesn’t mean it isn’t fun. Each character you meet along the way will require help in some way (normally finding things) and will then give you their friend card upon completion. Some also give you other items as well to further aid your exploration and allow you to get deeper into galaxy.

Goodboy Galaxy is not a Metroidvania game though, thanks to the well-placed gates around each planet. Maxwell can jump, has a shield which will absorb damage and has a blaster. However, when you pass through one of the gates on each level something will be disabled. This could mean losing your jump, meaning you must think creatively about switches or platforms, or losing you weapon or shield meaning you are much less protected. It’s a gimmick that lasts throughout the game and allows a series of short but interesting puzzle platform sections to be thrust on the player. There are of course ways of getting around these to reveal secrets as well.

It's good then that Maxwell handles excellently. You must get used to the game as it has its own mechanics such as the firing pace of the weapon and the jump working slightly different than how you would expect, but once you’ve played it for a while it all becomes second nature. It’s cleverly done and shows real thought has been put into how players are expected to traverse around the worlds.

The look of the game is classic Gameboy Advance platformer. Bold colours and large cartoon like sprites are the order of the day and you can’t help but smile at the heavy nostalgia and generally joyful vibe. It fits the style of game perfectly, as does the character design which effectively takes animals and objects and puts bigger eyes and jackets on them. Each planet also sticks with the bright feel, while also being distinctive from each other to keep the overall look from becoming too samey.

Overall, Goodboy Galaxy is a fun game that would have easily found an audience if released during the original GBA years of handheld dominance. It’s like finding a hidden gem for the system and hopefully it will find a much larger place when it releases on modern consoles (Goodboy Galaxy is also currently available on the Evercade). There’s a lot of fresh ideas here and if you are looking for something new that seems like something old then this is an excellent place to start.

Overall 8/10

Monday, 13 October 2025

Puzzle Quest: Immortal Edition Review (Switch)

Puzzle Quest first became popular when a host of match three style games were the go-to for mobile users. We first played it on the Xbox 360 and at the time it proved to be a decent distraction which successfully merged a simple but addictive puzzle mechanic with elements of the RPG genre. All these years later the series is still going and now we have this seemingly complete edition, backed with all the additions and extras added over the years.

The concept is simple, the interface of the game follows the template of a retro style RPG, something that reminded us of adventure games on the Amiga for a reason we can’t quite place. After picking from a preset host of characters that fall into the classic fantasy moulds of thieves, wizards and warriors, you move around a map going to locations of interest such as towns and castles. Here, you can find quests and information and visit shops to buy items and weapons to increase your stats.

Quests generally involve taking on a number of enemies in turn, sometimes with a boss monster at the end. These start out as things such as sewer rats and skeletons but quickly move on to more threatening members of the classic fantasy menagerie. All encounters are handled in the same way which is in the form of a match three battle. You are presented with a grid containing a host of shapes and colours. All of which do different things when matched. Three colours, when matched fill up bars which can be used for different types of special and magic attacks. Matching skulls inflicts damage on your opponent, while you can also get experience points and host of other bonuses.

The key is to balance attacking your opponent with making sure that you don’t leave yourself open. You also need to keep an eye on the potential to match four or more of a shape or colour as this allows you to take another turn. Matching is simply done by swapping a shape or colour from its current position with an adjacent one. It starts out simply but quickly develops into something with far more depth. Even early on the game moves quickly away from its basic format and introduces all sort of bonuses and special symbols. It’s often easy to find yourself in serious trouble even with middling opponents if you let your guard down so players will always have to be thinking a few steps ahead.

There are a host of spells and skills which can be utilised as well, and the effects are wide ranging and varied enough to have a major impact if used properly. It’s easy to amass many skills which do everything from causing more damage to destroying a certain colour or shape on the game field.

Despite its initial casual nature, it’s amazing how much of a time sink the game becomes. It may have casual roots, but we found hour after hour drifting by on occasion, and it certainly has that one more go appeal to it. The combination of the RPG elements and simple but addictive mechanics make this a difficult game to pull away from once you get into its zone.

Overall, Puzzle Quest remains a solid fusion between two different genres. It has enough depth to keep you playing for long periods but is also perfect for on the go play on the Switch. It comes to life in handheld mode and is packed with content that means when it sucks you in, you’ll be with it for hours. All the mechanics work well and there’s even concessions for colour blind players with use of both colours and shapes. If you haven’t played the game in any of its version so far this is a great place to start.

Overall 8/10

Monday, 29 September 2025

Lucy Dreaming Review (Switch)

While many genres from the old world of gaming have found new form with indie developers, the point and click adventure has, for the most part, been conspicuous by its absence. There have been a few of course, the recent(ish) Monkey Island game and Broken Sword 5, (and the re-release of the original) spring to mind. But, for the most part it is an often-unexplored genre in modern times. Lucy Dreaming is a valiant attempt at trying to change that.

Lucy Dreaming, developed by Tall Story games is a British point and click adventure with the ‘British’ aspect of it very much at its core, at least in terms of the accents and voices. Lucy and her family have crazy accents so thick you’d think they were coming to you straight from a Dickensian novel. Aside from that though there isn’t much else to this tag. The game is heavily influenced in terms of style by the Lucas Arts point and click adventure games, most notably the 8-bit ones such as Maniac Mansion which the game takes its graphical style from. There are of course multiple Easter eggs placed around to point this out as well.

The game follows the tried and tested route of point and click games. You move Lucy around using and on-screen cursor. Then you can look at, use, or pick up objects. Objects can then be used to solve puzzles allowing you to progress. In timed honoured fashion, a fair few of these puzzles require the most lateral of thinking to achieve. Telling jokes to a piranha plant so it laughs and spits out a key is a prime example of this. Some of the puzzles are a touch too obscure though, and you can descend into wandering around using every object on everything else until something clicks which isn’t ideal.

The main premise of the game is that Lucy is having strange dreams. This allows the developers to give us two distinct worlds to move between. There’s the dream world of course where things are much more surreal and stranger and the waking world where Lucy can explore her house and neighbourhood to gather items that will eventually allow the poor girl to get a good night’s sleep.

For the most part the writing and humour is good. The characters Lucy encounters are just the right side of zany to be amusing without descending into it being too on the nose. Lucy herself has enough sharp responsive to things to make sure you are unlikely to get bored clicking on things as well.

Controls wise it’s always difficult to move mouse-based games onto consoles, but the Switch version handles quite well. The analogue stick isn’t completely ideal, but it just about holds up. There is also the option to go touch screen but then you’ll be covering your screen in more smudges than you can possibly imagine. The streamlined commands keep things logical and although it invades the view screen, having your inventory and other information available at all times is incredibly useful. There aren’t that many concessions for players who may struggle though.

Many of these games now have hint systems but all you’ll get from Lucy Dreaming is a button that highlights interactive objects in the room. This is of course essential on the Switch when in handheld mode, but it’s not going to help if there’s a puzzle you just can’t get your head around for a few hours. Lucy does give decent hints as well, but we certainly found ourselves stuck on a few occasions for far longer than was comfortable.

Overall, Lucy dreaming is mostly successful in trying to bring an old school style point and click adventure to a modern audience. Long term fans of the genre will get on well with it and will likely not be as phased by the occasionally obscure puzzles. Newcomers though would be better served starting with something a little more up to date in terms of mechanics. One thing we can say though, is that this would fit neatly into the output when point and click games ruled the gaming world, and that alone should be applauded.

Overall 7/10

Monday, 8 September 2025

Roadwarden Review (Switch)

Roadwarden, originally came out on the PC in 2022 and was universally praised for it’s rich story telling and world building. Now, a few years later it has made the jump to the Switch. With the market flooded with Metroidvania and Rogue-like games it’s great to see something a bit different and it’s even better to see something forging a more original path that will actually captivate and engross you. Roadwarden is all these things and more, despite a few performance issues.

The basic premise is that the game is a sort of choose your own adventure, text based, game with some RPG element. You play a new Roadwarden, sent by the merchants’ guild to keep trade moving through a fantasy peninsula filled with monsters and strange happenings. You can pick from a few different variations of your character and then it’s off into the pixel illustrated world to investigate and carry out quests. Your overall goal can be decided on by the player from a host of different options and it’s really up to you to explore where you want over the course of forty days.

The play screen in the game is split into three sections. You get an illustration of your location on the left, the main text description and selectable options in the middle and then access to information about your status and other information on the right. This is navigated by using the Switch control stick or arrow buttons or pressing one of the shortcut buttons. It’s a bit clunky compared to the PC but it does work. We can’t help but feel some kind of virtual mouse cursor may have been a better option though.

Both the illustrations and text set the scene of the harsh fantasy environment well. The text is often lengthy but interesting and there are a normally a host of options to choose from. You can normally even pick from different tones and emotions to use in your replies, all of it adding up to giving the player different paths to follow. This tied to the forty-day time frame means there is a decent amount of replayability here for those who really get into the game and want to play for longer. You certainly can’t do everything or go everywhere in one play through, and the selectable goals also means different priorities are needed for each run.

Once, players leave a location they enter a larger map screen which fills in as they explore. It can feel a bit daunting, but characters are good at giving you information about locations that are in different directions and where you might want to head. This means you are rarely in a situation where you are unsure of where to go or what to do. Instead, the game relies more on a sort of risk versus reward system with the player knowing what’s ahead but also what they stand to gain or lose by doing certain things.

While you are traveling you need to keep an eye on a host of things to keep your character going. There is nourishment, health, tiredness, armour and even appearance which all tie into different aspects of the game and add or remove options if they fall too low. If your appearance is too dishevelled for instance characters are less likely to interact with you, but resting and cleaning takes up precious time which you may not be able to waste.

There are various skill checks and elements of chance you’ll have to face as well. This is very much in the mould of an old school dungeons and dragons RPG, just with a bit more direction. Whenever something which requires ‘chance’ is an option the game will highlight it for you, so you are always have the information you need before making decisions. A well implemented tutorial which pops up naturally as you progress also helps to gently integrate player with the various systems the game runs on.

If there is a criticism it’s that the game runs pretty inconsistently on the Switch, at least in handheld mode. We had a fair few start up crashes when trying to launch and the very first time we played there was even errant code on the screen and an error message about memory. Luckily these disappeared once it seemed to get running but anything that moves is jerky and moving around your options on the play screen comes with a certain amount of lag. It certainly isn’t running in the most optimal way, lets put it that way. Despite this though it remains incredibly engaging and interesting.

Overall, Roadwarden is something both different and rather excellent. The world and atmosphere the game creates with its pixel art and lavish writing really helps to build the feel of a living place. Each interaction is interesting and there is more than enough ‘game’ here to keep people happy who would shy away from other visual novels. It’s closest to something like a digital Fighting Fantasy book, just with more options and systems running. Even with performance issues we really liked it and at the modest price, it’s very easy to recommend.

Overall 8/10