Overview – developed by Axyos Games and published by Eastasiasoft, Neko Secret Room is a mature title where players must solve grid based puzzles. As puzzles are completed by the player additional, sexier images will be unlocked with 12 girls to reveal. This title is available exclusively on the Nintendo Switch system, with a link to the game available at the bottom of the review.
Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Neko Secret Room that was used for this piece. The provision of this software has no influenced the contents of this review, all thoughts and opinions contained within are my own.
Mature Content Warning: this title is intended for mature audiences, with sexual content, nudity and heavy fanservice elements present. If you are under the recommended age or find the content mentioned offensive, please proceed at your own discretion.
Now with the introductions out of the way, let’s get into the review. There is little in terms of story with this title, so I will be moving directly into discussing gameplay.
Gameplay – Neko Secret Room is a simple puzzle title, where the player has infiltrated a photographer’s room and must complete grid based puzzles to access the images they have taken. There are 12 girls to select when accessing the ChanOS system where they are located, split into two catagories, Favorite Photos and Photo Session. Both categories have a total of 6 girls, each with three puzzles to complete, bringing the total up to 36.
These puzzles are simple enough for anyone to figure out at the start, with a 5×5 grid for the first puzzle of each girl. But they will become more complicated and explicit as each puzzle is cleared. The puzzles start with the girls fully clothed, becoming increasingly lewd (with the lewdest parts censored). Once all the puzzles are complete, players can view the images at their leisure or replay the puzzles freely, trying to clear them as fast as possible.
To solve the puzzles, the player swaps pieces to put them into the correct places, with the best the way to match pieces up being using the outside parts of the image. It can take a few minutes to figure out where some of the pieces fit, but others can be lined up fairly easily. The most difficult parts of the puzzles are the background pieces, which can be quite tough to match up with the subtle details. But, they can be completed if enough time has been spent.
Outside of the puzzles there are some simple activities that can be accessed in the two explorable rooms. These rooms are a bedroom and bathroom, which can be explored in a free roaming manner. The player character can move freely around the room, activating an activity when touching a marker on the floor, with one for each activity. The main marker is by the computer, where the puzzles are located with three additional activity markers.
These additional activities are as follows:
Dance – the player character will dance in place, which is a little confusing as there is no addition music that is played aside from the standard background music.
Darts – the player can take part in a darts match against an A.I. opponent, playing a game of 301. Unfortunately the controls are uncooperative, which makes it hard to aim well and the bot opponent is unfairly accurate winning the majority of matches.
Outfit Change – the player can change their characters look by customizing her hair, selecting an outfit and changing accessories. The player can also change the characters skin color, breast/thigh size and height.
These additional activities don’t really add much to the experience, as the majority of playtime is spent with the puzzles. This means that the player character won’t be seen, aside from the opening cutscene and when roaming the two rooms, which feels like a waste unfortunately. The overall experience is fairly simple, with the limited number of puzzles and the rather sparse free roaming sections/activities outside of the puzzles.
Now with the gameplay covered, I will be moving onto the other elements of the game, starting with the controls.
Controls – the controls are very simple, the camera is moved by the right stick and the player character is moved with the left stick. The face buttons control menus and interactions, being used for the Darts mini game, the outfit changer and the puzzles. When leaving an activity there is a pause which takes a few moments and the inputs are not recognized. The best part of the controls is the touch screen capabilities, as the menus and puzzles can all be navigated with the screen in handheld mode.
Presentation – the overall look and aesthetic of the game is basic but pleasant to look at with some fanservice/sexualized content included. The artwork for the puzzles has an anime look to it, with beautiful artwork for the girls featured that cover a range of looks and themes. The rendered rooms that exist outside of the puzzles are basic, with some simple animations and cute elements. The sound for this release is just as simple as the visuals, with a simple soundtrack and limited sound effects.
Final Thoughts – overall this is a very simple experience, with a variety of attractive girls, simple to understand puzzles and mature content. There is a lack of substance outside of the puzzles, with only a few things that can be done. Unfortunately, this titles greatest strength is also one of its biggest flaws, since all 36 puzzles can be completed fairly quickly.
The total game time can be about 2 hours at most, which I feel is sufficient for the low cost. I can recommend this title to players who are looking for an easy lewd puzzle title at a modest price point. However, please bear in mind that this is a rather bare bones gameplay experience, with only 12 girls that have 3 image variants each.
In the end, I give Neko Secret Room a final score of 3/5. This simple but enjoyable puzzle experience is sadly marred by the short length of time, but this is balanced out by the high quality of the featured artwork and variety of themes to them, with 12 alluring female characters at a budget price point. If you want to check this game out for yourself, a link to the game will be below.
Overview – developed and published by Wako Factory, in collaboration with Hound Picked Games, Samurai Riot Definitive Edition is a 2D action brawler set in a war torn fictionalized Japan. As Sukane and/or Tsurumaru, fight your way through wave after wave of soldiers and make choices that will alter the course of events. This title is available on the Nintendo Switch and PC platforms, with links to each version of the game available at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Samurai Riot Definitive Edition that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review. I will be skipping the Story segment but I will be giving some basic details about the setting, characters and the way that the game works in the other segments. I will be referring to this title as simply Samurai Riot during the review to save time.
Gameplay – Samurai Riot is a 2D local co-op, side scrolling brawler set in a fictionalized Japan, where a war has been waging for many years. The two loyal soldiers of the Great Master, Sukane and Tsurumaru have been tasked with bringing down the rebellion that threatens his position, fighting soldiers and Yokai to achieve their goal. The core objective is to move through each area, battling the foes that appear and fighting bosses. However, what makes this title different is the branching path system that can lead to 1 of 8 possible endings.
The combat system for Samurai Riot is fairly unique, with the two characters having their own fighting style and special moves. There is also a system called “schools” which give the characters different stats, alongside skills like poison or double jumping. Here are the basic abilities of the two warriors for this title;
Sukane – a Kunoichi that uses close quarters combat to attack her foes. Accompanied by her faithful companion Azu, a Kitsune fox that can transform and be used in combat as a capture chain, shuriken and bomb but if Azu is hit then he will be unable to assist for a short time. Sukane is unable to block attacks, but she does have a dodge roll and can use Azu to bring enemies close.
Tsurumaru – a samurai warrior that cuts down those in his way with his Katana. While he lacks a companion like Sukane, Tsurumaru has access to grenades that can be thrown at enemies, but these are limited and must be replenished before using them again. He is able to block attacks with his sword and grab enemies up close.
The basic flow of combat with both characters is smooth and consistent, with both light and heavy attacks that can be mixed together for combos. There are also charge specials that deal extra damage depending on charge length, aerial attacks that can be used to get within striking distance of foes and powerful dash attacks. The overall combat experience is fairly consistent and can be easy to pick up, allowing players to get right into the game.
The only complaint with the battle system is the lack of a tutorial when first playing the game, explaining how the mechanics for battle work. For example, there is no explanation of how Azu works when using him to grapple enemies, or how to gain additional grenades when playing as Tsurumaru. There is a command list that is available in the pause menu, showing the moves for both characters, however there is still a lot of trial and error present during battle.
Both characters have access to a fury meter that allows use of 2 ultimate attacks, a close range super combo that uses one charge and a powerful explosive attack that uses two charges. The fury meter has a total of 3 charges, with the bar being filled by collecting items and dealing damage to enemies. These attacks can turn the tide of battle and are most effective against bosses, but they are not the only special attacks that players can use.
As a co-op brawler, this title has a special meter that is only accessible when playing the game in 2 players. By working together, both players will build up the special co-op attack meter that is in the middle of the screen, allowing for a special team attack to be unleashed. This special attack allows both players to deal heavy damage to the bosses and tougher enemies in the game, making team work an important element of the game.
Over the course of the game, players will gain medal rewards based on performance for each battle sequence that they go through, with 4 possible rankings that can be earned. The medals are wood, bronze, silver and gold, with each subsequent rank increasing the gold earned for that battle. The rankings will increase for successful hits on enemies, but will decrease if the player sustains too much damage in battle.
There is also an overall ranking that the player can earn for each stage, with the time taken as well as other factors during play influencing the final result. When a stage is cleared, additional bonuses will be given to the player, adding to the total funds earned for that play through. All funds earned will be added to the total either through a completed run of the game, or if there has been a game over and the player doesn’t continue.
There are also bonus items that can be given to the player, which consist of extra lives and fury filling items. But these aren’t the only items that can be obtained during play, by destroying environmental objects like rocks and signs, additional items will be dropped. Alongside the extra life and fury pick-ups, the player can collect money in three different amounts and health items that heal damage. Items are picked up by walking over them so be careful in co-op if one player is wounded.
At key parts of the game, there will be decisions that the player has to make, with each choice changing the way that the story plays out. These choices will have drastic effects on the plot, altering the sequence of stages that are played through and the bosses faced. When playing in co-op, both players must decide on which route to take. However, if the players are unable to decide, a PVP duel will take place with the winner deciding where to go next.
These branching paths and different endings add to the replay value of this release, but they aren’t the only thing that gives players a reason to return to the game. As mentioned above, there is a system for character stats called “schools” which alters the abilities of both characters. Both characters have a total of 12 different fighting styles with 5 unlocked at the start, with the other 7 needing to be unlocked. To unlock the different fighting styles coins must be used that are earned in game.
There is a caveat to the unlock system in this title. When a fighting style is unlocked it is tied to that character, meaning that the remaining locked styles must be unlocked for both characters. There is also escalating costs for purchasing the fighting styles, starting at 2000 coins and going up from there. These prices are tied to each character, meaning that several runs of the game will be required to unlock them all, grinding coins to unlock more styles.
The overall flow of combat has the potential to change depending on the school chosen, giving flexibility for players to mix up their gameplay style. The combat in general is fairly stable and works well, with solid combos and action during the battles. There is a smooth flow with both characters having their own unique styles, keeping the gameplay fresh through multiple playthroughs. However, there are some flaws to the experience.
The biggest issue that occurs is the game entering a soft locked state, where the game is unable to continue. This can occur when the companion fox Azu will get caught on scenery, an enemy gets stuck off screen or a scripted event doesn’t activate. This unfortunately forces the game to be quit or closed entirely and rebooted, causing a significant loss of time and progress. Another issue is that hit detection can be a little off, causing attacks to miss enemies but they will hit the player.
The last issue to discuss is that the player can be easily overwhelmed by enemy forces, with foes dealing massive damage to the player very quickly. This is due to the presence of hit stun, where the player is unable to react to the attacks until they are knocked down or killed. It is also possible to get stuck in a corner, being trapped in an inescapable pattern where enemies will repeat strong attacks, knocking the player down over and over until death.
These issues can be frustrating and disrupt the flow of the game, which can sadly ruin a speedrun or a playthrough in general. It is possible for these issues to be patched in an update, but at the moment they are a stumbling block that otherwise tarnishes a fairly solid experience.
Now with the gameplay covered, it is time to discuss the other aspects of this release, starting with the controls.
Controls – the control method for this release is basic and well planned out, with all of the buttons having a function on the controller. The attacks are mapped to the face, movement is handled by the left thumbstick/d-pad and the block/grab is covered with the shoulder buttons. There doesn’t feel like there are any issues with input lag, with a range of control types supported through the ability to remap inputs for different controllers.
Difficulty – this title has four different difficulty settings that are selected when starting a new game. They are Easy, Normal, Hard and Expert, with each one affecting the damage that enemies deal, the number of enemies present and the amount of continues the player can use. All four options have a fair balance to them, with the difficulty increasing over time, making for a challenging experience that players of all skill levels can enjoy.
Presentation – the visuals for this title have a distinct stylized look to them, with detailed backgrounds, fluid character animations and detailed sprite work. There are cinematic cut scenes that play out at the beginning of the game, along with special ending scenes that appear depending on the choices made. The sound design fits the theme of the game well, with Japanese styled musical compositions that feature traditional instruments for the soundtrack. There is also a limited amount of voice acting in this release, with voiced dialogue for the cut scenes at the start of the game.
Final Thoughts – I have some mixed feelings about Samurai Riot. The core of the gameplay is solid, with some fun action, creative combo potential and very fun co-op action. However, the fun that is had with the game can be tarnished by the flaws that are present in the game, especially with the soft lock issue. Having the game lock up and being forced to reset is a real pain, with the time lost feeling like a waste and being frustrating.
I do hope that the game can be patched, because the overall experience can be fun and it is very engaging even with the rough edges. The gameplay loop and replay value is there, it has a lot of content to unlock, with the different endings, routes and stage variety to explore. I can recommend this to people who are looking for a fun single/co-op brawler, as the game is enjoyable at a very good price point. However, be aware that there are some flaws.
In the end, I give Samurai Riot Definitive Edition a final score of 3.5/5. This is a fairly solid side-scrolling brawler, with fun arcade style combat and frantic co-op action, all set in a stylized fictionalized Japan. However, the experience is a little frustrating and brought down by some of its flaws. If you want to check this game out for yourself, links to the game will be below.
Overview – originally developed by Westone and Sega, ported by Ratalaika Games, with publishing handled by ININ Games and Bliss Brain, Wonder Boy Collection brings 4 titles from the iconic franchise to new platforms. Take on monsters and bosses to save the day in these classic titles from the 80s and 90s. This collection is available on the Nintendo Switch and PlayStation 4 platforms, with a link to each version of this release at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Wonder Boy Collection that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review. I will be breaking each game down into individual segments, with an overview of the story and discussion of gameplay. Starting off with the first game in the series, Wonder Boy (all story details taken from the official Bliss Brain website).
Wonder Boy – 1986 (Arcade)
Story – Help Tom Tom rescue his girlfriend Tina, who got captured by the evil King. Guide him carefully through different areas and battle the devious enemies that await you on your quest. Use a variety of items that help Boy on his adventure. Face the evil King in various battles to reach your aim and rescue Tina!
Gameplay – this action platformer takes place over 28 stages, split into 7 areas of 4 rounds each, with a special area of 4 rounds added if a special requirement is met. To get through the hazards of Wonder Boy, the player must run, jump and dodge many of the dangers that will be thrown at them. The hazards include fires, boulders and residents of the islands like snakes, spiders and octopi. At the end of each set of rounds, there is a boss where the player must hit them in the head several times to beat them.
To help reduce some risks, power up eggs can be collected, which include an axe that can be used to attack, a skateboard and a fairy that provides invincibility for a limited time. But be aware, if damage is taken or the player falls into a pit, these power-ups will be lost and they will need to be collected again. Players must track the Vitality bar at the top of the screen also, split into yellow and red, which ticks down and kills the player when empty, with the only way to fill it is collecting food during stages.
While the gameplay in unchanged, the controls have been modified with this version of the game having a dedicated run and high jump button. This can be jarring for long time players, as the traditional two button set-up is not implemented, meaning that the instinct to hold the attack button to run won’t work. There are basic game settings that can be changed, with adjustable lives and difficulty, but the extend settings don’t seem to work as 30k points give an extra life regardless.
Wonder Boy in Monster Land – 1987 (Arcade)
Story – Years after the adventures of Wonder Boy the beautiful peace in Wonder Land was destroyed once again by the invasion of a dragon with its evil monsters turning Wonder Land into Monster Land. Help Book to fight the monsters, defeat the dragon and restore the peace for the land and its people again. On your journey, you can collect equipment and magical spells to help you in your battles. But beware – every round has a time limit so you got to be quick!
Gameplay – the gameplay for this title established the direction that most wonder boy titles would follow, moving from a simple platformer to an action RPG. The player takes on monsters that have taken over the Monster Land, with snakes, goblins and boss monsters to battle. When the player defeats monsters, they will drop gold and treasures to collect. The money that is collected can be used to buy armor, shields and items to strengthen their character.
To clear each of the different rounds that make up the game, the player must reach the end point and either collect the gate key in battle or clear the boss room. To help the player keep track of damage done to enemies, colored markers will be visible with blue for high health and red for the critically low health. Wonder Boy uses a sword for the majority of this adventure, but there are also special abilities that can be obtained, like fire balls, lightning and bombs.
Now, the player must be careful in battle as Wonder Boy has limited health (shown as hearts), which is depleted from taking damage or letting the timer in the corner tick over. If all the hearts are lost a game over happens, but players can continue by using a credit and resetting their score. Additional hearts can be earned at score milestones, but only the first time they are reached during a game, which can make death a significant set-back.
Like the first Wonder Boy title, there are settings and modifications made to the way that the game works. The settings for difficulty, number of hearts and the extend score milestones are available, alongside the ability to change controls between classic and modern. This setting option gives players flexibility with the way the game feels in action. However, there is an extra feature included called the wiggle jump button, which lets players activate a glitch/secret in the game as a nice bonus.
Wonder Boy in Monster World – 1991 (Mega Drive/Genesis)
Story – Guide the young adventurous Shion and help him on his quest to defeat the evil BioMeka and his army of monsters that are threatening the land. However, Shion is not alone! Accompanied by the 4 spirits Priscilla, Hotta, Shabo and Lotta, he explores thedifferent regions of Monster Land. Collect money, weapons, armor and magic spells to get stronger and defeat the evil!
Gameplay – this is the third sequel in the monster world series, which follows the same action RPG gameplay as the previous titles, but with a search action style interconnected world. Like the previous title discussed, there are monsters roaming the land that can drop gold when defeated, but monsters will stop spawning if defeated too many times. When this happens, the player needs to leave the area and return to refresh the enemies, allowing them to grind gold.
As this game features several interconnected regions to explore, there is an emphasis on interacting with the residents of different towns to gain information and clues. There are also Inns where the player can rest, save their game, refill their health and choose to continue or not. However, these Inns require payment for the player to rest and save the game traditionally, but the save state feature in this game (and the others in the collection) allows the player to save freely.
While in the towns of Monster World, the player can access different shops where they can use gold to buy items and gear. The gear that is available includes weapons and armor that will alter the stats for Shion, with each piece of equipment having its own unique qualities to it. Shion can change equipment freely, with the different gear strength being shown by stars next to three stats. There is also a skill slot system, which allows the player to assign up to two items or magic skills for use.
As well as the towns to explore, there are also dungeons that Shion must explore, collecting the treasures inside while battling the monsters that populate them. The dungeons also contain puzzles for players to solve, like a musical puzzle that requires Shion to play an ocarina via button inputs to open doors. These puzzles can be complex and a little cryptic, requiring notes to be taken in order to solve them and progress further.
Along with the treasures, puzzles and monsters that can be found in the dungeons, there are also bosses that the player must battle. The boss battles can be tough and can be disastrous for the player if they are not prepared, with a full set of hearts being wiped out immediately. To counter this, there are special potion items, elixirs and heart containers scattered throughout the game increasing the total hearts that Shion has.
The battle system itself is a little more streamlined in this entry, with a life bar popping up on screen to show how much strength an enemy has. This appears below the heart containers for Shion, providing a more reliable way to track how much damage a weapon does against each enemy. The health bar is most helpful in combat against the bigger enemies, especially bosses as it allows for tactical use of special attacks and magic.
The last thing to mention for this title is that Shion can recruit companions from different areas, helping during the adventure with unique skills. These helpers are tied to plot points in their location and aren’t able to go outside of a preset boundary, but do provide help in their respective zones. When the player goes outside the boundary or sleeps at an Inn, the companion will return to their “spawn” and can be recruited again.
Monster World IV – 1994 (Mega Drive/Genesis)
Story – The young girl named Asha sets out on her mission to save the four spirits that were captured by the evil wizards. With the help of Asha’s loyal companion Pepelogoo, they overcome every obstacle and fight their way through various enemies! (I have previously covered the Remake of this title, which you can find HERE).
Gameplay – this entry retains the action RPG styled adventure gameplay of the previous titles, with Asha having some unique mechanics that make this title distinct from the others. With the interconnected regions of Monster World replaced with a single main town, reworked combat and exploration/treasure hunting. The biggest change with this title is the introduction of Pepelogoo, a cute blue monster that becomes Asha’s companion for the game.
The combat system for this title is simplified to an extent, with Asha armed with a sword to fight monsters in four directions and a shield to deflect attacks. This gear can be upgraded with money earned during play, increasing damage and defensive power, along with armor that increases Asha’s endurance and health. Improving the gear equipped can make a difference between success and failure in the dungeons of this adventure.
Another change is the introduction of a home base, where the player will return to often during the adventure. The base is the town of Rapadagna, with merchants, a save point and NPC characters to interact with. These features of the town add a little more depth to the world, with different characters changing dialogue and merchants changing their wares. The home base can be fast travelled to while in dungeons, using the lamp that is collected during the tutorial tower.
In this entry the dungeons are isolated from each other, with a medallion required to access each stage from the transportation gates in the temple at the edge of town. Each stage is filled with monsters to fight, treasure to obtain and puzzles to solve. The different zones that are explored each have their own themes, with a frozen pyramid and an underground water temple. To navigate these areas, the player will need to collect keys, go through doors and take on platform challenges to progress.
The dungeons also contain boss enemies that will try to stop the progress of the player, with each of the main stages having a mid and end boss that will challenge Asha to battle. These battles can be challenging, but there is a way to reduce the risk of failure a little. Throughout the game, Asha can collect blue drops which increase her total health by 1 for every 10 collected, this adds extra emphasis on exploring to find as many as possible (they can even be found in chests).
There are also vending machines that can be accessed, with different amounts of hearts and even elixirs inside (special potions that will replenish some health upon fatal injury). However, the most important part of Asha’s tool kit for this adventure is her friend Pepelogoo. During the course of the game, Asha will partner up with this adorable blue monster, which can aid her in various ways, including granting the ability to glide, double jump and help solve puzzles.
Last to mention is the changes made to the save system. In this title, there are NPC characters called the Sages of Save, who allow the player to save when they are encountered. There are two save slots for the player to use, allowing more than one playthrough to be active traditionally. However, if the player wishes to save their game freely, there is the save state feature that lets up to 6 individual saves to be used at any time.
Now with the gameplay for the titles in this pack covered, it is time to move on to the other elements of this collection, starting with the controls.
Controls – the control method for this release has tailored setups for each title, with fundamental changes to the button layouts of games like Wonder Boy and Wonder Boy in Monster Land. These changes do make the games more accessible to newer players, but could be jarring for older players as the traditional 2 button input of Wonder Boy cannot be used. There is also an issue with Wonder Boy in Monster World, as there are input codes for puzzles without knowing what buttons are listed as.
The inputs for each game can be remapped freely, allowing players to set their controls to fit the controller used for each game. The pro controller and Joy-Cons are comfortable to use with this collection, but I would recommend an arcade stick for the two arcade titles and a Sega style controller for the Mega Drive titles.
Difficulty – the games featured in this collection are challenging, with gradually increasing difficulty curves that will push the skills of the player. The arcade titles have simple settings to adjust the number of Lives, difficulty setting and extra life milestones. There are no difficulty options for the two Mega Drive releases. However, there are some features that players can use to help get through tougher areas, like the save/load state system and a Rewind option that can be used in all games.
Presentation – this collection has several options to alter the graphical look for each game. This release has settings to change the aspect ratio, pixel scaling to set the sharpness and add a CRT filter to emulate an old display. The graphical and sound emulation for this bundle is as close to perfect as possible, with no sprite issues or problems with sound effects and music. The overall quality of visuals and sound are very high, providing the most authentic experience that can be attained on modern hardware.
Final Thoughts – I am a longtime fan of the Wonder Boy series, having owned and played versions of the titles in this collection before. That being said, this is a very good collection that offers a good alternative to buying the original titles on discontinued hardware. The emulation is solid, with no issues when it comes to inputs, graphics or sound alongside quality of life improvements like save states and adaptive rewind.
I can happily recommend this title to fans of the Wonder Boy franchise both old and new, with this collection allowing players to experience these classic titles at home (or on the go with the Nintendo Switch). There are some minor issues that I have with this pack, like the inability to use the traditional 2 button controls with Wonder Boy or the lack of button labels in Wonder Boy in Monster World. But these minor flaws don’t ruin the overall experience.
In the end, I give Wonder Boy Collection a final score of 4/5. This collection contains 4 classic titles in one neat bundle, offering platforming, action and even light RPG mechanics for most of the titles. The emulation is excellent, with quality of life improvements like save states and adaptive rewind, making it an accessible way for new players to experience these classics. If you want to check this collection out for yourself, links to this game will be below.
Overview – developed by Zoo Corporation and published by Eastasiasoft, Pretty Girls Speed is the latest entry in the Pretty Girls series, this time with a competitive speed based card game. Challenge 10 girls to fast paced card battles in 2 different modes, with gameplay that requires both skill and luck to succeed. This title is available for Nintendo Switch and the PlayStation platform, with links to each version of the game at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Pretty Girls Speed that was used for this piece. The provision of this title has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review, I will be skipping the story section as there is no plot for this release, going directly into the gameplay.
Gameplay – Pretty Girls Speed is a competitive card game, with a simple objective to win against the pretty opponents. The objective of the game is to use all the cards in your deck faster than your opponent, matching cards in sequence in either ascending or descending order. Each side is given a deck of cards, with the player and opponent drawing a hand of 4 cards, along with a starter card from each side. The battle then begins and each side tries to use all their cars first.
During the card battles, players can play cards from their hand as long as there is a card that will allow the sequence to continue. However, if there are no cards that can be played, the game will draw a new card directly from the deck, allowing the match to continue. This system adds an element of luck to battles, as it is possible for several cards to be drawn from both decks before play can continue. If there is no deck left, a card will be selected from the hand.
Once all of the cards from either side are used up, the round is over with the winner being the person to use their last card first. The speed element is a key factor to the main Battle mode, where the player takes on 10 female characters in 2 out of 3 round matches. These matches are also times, with the fastest completion time for a victory being logged as the high score. The fastest time will also be added to a global leaderboard, where players from all over the world can compete against each other.
Secondary to the Battle mode is the Challenge mode, where the player takes on 100 challenge stages. This secondary mode doesn’t have a leaderboard, but is a good solo challenge, offering more content outside of the main game. The two gameplay modes offer a lot of content for the modest price point, providing a good few hours of play. The difficulty of each stage and challenge increases over time, but the random nature of a card game can make it feel unfair at times.
Now with the gameplay covered, let’s get into the other aspects of this release, starting with the controls.
Controls – Pretty Girls Speed has an accessible and easy to play control method, offering both button inputs and touch screen controls. The button controls to use cards function with the D-pad and thumbstick, making it very simple when playing on a screen in docked mode. But the touch controls are the preferred way to play this release, with faster response times and more flexibility when using a stylus or just a finger.
Difficulty – the difficulty curve is a little complex as the challenge really depends on the reaction speed of opponents, the luck of getting the right cards and the skill/speed of the player. This can lead to one sided rounds, where the player has no playable cards for a while, or when there are playable cards the opponent can drop a card in immediately before. This combination of AI and random luck can feel unfair, but it is the nature of card based games.
Presentation – the visual style for this release is simple, but aesthetically pleasing. There aren’t any elaborate animations or over the top effects, with portraits of the girls that have that distinct Zoo Corporation style. The sound for this game features a nice and basic soundtrack, with guitars and electronic sounds that work together well. There is also the inclusion of voice acting for each of the girls in Japanese, with lines that are said in and out of battles/challenges.
Final Thoughts – having played some of the previous titles in the Pretty Girls series, I went into this this title with an expectation of a simple but solid experience, which this game delivered. The gameplay is simple, with a single objective and can be easily picked up with little issue. The luck element is unfortunately this titles biggest stumbling block, as it can cause a player to lose quickly if the opponent draws well.
As a low cost title it is worth the price tag, since it takes the one thing it needs to do and does it well. There is a lot of content on offer here with 100 challenge stages, 10 girls to battle and the global leaderboards. With that all said, I can easily recommend this title as it is a fun and fast paced challenge, featuring a selection of attractive character designs all at a modest price point.
In the end, I give Pretty Girls Speed a final score of 4/5. This is a fast paced and challenging release from Zoo Corporation, with attractive female characters, simple to pick up gameplay and plenty of gameplay content at a modest price point. If you want to check this title out for yourself, links to each version of the game will be below.
Overview – being developed and published by Lucid Realm Games, in partnership with Shady Corner Games and Thunder Cloud Studio, Shred and Tear is an action brawler with a risqué edge. Take on the role of Kajun-chan, a girl who was captured and used as a test subject by the invading alien forces of the Tentamon Empire, being turned into a bio-weapon that has been freed by a Tentamon rebel. This title is currently planned as a steam exclusive, with the game still in active development.
Disclaimer: this title is still in active development with a planned release date of mid-2023, with the public demo being used for this coverage. This means that the details in this piece are subject to change, but if you want to keep up with the development of the game, get behind the scenes details and get access to special exclusive content Lucid Realm has an 18+ Discord that can be joined (HERE). They also have an official twitter account that can be found (HERE).
Mature Content Disclaimer: this title is intended for mature audiences, graphic violence, blood, gore and some sexual content/nudity. If you are under the recommended age for this release, or if the content listed makes you uncomfortable, please proceed at your own discretion.
Now with the introductions out of the way, it’s time to get into the coverage of Shred and Tear, I will be skipping the story segment as I feel that is best seen by players. For this coverage, I will be giving details of the gameplay in the demo and my experience with it.
Gameplay – Shred and Tear is a brutal, fast-paced action hack and slash brawler, with squishy aliens and bloody combat. The demo is made up of the first chapter of the game, with open arenas with waves of enemies, action platforming and an intense chase sequence as the finale. The flow for this demo works in a linear form, taking players through the different areas and teaching them the mechanics for Kajun-chan.
The brawling action is smooth, with high impact yet simple to understand moves for Kajun-chan to use while tearing through foes. The basic attacks that she can use are quick and responsive, with the ability to easily rip most enemies apart and deal heavy damage to stronger foes. Kajun-chan also has access to a dash, a flying corkscrew attack and an explosive rage attack that are unlocked over time. These skills allow her to tear through walls and enemies with ease.
When moving between the areas of the demo, walls will prevent Kajun-chan from going back or guide her in a specific way. The majority of the time, these walls will require her to defeat enemies, reducing a bar on screen and opening up the next segment. This system allows for the game to give tutorials to the player, explaining how each mechanic functions during the game with dialogue exchanges that flesh out the narrative.
The different combat tutorial segments all culminate in an arena battle, where the Kajun-chan battles a horde of enemies over three waves with death pits and boost pads to deal with. This is where the different moves that have been learned will be used, fighting different enemies that each use different attack styles, with melee, ranged and flying enemies. This is the most hectic battle section, with enemies spawning in regularly to try and take Kajun-chan down.
Outside the action brawling, there are fast paced platforming and climbing segments, where Kajun-chan has to dodge enemies while moving across death pits and insta-kill traps. These sections can be tough, with enemies attacking the player while trying to move between the platforms, which can lead to falling into pits or colliding with traps. The camera can be a detriment here too, as it can swing wildly if using the mouse which isn’t an issue in combat so much, but has the potential to disorient players.
The last thing to discuss is the tunnel chase segment that is used as the finale of this demo. At the climax of this experience, the player is chased by a mechanized monster that will gain on them unless they maintain their dash speed. In this segment, there are boost strips that the player will need to ride in order to maintain their speed. This is due to the dash meter depleting over time, but the boost strips can keep the dash going as long as Kajun-chan is in contact with it.
As well as the monster that chases Kajun-chan in the tunnel, there are gaps that must be jumped, traps that can kill the player instantly, as well as enemies and gates that need to be destroyed. This is the most intense segment of the game, as a timer will appear on screen when the monster is close, adding to the anxiety of the chase. The camera will trail behind Kajun-chan, with her swinging wildly if the player loses control of their dash.
Now with the gameplay covered, let’s get into the other aspects of the demo, starting with the controls.
Controls – the control method for this demo is simple, with keyboard/mouse and controller support available for players. The movement and combat works well in both layouts, with fast paced combat and platforming, which feels responsive and satisfying. There are zero issues with input lag during play, but the camera does take a little getting used to, as it can be a little sensitive during faster segments. Overall the game feels good in regardless of the control method used.
Difficulty – there is a moderate difficulty curve, teaching the player how the game works through the tutorial sections. There are an abundance of health drops from defeated enemies, but if players aren’t careful they can be overwhelmed and killed. However, even with death being a possibility at every turn with the enemies and death traps, there is a generous checkpoint system that won’t push the player back too far. These checkpoints make this demo a challenging but manageable experience to pick up.
Presentation – the visuals for Shred and Tear look very pleasing, with cutscenes that feature a mix of 2D art and in engine cinematic scenes. The design for Kajun-chan has fanservice elements to her design, with a voluptuous design and some nudity featured. The enemies have a simple yet discernable look to them, with models that let them stand out from the environments around them. There is little in terms of lag during play, but due to my hardware not meeting the recommended specs there were a few frame drops.
Speaking of the environments, the locations that Kajun-chan must traverse have an industrial look to them with bio-mechanical details and gore in places. These elements work together to create something alien, yet a little more familiar. The sound for the demo has a heavy rock vibe to it, with pounding guitars and electronic sounds that make up the soundtrack. There is limited use of voice acting right now, but the lines for Kajun-chan from VA Pixie Willow.
Final Thoughts – Shred and Tear is a fun and entertaining action brawler, with lots of alien gore being splattered across every surface. The combat is intuitive with a smooth flow to the combat, flashy special skills and satisfying gore effects. Kajun-Chan herself has a very pleasing look to her design, with the mix of biological and mechanical parts working well together. The fanservice element is present with some sexual imagery and nudity on show (when unlocked), but it doesn’t detract from the experience.
I will be honest and say that I enjoyed my time with the demo, since I was one of the play testers for the closed demo build (my name is in the credits) and I have seen the feedback that was shared implemented here. My opinion of the progress being made with the game game is a positive one, which makes me more than happy to recommend it to others. I am very excited to see what comes next and while there are some kinks to iron out, the future looks bright for Shred and Tear.
If you want to check this demo out for yourself, you can find the steam page in the link (HERE) and If you want to get a special code to unlock exclusive content you can check out the Lucid Ream Discord server (HERE).
Overview – developed by Success and Studio Saizensen with publishing handed by ININ Games, Cotton Fantasy: Superlative Night Dreams is the latest title to be released in the long running cute ‘em up series. This title retains all of the classic gameplay mechanics, with some new features to make this title unique. This title is available for the Nintendo Switch and PlayStation 4/5, with leaks to both versions of the game available at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Cotton Fantasy that was used for this piece. The provision of this title has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review, starting with the story for Cotton Fantasy. I have covered other Cotton titles on the site, which you can find (HERE) if you haven’t already seen them.
Story – in the kingdom of Fairyland, the Willows have started to vanish, with this occurrence being linked to a prophecy that could lead to disaster. However, this prophecy also makes mention of a witch in a blue robe being the key to averting disaster. Knowing this the Fairy Queen asks silk to find the witch Nata de Cotton to help, who has an insatiable craving for the delicious Willow. In exchange for a lifetime supply of Willow, Cotton agrees to help her old friend and they set out on another adventure.
Gameplay – Cotton Fantasy is a scrolling shooter that plays out much like Cotton Reboot! (found HERE) with the player battling a range of enemies, in frantic bullet hell styled action through 9 stages. The stages have a mix of horizontal and scrolling sections, with the player travelling through fantastical locations during the battles. Alongside the scrolling stages are two bonus stages, with an on-rails rear view in a manner similar to Panorama Cotton (found HERE).
When starting the game, the player can choose one of 6 characters, each with their own unique gimmicks. During the course of a stage, the player fights enemies with a standard shot that can be used as semi and auto fire, as well as character specific special skills. When using the special abilities, enemies and their attacks will be turned into bells, adding them to a combo counter that provides bonus points for each enemy and bell collected.
As the player defeats enemies, gems have the potential to be dropped by foes, with crystals having different effects depending on the character used. There is also an experience system, where the strength of each characters attack will increase depending on their level, with an average maximum of level 5. However, in most cases if the player takes damage, they will lose a level with their power and damage being decreased.
Here are some details about the characters that are available when starting the game;
Cotton – the protagonist and focus of the story, she has the same basic move set as her previous incarnations. Cotton uses a standard shot influenced by the type of magic currently in her active slot, a charge shot that depletes the active magic and a special skill option bomb that explodes the fairies that follow her.
Appli – one of the characters introduced in Cotton 2, her basic moves are the same as Cotton, but she has her own unique magic spells. Her special allows her to capture enemies, using them as a shield or throwing them at other enemies to cause explosions.
Luffee – a guest character from DokiDoki Poyatchio. She has a limited move set, with a standard shot and charge up laser shot, which can go up by three power levels before being discharged. Her special attack is a bomb that deals massive damage to enemies on screen.
Umihara Kawase – a guest from the franchise of the same name. She has a move set that is similar to Cotton and Appli, with three different magic attacks and a slightly weaker regular shot. Her special skill is the fishing rod, which can go in several directions and capture enemies to be used as weapons.
Ria – a representative for the Psyvaria series. Her moves are unique to her and take influence from the game she comes from, with a buzz ability that charges her level by near missing enemies and projectiles (with a max level of 99). Her attacks include the normal shot and rolling shot, with a shield that damages enemies when leveling up, as well as the bomb special attack.
Fine – a representative for the Starfighter Sanvein title. She has the most unique gimmick out of all characters, with a timer on screen instead of lives, with damage reducing the counter on screen and crystals increasing that timer. Her move set includes three different attacks that can be switched between freely, as well as each of them having their own special charge attack and the bomb attack to clear screens of enemies.
After the player has selected their character, they will be taken to the stage select menu screen. At the beginning only the prologue can be selected, but once that has been completed, the other selectable stages will open up providing a non-linear experience. When the first 6 stages and 2 bonus stages are cleared, the final two stages are played in order. Between stages, the story plays out in cute animated cutscenes all told from Cotton’s perspective.
The majority of stages follow the same pattern, having a mid-boss partway through a stage and a final boss at the end. The boss battles have two phases to them, with the second activating if the player doesn’t defeat them fast enough, adding more complex attack patterns during the second phase. It is also possible for the bosses to escape if too much time is taken to defeat them, as the boss will retreat or explode and the stage will end missing out on a score bonus.
Once the boss battle has ended Tea Time will begin, where teacups will fall from the sky for the player to collect to earn bonus points. When Tea Time concludes bonus points will be granted based on various factors, including how many enemies are defeated and how well the character gimmick was used. If the player is able to beat the entire stage without taking damage once, a special no-miss bonus will be given, providing an extra incentive to do well.
During the course of the game if the player loses all their lives (or time if using Fine), they get a game over and choose whether to continue or not. If the player continues, their score will be rest to zero, their level maxed out to five (higher if playing as Ria) and given a fresh set of lives. If the player clears all the stages or chooses not to continue from a game over, their score will be added to the online leaderboard if they are connected online, with a local leaderboard for offline too.
As well as the leaderboards there are additional incentives for players to keep playing, with special stages that are unlocked by clearing the game as each of the characters. These stages are themed after each of the characters, such as a stage based on Umihara Kawase and a version of the first stage from Fantastic Night Dreams: Cotton. These stages are added to the stage select when playing story mode, increasing the number of route variations that can be played.
Outside of the story mode is the training mode, where the player can alter a variety of settings to practice through each of the stages. As each stage is played, they will be added to the training mode, increasing the options in this practice mode. This feature can also be used as a form of score attack, letting players learn the stages and maximize the potential high scores, moving up the rankings over time.
Now with the gameplay covered to a degree I am happy with, it’s time to move onto the other elements of the game, starting with the controls.
Controls – the controls are super simple for this release, with the movement tied to the left stick and d-pad, and the action buttons on the face. All of the action buttons can be remapped freely, with all of the buttons on the controller being available for customization. These inputs work well with all control types, having zero issues with lag or missed inputs during play. This game is comfortable with pro controllers and Joy-Cons, but an arcade stick or Sega style controller is recommended.
Difficulty – this title has three difficulty settings that the players can select when starting the story mode. These settings are Normal, Hard and Extra, with each setting altering the way that standard enemies and bosses function. The enemy attack patterns will change, introducing more bullets and dangerous hazards for the player to try and avoid. The Extra setting really ramps up the bullet hell aspects, with every enemy defeated exploding into a hail of bullets and death.
Presentation – the visual style for Cotton fantasy has a very cutesy look to it for the most part, with a mix of fantastical environments, varied enemy designs and huge bosses that appear. The 3D models used for character sprites and stage elements are all implemented well, fitting the style that other Cotton titles have established in the past. This is most prevalent with the appearance of the Skull Moon, as well as the Homage stages for Cotton and Appli.
The 2D art for characters and cutscenes that play out between stages have that distinct Cotton charm, with exaggerated animations of Cotton and Silk that mesh with the dialogue wonderfully. The Music has that signature electronic sound to it, with the classic theme playing upon reaching the title screen, with music that fits each of the stages perfectly. There is limited use of voice work outside of the story cutscenes, but all voice lines are done well and compliment the other elements of the game.
Final Thoughts – now I will admit that I am a fan of the Cotton series and have been for a long time, so I did have get hyped when I discovered a new title was in the works. That excitement was not misplaced as I can safely say that this is an excellent scrolling shooter, with the new characters and gimmicks making for a fun experience. The story has the classic humor of the series, with the cutscenes serving as a fun transition between the stages.
However, there are a couple of minor complaints I have with this release. On a personal note I do wish that the Panorama style rear view style was used more, I also found the hit boxes for characters to be difficult to see when visible, which made tough bullet hell patterns harder. Putting those minor issues aside, I have no problem recommending Cotton Fantasy, as it is an excellent scrolling shooter that is perfect for fans both new and old of the genre.
In the end, I give Cotton Fantasy a final score of 4.5/5. This latest release in the Cotton franchise is an excellent continuation after the revival of the series with Cotton Reboot. The story and stages have the signature Cotton charm to them, along with guest characters and stages that call back to the history of Success, offering a lot of content and fanservice for players. If you want to check this title out for yourself, links to each version will be below.
Overview – developed by Felistella, Idea Factory and Compile Heart with publishing handled by Eastasiasoft, Seven Pirates H is the latest entry in the Genkai Tokki series that has made the jump to HD. Take on an adventure on the waters of the Monsupi Sea, encountering cute monster girls, H monsters and much more while on the hunt for great treasures, with fanservice and lewd humor throughout. This title is available exclusively for the Nintendo Switch, with a link to the game at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Seven Pirates H that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Mature Content Warning: this title is intended for mature audiences, with suggestive and sexualized content, including interactive “intimacy” modes where the player can touch the characters in sexualized ways. If you are under the recommended age for this release, or if you are uncomfortable with the content that is listed above, please proceed at your own discretion.
Now with the introductions out of the way, let’s get into the review, starting with the story (taken from the Eastasiasoft website). Please note that I will only be covering the core mechanics of the gameplay, this is to prevent spoiling any of the surprises that occur during the course of the game.
Story – Join young pirate Parute Kairi and pervy boy monster Otton in an adventure to locate the lost treasures of the Monsupi Sea! Determined to make a legendary name for herself, Parute sets sail with a magic compass and the aid of newfound monster girl companions, but what starts as a raucous romp across uncharted islands gradually reveals something more sinister. Through their colorful encounters with rival pirates and locals in need, Parute and company learn some unsettling truths about the king who governs these waters, all leading to a confrontation that could tear their adorable crew apart!
Gameplay – Seven Pirates H is a dungeon crawling JRPG, where the player is a human pirate captain who recruits monster girls to their crew, on the hunt for treasure across areas of the Monsupi Sea. The player will sail across the waters of this mysterious sea, encountering dungeons that must be explored, events that push the narrative forward and characters that may just become friends with the crew. I will be breaking down the information here into sub sections, starting with the exploration.
Exploration: this is what makes up most of the gameplay for this release, with the player exploring both the high seas and the locations that populate it. This is split into two distinct styles, the overworld map where the crew sails their ship in a top down perspective, with clouds obscuring parts of the map. New areas will be opened up by obtaining parts of a map, which can be found in dungeons or by completing certain tasks.
When the party disembarks at an explorable location, the perspective shifts to third person with the party leader roaming the dungeon area of each zone starting at the exit. While in these areas, enemies will spawn that the player can choose to battle or avoid while moving through each area. There are also treasure chests that can be found while exploring, with varying rewards inside that will aid the player in their task, either by providing consumables or key/resource items.
As well as the treasure chests there are harvest points, where resource items can be collected and used for various purposes (detailed further down). A dungeon area will also have different paths that can lead to new areas, some with secrets to be found and others may be dead ends, so exploring everywhere is important. The dungeons can even be broken up into different zones, each containing more treasures and resources to harvest that the player can move between.
Last to discuss are the compass and events, two mechanics that are used to push the narrative forward. The compass will lead the player to the treasures that need to be collected to push the narrative forward, leading to event markers in that area. These events are mandatory and will initiate a dialogue scene between characters, resulting in more plot details and sometimes a battle. There are also markers that appear in the overworld map, with some being optional side events.
Combat Encounters: as mentioned above, enemy H monsters will spawn in the dungeon zones that the player can battle. There are three ways that battle can be initiated, if head on contact is made the battle occurs as normal, if the player makes contact from behind they get an advantage, but if the enemy does it they get an advantage. When combat begins, the order that each combatant makes their turn will be influenced by their agility score, with higher values for better priority.
The combat uses a three color element system called pheromones, with a paper, scissors, and rock style weakness/resistance mechanic. There are red, blue and green pheromones, with a single color type applied to each character and monster in the game. The system is similar to other RPG games, with a good comparison being the basic starters from Pokémon, with red as fire, blue as water and green as grass, since they are very similar in function.
Effective use of the pheromone system can be the key to success in battle, as the enemies can also use the system against the player. When the crew members each make their turn in battle they all have access to the same actions in combat, here is a breakdown of the basics of battle;
Attack – the basic attack where characters will attack foes with their weapon, dealing physical damage to their enemies, with the potential for an extra attack to occur if there is more than one enemy in the battle.
Skills – each character can use skills to defeat enemies, using MP (Mura-Mura points) to activate these special abilities. There are also support skills that can aid the party in combat, with restorative skills, buffs to strengthen other characters and even negative effects that can be applied to enemies. MP is increased by dealing/receiving damage and through the use of items.
Excitement – when the MP meter goes past 100 for a character, they will become excited, increasing their attack, defense and agility scores, continuing as long as the meter stays above that level.
Arousal – When the MP meter is maxed out, the character enters an arousal state, giving much higher stat boosts and nullifying any negative effects, while providing access to an ultimate attack. However, if the player does not clear the battle within a set amount of turns, the state will end with that character becoming sedated and unable to fight again for a while.
Item – use an item in battle, with support items that can restore health, give MP points and even revive fallen party members. Items can also be used outside of battle to prepare for bosses and more difficult combat encounters.
Defend – the character skips their turn and guards, reducing damage taken during the next enemy turn. This is useful when trying to increase the MP meter for a specific character in the party.
Run – the easiest action to understand, the character will attempt to flee battle, with higher agility scores providing a better chance of escaping danger.
During story events, there will be bosses that can’t be defeated by traditional attacks and will only be stunned when their health hits zero, which means the player has to use the Otton Cannon to finish them off. This special move is activated in combat by interacting with the chests of the girls, with touching and action increasing the meter with this only lasting a few seconds. Once the meter is full the attack will activate, dealing massive damage to the target.
When the enemies are defeated, they will often drop treasure as rewards for clearing the battle, as well as gold and H Extract which acts as experience points. When players gain specific amounts of H extract, they will earn Training Extract, a special material that is used to level up the party members (detailed further below). When a character is leveled up, they will get boosts to all stats and can unlock new skills that will be useful in later battles.
Character Development: the player is able to increase the strength and skills of their party through the use of training Extracts earned in battle. The mode that this is used in is called Booby training, an interactive intimacy mini game where the player is able to manipulate their characters breasts to enhance different qualities. This can include making them bigger to increase attack, reducing their size to make them faster and making them softer to increase total defense.
When one of the party member’s stats reaches a specific milestone, they will unlock a new ability that they can use in battle, further strengthening the crew on their adventure. Even though booby training is the only way to level up the party, it is not the only way to augment the stats/abilities of the characters. Underwear can be obtained during the course of the game, separated into bras and panties with some being specific to a single character, whereas the majority for everyone.
The underwear serves two functions, with the bras providing special passive skills for the equipped character, alongside the panties that provide increases to attack, defense and agility. This equipment can be obtained while in dungeons from chests, or by trading resources to craft them from the merchants in the game. These merchants are called Booby Kin, cute little monkey like monsters that join the crew over time and live on the ship.
The Ship: on that subject, the ship is the home of the Booby Kin who offer a few different services as part of the pirate crew. Starting out there are only a few that fit the different roles of the ship, with more joining the crew as they are “rescued” as treasure drops and from the overworld map while exploring the sea. They can provide info on treasures, enemies and secrets, as well as giving quests to gain rewards and progress the story, while also being the merchants for the crafting and store.
The ship also has the gallery as part of it, with the ability to view event art, backgrounds and listen to music that has been unlocked during the game. There is also a dungeon guide, that shows where specific monsters are located, a bestiary that gives details of their rewards, pheromones and a model to display them. These details are also viewable while in the dungeon, but the ship is the best place to use them as they can allow better planning for requests.
Now that is the core of the gameplay that I will be covering, due to there being many surprises that I don’t want to spoil for those who want to check this title out for themselves. So with that said, let’s move onto the other aspects of the game, starting with the controls.
Controls – the control system for this title works well, with the thumbsticks controlling character movement and camera, the d-pad/shoulders controlling menu navigation and the face buttons used for functions. The touch screen is implemented here for the intimacy modes, where the player can touch the girls for Booby Training or the Otton Canon, with a good amount of sensitivity. However, there are standard controller inputs that work relatively well when connected to the switch dock, allowing it to be enjoyed comfortably in all modes.
Difficulty – this title is one of the easier dungeon crawlers to start playing, as enemies are plenty and provide H Extract in abundance at the start, but as each Extract is earned their yield lessens. This makes the challenge a grind if players choose to stay in the early areas, but if players want to try and ease the experience. The pheromone system does make the game a little more challenging, as players must decide which crew members to deploy in each dungeons and against bosses.
Presentation – the visual style for this game has a fanservice heavy element to it, with most girls having a risqué look to them and the majority of H Monsters having a comedic yet suggestive design. The environments are creative, with the beach, cave and ghost ship zones featured early in the game fitting the pirate theme well. The battle animations and event scenes are animated well, with creative set pieces for special arousal skills, as well as the art used for special events.
The music for this release is well designed, with a soundtrack that reinforces the pirate motif, like the breezy melody of the forest of purity and the pirate parade style overworld theme. The battle themes have a heavier feel to them, with the use of rock style guitar, pounding drums and a choir to add impact. The game only has a Japanese voice track, with excellent performances from the games cast, with the heavy use of suggestive sounds that further add to the fanservice on show in this title.
Final Thoughts – I enjoyed my time playing Seven Pirates H, with the unique mechanics and charming characters that each brought unique character traits to the narrative. The fanservice elements were fun, with the unique mechanics being used for both suggestive and comedic purposes, which made the experience more engaging and entertaining. The characters each have their own charm and there is a lot of content on offer, with the request missions and side story events adding to the value.
I am more than happy to recommend this title to fans of JRPGs and fanservice centric games, there is a good balance between the combat, exploration and booby centric mechanics. The teams at Idea Factory, Compile Heart and Felistella have created another excellent JRPG, with hours of content to get sunk into and it is balanced very well. If you have played games like Moero Crystal/Chronicle, Dragon Star Varnir or the Neptunia series then this will be perfect for you.
In the end, I give Seven Pirates H a final score of 5/5. This title is a fanservice filled romp that has a charming cast of characters, a fun story that is both engaging and entertaining, exploration/combat that flows at a steady pace and unique gameplay mechanics that make the title unique. If you want to check this title out for yourself, a link to the game will be below, with an affiliate link for the physical to help support the site.
Overview – developed by Nippon Ichi Software and published by NIS America, Prinny Presents NIS Classics Volume 2 is another double pack release of classic titles from the NIS vault. This pack features the strategy JRPG Makai Kingdom: Reclaimed and Rebound (with new content) and the roguelike dungeon crawler Z.H.P.: Unlosing Ranger vs. Darkdeath Evilman. This double pack release is available exclusive for the Nintendo Switch (the games are available individually on Steam), a link to the title will be at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of Prinny Presents NIS Classics Volume 2 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review. I will be approaching this coverage in the same way I covered the previous entry in the NIS Classics series, discussing the core elements of the two titles (to prevent spoilers) before discussing the overall quality of the package as a whole. If you have not seen my coverage of Volume 1 of the NIS Classics series, you can find that (HERE). Story details have been taken from the official website for this release.
Makai Kingdom: Reclaimed and Rebound
Story – What happens when the strongest Overlord in the cosmos turns into a book and loses his Netherworld? He raises an army to reclaim his Netherworld and body, of course! Step into the shoes…or rather, the pages of Overlord Zetta and fight to take back what’s yours! Use the INVITE system to build your army, harness a variety of weapons and magic, and experience a new story in Petta Mode for the first time in the West!
Gameplay – this title is a strategy JRPG that shares many similarities with other titles developed by Nippon Ichi Software, such as the isometric view point and turn based battles. Just like other NIS titles, the story is broken up into several chapters, each made up of multiple stages to battle through, with cutscenes playing at preset points to push the story forward.
While the core gameplay has many similarities to games like Disgaea, there are some unique mechanics that allow this game to stand on its own. Here is a breakdown of some of the features of this title;
Zetta – the overlord Zetta is unable to fight while confined to the form of a sacred tome, instead summoning characters to fight for him from his netherworld through the use of INVITE. The units are created from items that are scattered throughout the Netherworld, including weapons, armor and scenery items, each with their own unique modifiers. Usually 8 units can be deployed, with each defeated unit depleting the deployment pool. The game is over if all units are defeated.
Point System – the clear condition for each map is to earn enough points to reach a minimum target. Points are collected in a few ways, such as defeating enemies and picking up items. When the minimum score has been met, the player can clear the stage at any time or continue to score as many points as possible, clearing it when all enemies are defeated. Rewards will increase at different point totals.
Map Extension – during the course of the game, there will be instances where sections of the map will be hidden from the player. The sections that are hidden are called Extensions and will appear by defeating an enemy or item that has an area KEY attached to them, as well as a few other methods that can be discovered during play. Uncovering new map parts may also lead to special random events that can change the outcome of battle drastically.
Facilities – as the game progresses, the player can unlock facilities, special buildings that can be invited to the battlefield just like character units. However, these special units hold other characters and provide bonuses when used, with an example being that the hospital building will heal units tied to it between turns. Be aware though, that units are only attached to building as long as they are alive, if they are defeated they will be removed until they are reassigned.
Vehicles – there are special items called vehicles that players can equip to other units, or be deployed to the battle on their own. However, they function differently to other types of equipment in game. When invited to the battlefield, a vehicle will be counted as a unit, adding to the invite limit for that map. The Vehicles also gain experience and take damage, but they can only be improved or repaired by specific units or facilities.
Kingdom – this is the home base that the player will be in between battles. Here the player can summon characters, items and other features to change the appearance of the Kingdom. While in the base, the player is able to talk to lord Zetta to make wishes, buy equipment from the shop and also heal fallen party members. This is where character creation also occurs, since the player must have an item on the ground to create a unit, Zetta can summon items collected in maps to be used when asked.
The turn based battle system is a mix of Phantom Brave and Disgaea, with elements taken from both games to create a fun yet challenging combat system. The free movement and out of bounds mechanics from Phantom Brave are here, letting players move is a free flowing way with varied map designs. The movement combines well with the free flowing action system, where the player can choose the order they make moves without restriction.
The flashy and rather ridiculous attacks appear in this title also, with the ultimate attacks for characters having over the top animations that play out in battle. The leveling system requires a lot of combat and skills to be used, with different characters gaining experience and progressing differently. This means that there is a need to grind at times, as the difficulty and challenge of battles can escalate very quickly with level differences occurring quickly.
If the player is not prepared before entering battle, there is a chance for a sudden game over and potentially losing a lot of progress. Luckily, progress can be saved while in the home base, preventing significant penalties from defeat. The game is also generous with rewards when repeating previously cleared stages, with HL that is used in the shop and hospital being earned at a rapid pace, if a little time is taken to practice.
A secondary currency, called MANA will be earned at a slow pace, meaning that it will take a while to reach any significant levels. The MANA is used when making wishes with Lord Zetta and when creating characters, with the ability to reincarnate and level up units to make them stronger. Be aware that some wishes may result in the death of a character which makes reincarnation an important feature, as a character that has been sacrificed will be stronger when it is reborn.
The game starts off with little in terms of features or resources, however as the game progresses, more character types and facilities will be available, along with new dungeons and more. There is also a new game plus feature that will be accessible when one of the several endings is obtained. This mechanic will also introduce new special characters and events that can be accessed, increasing the play time and replay value of the package.
The last thing to cover is the special Petta Mode, an alternate mode that will let the player go through a special version of the game as Lord Zetta’s daughter. This game mode features new scenarios and story elements that are distinct from the main game, essentially providing two games within the package. The game will easily last for about 60 hours on a cycle, not taking into account the extra time from the Petta mode scenarios that are available from the start.
Difficulty – the difficulty curve for this title is gradual at the start, but has the potential to escalate due to the random elements that the extension system introduces. Luckily the ability to grind can lessen the sudden difficulty spikes, as certain characters can be leveled both in and out of battle, like the healer who can function in the maps and home base. The merchant will also be affected outside of battle, as they can be used as a shop, buying and selling items in the home base while also fighting with enemies in the stages.
Another way to alter the way that the challenge plays out, is by changing the gear that character units hold. The equipment is obtained by purchasing them from the shop/merchant, collecting rewards and even stealing them from enemies, but if a unit doesn’t have an empty slot they can’t pick them up. all gear provides different stat changes to the unit it is attached to, with specific items working better with some units than others, like items that boost magic for mages and armor that increases defense for fighters.
Z.H.P.: Unlosing Ranger vs. Darkdeath Evilman
Story – The monstrous Darkdeath Evilman is threatening the Earth, and it is up to you, the weakest superhero ever, to become strong enough to defeat him! Customize everything imaginable, from your stats and your appearance to your secret base and even your theme song. Can you overcome the odds and become a hero!?
Gameplay – this title is a dungeon crawling roguelite, that uses the grid based movement system of other NIS titles, with only a single playable character. The game is broken up into chapters with multi-level dungeon stages, each with randomized layouts, enemies and trap layouts. There are also boss battles that are tied to the story that play out during the course of the game. When a chapter is cleared, a turn based battle against the big boss will occur.
What makes this title distinct from the other release in this package is the roguelike mechanics that are used. With the player level resetting to one when entering and leaving the dungeon stages, while potentially increasing the total level with every victory or defeat. But great care must be taken, as defeat will lead to losing all items and money in the player’s possession, with rewards and items only being retained upon clearing a dungeon.
Here are some of the special mechanics that are unique to this title;
Dungeon Gimmicks – in the dungeons that the player explores, there will be traps, mechanics and gimmicks that will affect the player during play. These include spike pits that will deal damage and cause the player to drop items they are holding, as well as cannons that will send them to different areas of a dungeon floor.
Customization – items that the player can collect include consumable, throw able and equipment items. The equipment that the player picks up can be equipped to slots on the body, causing the look of the Unlosing Ranger to change, as well as provide special abilities that can be used in the dungeons. There are also costumes that change the entire look of the main character.
Body Modification – a system called the Shadowgram lets players install mods directly into their body, using a grid based system that expands over time. When modifying the body, items and upgrades that are installed will give additional boosts to player stats, further strengthening the Unlosing Ranger.
Facilities – both inside and out of the dungeon, the player can access facilities that provide special benefits. These include the blacksmith, who will allow items to be repaired, as all equipment has a limited durability and will become less effective over time. however, the facilities that the player can access while in the dungeon have limitations.
Level UP – during the dungeon stages, the player will gain experience from battling enemies, which will increase their level while in the dungeon. This will increase their current stats, HP and make them stronger overall. All levels that are gained will be added to the total level when a stage ends, either through completion or defeat.
EN Meter – the EN meter will track the energy that the Unlosing Ranger has, depleting over time, with the only way to refill it is consuming items or starving. Different actions will result in varied amounts of the meter being used up. As an example, moving around the dungeon will use a minimal amount of energy, whereas attacking with two weapons or a special move will deal more damage.
The action system for this title follows a global turn counter, where every character in the dungeon floor will activate and make their moves at the same time. However, there is a unique way that combat occurs. For the most part, enemies will stay in their position in the dungeon, only being alerted when the player enters an area around them, but some enemies roam areas. Attacks, special moves and item consumption take individual turns, with the player and enemies acting after each other.
Great care must be taken when engaging in battle, as there is the chance that the player may be pushed into the range for another enemy to be aware of them, alerting another foe of their presence. When an enemy is defeated, they will also make a death cry which will alert enemies within range, causing them to initiate battle against the player. Be warned, that equipment will also degrade during battle and using special attacks, as well as duel wielding weapons will use extra EN meter.
There are also items that can be thrown at enemies, which include poison that deals damage over time and pillows that put them to sleep. These items are very useful and will be most useful at the end of some dungeons, as there are some boss battles that occur at the end of some stages. The boss battles can be very challenging, as there will be the risk of multiple enemies and the bosses themselves can deal devastating blows to the player.
Outside of the dungeons, there is a home base that the player can freely roam, with shops to spend WP points at and NPC characters to interact with. This is where the facilities like the blacksmith and Dark Clinic (for body mods) can be accessed freely. There is also an actual home that the player can enter, with a Wife and Daughter for the Unlosing Ranger while they are at the base, depositing funds to enhance the storage for items and increase benefits.
The features of the home base will expand over time, with new shops, characters and facilities being introduced via progress in the game. Different elements of the world will change depending on the actions that are made, with the condition of the player home changing depending on the funds deposited. These changes make the game world feel a little more alive, there are also Items that can be unlocked to change elements of the base, giving some customization options.
The base is also where the player can save the game manually, as the game will autosave when the player is defeated or the dungeon is cleared. If a mistake is made in the dungeon and the player attempts to reset the game, this will be counted as a defeat, causing all items in their possession to be lost. All of these mechanics make this a challenging title.
Difficulty – the difficulty of this title can be very punishing, with the random map/enemy elements, loss of gear upon death and resetting level in every dungeon making the game a tough challenge. There is a tutorial that explains the game system well, allowing players to get used to the mechanics, but it will take some trial and error to get used to the different systems. Some grinding will be needed if players want to gain an advantage in later levels, so replaying early stages will help.
Overall Package
Controls – the controls for these games work very well, with the use of the thumbstick for roaming movement in Makai Kingdom and the D-Pad for precision in ZHP. The button layouts for both games are almost identical, making it easy to get used to when learning to play both games. The camera movements are tied to the shoulders, with functions on the face buttons, providing a comfortable experience when played with either the pro controller or Joy-Cons.
Presentation – both of the games in this pack use a mix of beautiful sprite work and hand drawn art, combined with rendered 3D environments. The character designs are distinct between both games, with some crossovers when it comes to guest characters, like Prinnies and the Overlord Laharl from the Disgaea series. The cutscenes that are featured in the game are fantastic, with a mix of character portraits and sprites for animations, alongside special attack scenes that are as wonderfully ridiculous as ever.
The sound for both games has that distinct NIS feel to it, with orchestral arrangements, electronic melodies and compositions that use a variety of sounds that meld together cohesively to create something magical. Both games have the choice of Japanese and English voice tracks, that can be freely switched between. Makai Kingdom features the vocal talents of Crispin Freeman (Hellsing Ultimate) and Wendee Lee, with Z.H.P featuring performances from Kate Higgins (Naruto) and Kyle Herbert (My Hero Academia).
Final Thoughts – this was my first experience with Makai Kingdom and Z.H.P., and I can happily say that I had a great time playing both games. The differences between both games made each experience stand out in this pack, with the tactical JRPG gameplay of Makai Kingdom and the punishing roguelike challenge of Z.H.P. contrasting well. This is an excellent double pack of two games that have been hidden on older platforms for years.
I have no problem recommending this release to fans of other games in the NIS library, as well as those who are looking for something new to play. The stories of both games are engaging and have the distinct humor, charming characters and fantastic sprite work that the developer is known for. There is a lot of depth to the games and replay value on offer, especially with the extra scenarios of Petta mode for Makai Kingdom, making this a release well worth the time and effort to play.
In the end, I give Prinny Presents NIS Classics Volume 2 a final score of 5/5. This is an excellent double pack of two games that have been inaccessible to players for many years. The gameplay of both titles are distinct from each other, the stories have a lot of charm and there is a lot of depth to each title, with the potential for dozens if not a couple hundred hours to be spent playing them. If you want to check out this release for yourself, a link to the title will be below.
Overview – developed by Winged Cloud and published by Gamuzumi, Sakura Angels is the latest Visual Novel from the Sakura series to hit the Nintendo Switch platform. Engage in a story about magical girls protecting a guy from an evil that wants to take them. This version of the game has no explicit content like the PC counterpart, a link to the game will be at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Gamuzumi for providing the copy of Sakura Angels used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
With the introductions out of the way, let’s get into the review, starting with the story.
Story – Kenta, a young man who has been plagued by nightmares and headaches, encounters a monster on his way to school only to be saved by two magical girls. These girls Sayaka and Hikari, are his guardian angels and must now protect him from the evil that is stalking him, enrolling in his school and becoming a part of his everyday life. Can these angels save Kenta, or will the mysterious evil entity get what it desires?
Gameplay – the gameplay for this release follows the traditional visual novel system, with the plotline playing out via the perspective of the protagonist Kenta. The events that occur during the experience, will change depending on the choices that the player makes at key points, with each decision pushing the story in a different possible direction. This means that the different choices can alter the outcome of the story route.
Much like the other titles in the VN genre on the Nintendo Switch, there are special CG arts that can occur during different events sometimes altered by the dialogue choices made. It is possible for these CG art scenes to be missed in a single route, altering story scenes if specific choices were made. This means that the player must go through the narrative several times to see all of the scenes, getting each of the different endings.
This is a fairly short experience, with the few romance plots and endings that are available for the player to experience. It is a quick story that can be gone through in a couple of hours each time, providing straight forward narrative threads that can the player enjoy casually. Since this is a console port of a PC title, there are no explicit scenes that would be in other releases of this release, however the fanservice elements are still present.
Presentation – the art style in this title have a nice look to them, with the characters having a vibrant design to them, with expressive character faces that portray the characters well. The backgrounds are a little sparse with little in terms of presence, which unfortunately take away some of the impact of the scenes. The CG scenes are drawn beautifully, with highly detailed pieces that are very pleasing to the eye.
Unfortunately the sound design for this release is a little hit and miss at times in different areas. The music for this title is enjoyable, with music that fits the settings well for the most part, but some pieces don’t work as well. There is a dubbed voice track for this title, with a Japanese voiceover for the female characters that will play for their lines. However, the sound balance is a little off at times, with the voice lines being lower that the music making it harder to listen to without altering the volume settings.
Final Thoughts – I had a pleasant experience with this release, with a story that was easy to follow along and characters that distinct from each other. There are some minor inconsistencies to this title, like the occasional typos, sound balance issues and relatively short time of the narrative routes. However, this is a good budget visual novel, perfect for those who are looking for a simple romance VN with fanservice elements.
In the end, I give Sakura Angels a final score of 3.5/5. This is a decent budget visual with an easy to follow story, pleasing character designs and fanservice scenes that work well with the anime aesthetic. If you want to check this title out for yourself, a link to the game will be below.
Overview – developed by Shady Corner, in collaboration with Molegato and Gingy Kitten with publishing handled by Eastasiasoft, Marble Maid is a puzzle ball platformer with a sexy twist. As the maid Marble, clear up the dust bunnies that have infested the rooms of the mansion that has hired her services. This title is exclusively available for the Nintendo Switch console platform, with a link to the game available at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Marble Maid that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Mature Content Warning: this title is intended for mature audiences, with sexual content, imagery and heavy fanservice elements. If you are under the recommended age or find the content mentioned offensive, please proceed at your own discretion.
Now with the introductions out of the way, let’s get into the review. I will be skipping the story segment and moving straight into discussing the gameplay.
Gameplay – the objective of this title is simple, as Marble, the player is tasked with capturing the dust bunnies that infest the mansion. To complete this task, the player will be able to roll, bounce and dash across more than 50 stages, collecting at least 3 of the 5 needed dust bunnies and reaching the goal. However, this won’t be easy as there are hazards that will hinder the player, along with tight time limits that will apply more pressure.
The areas that the player challenges in the game are separated into zones with 10 stages, each with their own unique themes, including a bedroom, kitchen and bathroom. While in each stage, the hazards aren’t the only thing that the player must contend with, as it is possible for Marble to fall off the edges of platforms. There are also gimmicks that increase the difficulty, including falling platforms and blackout stages, where they must be lit up by candles to navigate the darkness.
When Marble falls of the stage or makes contact with a hazard, she will be returned to start of the stage. However, if a dust bunny has been captured, marble will be returned to the spawn point for that bunny as a checkpoint. But take care, as the bunnies will dash away if they spot Marble, becoming a slight setback if Marble falls of the stage after capturing a bunny that has run away. The dust bunnies can also fall off the stage, returning them to their original spawn point if this happens.
Some of the stages will have bunnies hidden or in difficult to reach spaces, making it tougher to collect all bunnies in a stage within the time limit. To offset this, there are time pick-ups scattered throughout most of the levels, providing just enough time to make it to the goal. If the time limit expires, without reaching the goal with enough bunnies the player will fail that stage, starting again from the beginning with any progress made lost.
At the end of each set of stages is a boss battle with the Nega Maid, where Marble must push her off the edge three times. However, this is no easy feat, since Marble can fall and be knocked off the stage, as well as getting hit by attacks that the Nega Maid will be able to pull out in later stages. If this happens, progress will be reset, but the timer will continue to tick down. When the boss is defeated, 5 dust bunnies will spawn and Marble must capture at least 3 before being able to clear the stage.
Outside of the stages is a hub world that the player can freely explore, showing off gimmicks that will be used in later stages, including rolling wine bottles, cleavers and water pools. These areas help the player to get used to the hazards that will be faced, which can prepare the player for the trials ahead. as well as the exploration while moving between zones, there are galleries that can be viewed on the walls of the hub world, a fan art, behind the scenes and reward gallery.
The fan art gallery is unlocked from the start, with the behind the scenes and reward gallery images being unlocked as the game progresses. The main way that images are unlocked is by capturing dust bunnies, with each artwork being obtained by meeting different milestones. There is also a speedrun mode where the player can challenge the entire game, with a timer that will be persistent throughout the playtime for each run.
The gameplay is fairly solid and a lot of fun, but unfortunately there are some small flaws to the experience. During play there are some minor issues with the camera, where it can get stuck needing to press the camera reset button to get it in position and allow Marble to move again. The physics can also work against the player, most notably when trying to dash which can cause Marble lose momentum, bounce in a way that causes her to fly off the map or even get caught on level geometry.
These minor errors can be a source of frustration, as the tight time limits and sometimes uncooperative physics/camera is not a fantastic combo. This can cause time losses from falling off the stages, unintentionally colliding with hazards and simply getting stuck while trying to move or climb platforms. However, these issues are a small hiccup that doesn’t severely impact the gameplay and can be adapted to.
Now with the gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.
Controls – this title has a very basic and easy to learn control system. The left stick moves Marble, the right moves the camera to the left or right. The face buttons are used for jumping and dashing, with the shoulder buttons used for adjusting the camera zoom and re-centering it behind Marble. These controls work well, but there can occasionally feel delayed when trying to dash, as well as feeling slippery when trying to make precise movements due to the physics.
Difficulty – there is a slow and gradual difficulty curve, introducing new gimmicks and challenges over time. However, if the player wants to be a completionist, there are very hard platforming and movements to get every dust bunny, made more challenging due to the time limits. But that doesn’t mean that it is impossible to get all the bunnies, it just takes some practice. There is an unlockable hard mode that makes the stages even tougher, for those who want a challenge after completion.
Presentation – Marble Maid has a very cutesy look to it, with Chibi style models for the characters of Marble and the Nega Maid, bold designs for the stages and easy to see hazards. The 2D art that appears for Marble in the top left portion of the screen is adorable, reacting to what is happening on screen with simple expressions. These different elements combine well to create a charming experience, which is pleasing to the eye.
The art galleries are where the mature content for this title is located, with adult imagery that is not appropriate for younger audiences, but the art is of a high quality and modified well to adhere to rating guidelines. The sound design for this release is very good, with music from Hentai Hero, offering a relaxing yet upbeat experience. There is limited voice acting in this title provided by Kum Bomb, with the opening cinematic and some voice lines that occur during play, which is a nice touch to the presentation.
Final Thoughts – I had a good time with this release, it’s a fun puzzle ball platformer even with the minor flaws to the camera and physics. The levels are designed in a way that challenges players, but isn’t punishing, with secrets and rewards that are perfect for those who want to put the effort in to get everything. I can happily recommend this title to fans of lewd games, as well as those who want to challenge themselves with the speedrun and hard modes.
In the end, I give Marble Maid a final score of 4/5. This is a fun puzzle ball platformer with challenging stages, varied designs to the different thematic areas, a charming soundtrack and a lot of cute yet lewd art to unlock. If you want to check this game out for yourself, a link to the game will be below.