Macbat 64 & Beeny – Nintendo Switch Double Feature

Hello, this review will be slightly different from what I usually publish on this site. I am going to be doing coverage of two budget indie games from the same developer, discussing them and showcasing what these titles have to offer. This is going to be a double feature, with all of the usual details for both of the games in a condensed format, giving the basic outline of the games and some thoughts on them both at the end. So with that being said, let’s get into it.

Overview – developed by Siactro and published/ported by Diplodocus games, we have Macbat 64, a low-poly style adventure where players complete puzzles to clear each micro world. We also have Beeny, a vertical 2D platformer with a 90’s style pre-rendered background in the style of Donkey Kong Country. Both of these titles are available on the Nintendo Switch, with a link to both of them at the bottom of this special review.

Disclaimer: before I get into the review, I would like to thank Siactro for providing the software 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 reviews. I will be giving brief summaries of the games, but I will be omitting the story details as I only want to highlight the game experience. Starting off with Macbat 64.

MacBat 64

Macbat 64 sets itself up as a low poly 3d platformer, where the core objective is to just clear the objectives of each stage with platform action. With the player needing to complete platforming challenges, puzzles and talk to NPC characters to get clues on how to proceed. However, as the game progresses more gameplay styles are introduced, including a kart racing stage, 2D side-scrolling platforming and more.

The move list for Macbat is rather simple, with movement of the character and camera, as well as being able to jump. This is as simple as you can get and it works well with this release, as it makes the game easy to pick up and play. This isn’t the most challenging of games with a rather brisk 10 stages, but there is a lot of fun that can be had in those stages. Alongside extra content that can be unlocked post completion and secret hidden collectibles.

The controls for the game handle really well, without any issues when it comes to movement or input lag during play. The inputs feel comfortable with both a Joy-Con and a pro controller, with snappy and intuitive button inputs for the platforming and other actions. The simplistic controls, easy to understand gameplay and overall experience make this a charming love letter to early 3D games.

The visual style does pull from the inspirations behind it, providing graphics and sprite work that is close to the Ultra 64 look. The music has a jaunty charm to it, with music that has a good sound to it and fits each of the themed zones that the game is made up of. There is also some voice over work in this title, with a cameo from a well-known figure within the N64 and 3D platformer community.

Overall, this is a fun and charming experience that offers a lot of fun for the very low price asked. Now, let’s get to the other title in this double feature.

Beeny

 Beeny is a simple 2D vertical platformer that has a very simple premise, get from the bottom of the stage to the goal at the top. The player is able to move left, right and jump controlling their momentum in the air. There are platforms that are positioned in challenging formations through the stage, with additional hazards and gimmicks that are added as the game progresses. The stages also have a variety of themes, from different seasons to weather and even a spooky haunted forest.

This is a relatively short title with only 10 stages to challenge, but there is also a time challenge that is unlocked when clearing the game. This adds a little more play time at the base level, but it also allows players to challenge themselves to beat stages as fast as possible in a speedrunning capacity. There is also a special teaser for the game Super Kiwi 64 included, giving players a small 3D platform area to explore.

The game controls are easy to use with very simple inputs that anyone can pick up and play. The movement and jumping is reactive, with little if any input lag. This game can be played comfortably with both the Joy-Cons and pro controller, with the thumbstick and D-pad/direction buttons working very well during play. The single button controls, easy to understand mechanics and limited failure states make this a fun little game that everyone can enjoy.

The visual style for this release is reminiscent of the old pre-rendered sprites of games like Donkey Kong Country, using sprite work that gives the game an old school vibe. The environments and everything is designed well with this design philosophy in mind. The music is also influenced by the classics, with music that fits each stage it is used on. The overall presentation combines together well, making for a retro styled title that evokes a sense of nostalgia.

With both games covered, I will now give my final thoughts about these two games.

Final Thoughts – I enjoyed both of these games and I am happy to have been able to experience them courtesy of Siactro. These two games have their distinct gameplay styles which all hit different markets. The 3D platforming of Macbat is there for fans of collectathon games, and Beeny for those who want a simple pick up and play title. The price point for both of these titles is very low and I would call them “pocket money games”, but that isn’t a negative as there is a lot of fun to be had with them.

I can easily recommend these titles for everyone, they are cheap and cheerful, with the only negative that I could find being the game length. However, that doesn’t detract from the overall quality and hard work that the development/porting team has put into bringing these games to the switch. With fun games that are perfect for anyone to pick up and play with ease. These are both passion projects and it can be seen in the references to older games, the visual design and the gameplay style.

In the end, I think that both Macbat 64 and Beeny are very fun little games that have a very low barrier of entry. You can get both of them for less than a cup of coffee, and while they are relatively short experiences, there is a lot on offer in these titles. If you want to check these out for yourself, a link to each game will be below.

Link to Macbat 64 (HERE)

Link to Beeny (HERE)

GigaBash Godzilla Kaiju DLC – OUT NOW!

Hello! I have a special update concerning the special Godzilla DLC collaboration that has been released for GigaBash today. This special DLC pack is a collaboration between Passion Republic Games and Toho Company, with 4 iconic Kaiju creatures from the Godzilla franchise being added as playable characters. Check out the details below and the trailer at the bottom of this piece.

Alongside the special characters included as paid DLC, there is also a big FREE update for players to enjoy. This new update will include additional gameplay modes for players to enjoy, with both online and offline game modes that have been added to the game. I will be giving details about these new modes, but first I want to share some information about the new monsters added in the DLC.

Godzilla

Originally debuting in 1954, Godzilla is the original king of the monsters and the first Kaiju to gain popularity the world over. With the iconic look that has remained consistent throughout the franchise. This giant monster has come to the world of GigaBash to throw down with the other creatures, armed with his legendary Atomic Breath and destructive brute strength. This version of Godzilla is the ultimate Kaiju and a foe to be reckoned with.

Gigan

Making its first appearance in 1972 during the battle of Godzilla vs Gigan, the alien cyborg was an early rival of Godzilla, armed with steel hooks for arms and buzzsaw on its body. This incarnation of the beast is just as destructive as its movie counterpart. Equipped with an eye laser, tremendous power and even anti-gravity flight that can be used in battle with the other monsters.

Mechagodzilla

Created in 1974, Mechagodzilla is a mechanical clone of the original Kaiju, equipped with heavy weaponry that it uses in battle against the King of the Monsters. This version of the beast has been heavily upgraded, with even more firepower at its disposal. This time, Mechagodzilla enters the battle with heavy machine gun, powerful rockets and a jet booster on its back to give it increased combat prowess.

Destoroyah

Appearing in 1995, after being mutated at the microsopic level, Destoroyah quickly evolved and grew in size and shape until it reached its final form, battling Godzilla to the death. This incarnation of the creature appears in its final demonic form. Harnessing devastating power that leave disaster in its wake, including its powerful wings and lightning horn, an energy breath beam and the ability to split into smaller creatures to decimate foes.

Now with the new Kaiju covered, I want to give some detail about the new content that has been added for free to GigaBash.

New Features:

  • Arcade Mode – Test your mastery of your favorite characters! In this single player mode, challenge yourself against 8 random Ai-controlled enemies with increasing difficulty and solidify your rank by defeating the Final Boss. Do you have what it takes to beat ‘em all?
  • Onslaught Mode – Play Solo or with another friend in co-op Couch Play as you battle against endless waves of enemies. Acquire buffs as you progress and break the record for the highest number of waves cleared on the global leaderboard. You will also be rewarded with unique skins only unlockable through this mode as you clear a certain wave number. Can you survive the onslaught?
  • Mayhem Online – You asked, we delivered! By popular request, players can now enjoy Mayhem mode online via Private Match. Invite your friends and indulge in this wacky collection of minigames together.
  • Matchmaking and Online Updates – We have upgraded our Crossplay feature! Now, players from all platforms (PlayStation®4, PlayStation®5, Steam, Epic Games Store) share the same public matchmaking pool via Public Match. However, players will not be able to invite their friends from another platform via Private Match. We’ve also added an Emote Menu in the Online Mode so players can have some fun with GigaBash emojis while they wait for other players to be ready for battle.

Final Thoughts

I was able to get my hands on the DLC thanks to a PR rep from and Future Friends Games and I had a real blast with this. All of the Kaiju feel like they fit and the choices are very good for this game. I would have liked to see Mothra, King Ghidorah or even Hedora, but I was very happy to be able to play as some of the most Iconic rivals for the King of the Monsters.

All four characters have their own unique fighting styles and they feel authentic to their movie counterparts. I had the most fun with the new modes too, which was where I spent most of my time with this DLC, playing the new arcade mode over and over. That and the new onslaught mode are a good reason to check this update out, and even pick up the game if you have been holding off making a purchase.

I haven’t been able to test the online out unfortunately, due to some connection instability that I have been having. But, I do think that increasing the pool of players will be a net positive for the game, even if its only for public matches. The only negative thing that I have to say about this DLC and Update is that there was no Music from the Godzilla movies, which is unfortunate but doesn’t impact the experience.

I can easily recommend purchasing this DLC, and if you haven’t checked out my review for the game, you can read it (HERE) and I strongly recommend the whole package to Kaiju brawler fans (even more so now with the DLC). All of the extra content and updates to the online are a welcome addition, giving players more content to enjoy and creating a more definitive package.

I do hope that this does well, since that may renew interest in new standalone Godzilla games, which have been sorely lacking for many years. I don’t think that Toho will decide to make that jump, but I still have hope that if this DLC is successful, it will show that there is a market for the King of the Monsters to return to consoles and even PC.

You can find the Game and DLC below.

Link to PlayStation version (HERE)

Link to Steam version (HERE)

Link to Epic version (HERE)

Pretty girls Escape – Nintendo Switch Review

Overview – developed by Zoo Corporation and published by Eastasiasoft, Pretty Girls Escape is a new type of puzzle game in the popular series of games. In this release, players destroy block and shift the play field left/right to guide the portraits of the girls to the exit. This title is available on the Nintendo Switch and PlayStation systems, 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 Eastasiasoft for providing the copy of Pretty Girls Escape 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 as this title doesn’t have a plot, so I will be going directly into discussing the gameplay.

Gameplay – Pretty girls Escape is a single screen puzzle title with a simple premise, clear out blocks of the same color in sets of 2 or more and guide the character block to the exit. To achieve this goal, players are able to shift the blocks on the play field left and right, moving all blocks at the same time. When blocks are erased, those above if any, will drop down and fill any gaps that are open.

There are 8 girls that the player can select from each with their own set of stages, individual style and obstacles (or combination of several). The difficulty of these challenges will gradually increase if each girl is challenged in sequence, however, players may choose to approach the stages out of order. If this is done, then there may be difficulty spikes that the player is not prepared for, making the stages harder to clear.

The core objective of clearing the blocks and getting the character to the bottom isn’t the only challenge for players. There are secondary missions that can be completed in each stage, which include deleting all of the blocks of a single color, clearing the stage in a limited number of moves or within a time limit. Each of the completed challenges earn the player points, which can be used to unlock new costumes for each girl.

Alongside the standard puzzle mode, there are two additional modes that the player has access to. This includes the challenge mode which offers an extra 20 stages for players to take on, with an increased difficulty and usually a single solution. The other option is the Dressing Room, where players can change/unlock outfits and arrange the girls in dioramas. The costumes unlocked can only be used in this mode and not the main game.

Now with the gameplay covered, let’s get into the other aspects of this game, starting with the controls.

Controls – the controls for this game are very simple, with the option for simple three button inputs to control the in game UI, delete blocks and shift left to right. There is also the option for touch screen controls, which offer a simple and more casual approach to the game. Both gameplay styles are comfortable and work very well with this game, but touch is preferred when playing the game in handheld mode.

Difficulty – this isnt the most challenging games in terms of mechanical difficulty, however, the challenge comes from the puzzles themselves. Depending on the approach that the player makes when tackling each stage and challenge, they may find a puzzle to be fairly easy or incredibly difficult. It is recommended to start the stage mode with the first girl, as rushing ahead to others can make it harder for newer players.

Presentation – this is a rather simple game visually, with anime style portraits for the girls and minimalist look to the play field so that everything can be seen clearly. The artwork is pleasing to the eye and is of the same quality as the other games in the Pretty Girls series. The sound for this game has a good mix of compositions on the soundtrack, alongside Japanese voice lines for each of the girls that will play during the game.

Final Thoughts – I have played and enjoyed several of the Pretty Girls games, which you can find on this site. This is another simple yet engaging puzzler, with a premise that is easy to pick up but can take some time to get 100% used to. This release has plenty of content that for the budget price, just like the others and I can easily recommend it to anyone that likes puzzle games. The only issue is that some of the challenges can be overly complex to artificially extend play time.

In the end, I give Pretty Girls Escape a final score of 4/5. This is another fun and easy to pick up puzzler in the Pretty Girls franchise, which offers a good amount of content and play time for the rather modest asking price. If you want to check this game out for yourself, links to each version of the game are below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Intrepid Izzy – Nintendo Switch Review

Overview – developed by Senile Team and published by Ratalaika Games, Intrepid Izzy is a search action adventure, mixing together elements of several genres to create one complete package. As the titular Izzy, players must solve puzzles, battle monsters and navigate dangerous traps as they travel through different locations on their journey. This title is available on all major platforms, 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 PR Hound for providing the copy of Intrepid Izzy 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 and moving directly into the gameplay, discussing the core features of this release to prevent spoiling the surprises of the game.

Gameplay – Intrepid Izzy is an action adventure with Metroidvania style exploration, where the player travels around the various locations, solves puzzles and collects items to progress. As Izzy, the player can move between the different areas, fighting monsters that appear and engaging in platforming action. There are several large levels to explore, with actions that are taken in one opening up another that are mostly connected to each other.

The action is face paced with a beat em up style to the combat, where Izzy can use combo attacks to battle enemies. There are also special attacks that can be used by collecting spirit crystals (or using spirit wells), which fill up a bar to use these skills. The monsters that appear are can be taken down with the different attacks that Izzy can use. There are also special costumes that can be obtained, granting special abilities to aid in exploration and battle during the game.

The costumes aren’t the only power up that can be obtained on this adventure, as there are items that can be bought from the hub town, as well as heart fragments that can be collected from chests. The items that can be bought are foods that can grant the player health, spirit power and increased strength. The heart fragments can be given to a special character in the town, with the magician increasing the total number of hearts that the player can use.

While in the town the player will be able to go to Izzy’s house, allowing the player to rest and change costumes. This is the only way to change the costumes that Izzy is wearing, allowing players to switch between them for the area that they are exploring. There is also an arcade with mini-games that can be played by spending a coin each time. These are the same coins that can be used to buy foods, with coins being dropped by enemies at random and being collected from chests.

During the adventure, the player will encounter NPC characters that will give the player hints on items needed to progress. These can include getting garlic for a sailor or a helmet to ride a mine cart, with the items hidden in chests scattered throughout the world. Since this is an exploration focused game, there is a lot of back tracking, but the game makes it simple to travel between zones. There are black mirrors located in set locations, which allow players to jump between them.   

At preset points during the game, the player will be locked in an arena with enemies in multiple wave battles, as well as in challenging boss fights. These boss battles can be tough as each of them will have their own gimmick/style to them, like a Kraken that fires lasers and a Minotaur that slams into the ground. These bosses are tied to different areas and some can be battled in a nonlinear way, letting players approach them however they want to.

The last thing to talk about is the checkpoint system. This can be a challenging game, with death occurring fairly often. This is made a little easier as there are checkpoints throughout the areas, symbolized by flags, save points and the warp mirrors. When the player does get defeated, they are taken back to the last checkpoint which is often relatively close to the point they are defeated. This makes defeat a little less of a setback, but may still be frustrating.

Now with the gameplay covered, it is time to cover the other aspects of the game, starting with the controls.

Controls – the controls for this game are laid out well, with the key inputs for jumping and attacks tied to the face buttons and movement to the left thumbstick/D-pad. There is also the map and inventory that are mapped to the shoulder buttons, with all inputs having no issues with input lag or delay. However, there is one minor issue with the controls. The thumbstick on the Joy-Con has some inconsistencies due to the travel and dead zone of the stick, with the pro controller being preferable.

Difficulty – this can be a tough game, with the player being taken down in only three hits during the early stages of the game. The difficulty does ramp up over time, with the platforming and monsters becoming tougher as the player progresses to the later areas of the game. However, the challenge isn’t as punishing as it may appear to be. The checkpoint system alleviates the struggles that the player may face, easing the potential frustrations that may occur from defeat.

Presentation – this game has a very pleasing look to the visual presentation, with a slick cartoon look to the sprites that are bold and stand out in this release. The animations that are used are fluid and everything moves at a steady, fluid pace during play. The environments are all distinct, with visual touches that add to their charm, along with a soundtrack that has been fine tuned to give each zone its own atmosphere and theme.

Final Thoughts – this is a very fun and entertaining game that I am happy to have been able to play, since I was aware of the release on the Dreamcast and Steam last year. The developers at Senile Team have created an experience that checks all the boxes it sets out to, even if it may be a little too difficult in places or suffer from the back tracking at times. However, I do feel that I can recommend this title to pretty much anyone who enjoys a fun 2D action adventure.

In the end, I give Intrepid Izzy a final score of 4.5/5. This is a fantastic adventure that mixes several styles together and does it fairly well. The environments are well designed, the gameplay is polished and the overall presentation has some quirky charm to it, making for a fun game that can be enjoyed by all. If you want to check this game out for yourself, a link to each version of the game is below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Intrepid Izzy Release Announcement

Hello, I have even more news about upcoming titles. This time I will be sharing the information about the soon to be released title, Intrepid Izzy, coming to all major platforms this December, courtesy of our friends at PR Hound and Ratalaika Games. Check out the information below to learn more.

ndie publisher Ratalaika Games, together with developer the Senile Team, is pleased to announce Intrepid Izzy is set for release on the 2nd December 2022. Coming on PlayStation 4, PlayStation 5, Microsoft Xbox One, Xbox Series X/S and Nintendo Switch, priced at $10.99 EU 10.99. Billed as a genre-defying 2D game with a unique HD art style, Intrepid Izzy offers all the very best with a compendium of genres seamlessly blending platforming with beat-’em-up and adventure elements, that will please a whole raft of gamers who want variety and tons of action.

Unbelievable

Gameplay is inspired by various games from the 16-bit era that will be apparent to many gamers but Intrepid Izzy has its own originality and branding. Merging together many favourite gameplay elements and challenges, it offers up a colourful feast of action and exploration! Unbelievably as the developer explained, ‘many themes, characters and enemies in the game were inspired by real life events. For example, meeting someone with an allergy to kiwifruit inspired me to design kiwifruit monsters. The various costumes that Izzy collects to gain special powers are also (loosely) based on real-world examples’.

IDs and Fluidity – HD Art

The characters in Intrepid Izzy are animated using custom-made software which took a lot of time and effort to develop, but gamers will note, it was well worth it. Intrepid Izzy contains thousands of frames of animation, which cannot feasibly be created any other way. Retaining certain characteristics of classic game graphics, evoking a sense of familiarity and/or nostalgia marks this game as a real labour of love.

Grab a reward

Rewards and winning challenges are all part of the experience and most notably, new costumes for Izzy that grant her special powers is high on the priority list. For example, the flying squirrel suit that allows her to glide on air currents. There are also heart fragments to increase Izzy’s maximum health points, maps to help her find stuff, keys that open doors to new areas, coins that she can spend on various upgrades, as well as the arcade games in town, and various quest-related items. So much more is on offer.

Features:

  • Four large levels where the player will spend most of their time.
  • Many hours to explore every corner, and some areas require special powers to reach with each of these levels having a different theme.
    • ‘Aztec Greece’ – a sunny place with temples, palm trees and flowers.
    • ‘Chocolate Mine’- a subterranean maze where the way forward has to be unlocked step by step.
    • ‘Haunted Forest’ is full of ghosts, bats and other creepy things.
    • ‘East Pole” is an icy world full of dangerous ninjas.
    • Awesome soundtrack by the critically acclaimed Ben Kurotoshiro.
  • A story filled with humorous dialogue, eccentric characters and mysterious secrets.
  • Easy to pick up, difficult to put down!

Besides the above, there are 11 smaller levels which often provide a different gameplay experience, such as a boss fight, a time-limited mission or an introduction to new gameplay mechanics.

This title will be available early December, along with a review for the game being published close to the release date on this site. Keep an eye out for that and check out the other coverage on the website.

Shady Corner Games Announcement

Hello, I have an exciting announcement regarding a game that is now in production from our friends at Shady Corner Games. They have recently announced that they are entering production of the next entry in the Marble Maid franchise. I have a press release regarding this new title to check out below.

We at Shady Corner are pleased to announce that we are entering the production stage for our next title, “Marble Maid: the NEGAtive Levels!” This title will take place before the events of the previous game, acting as a prequel for the first and give players a chance to take on the role of the antagonist from that game, the Nega-Maid.

With this release we will also be expanding the scope of the game, by introducing different types of dust bunnies that the player will encounter. We are also implementing elemental attacks that the Nega-Maid can use against the bunnies, as well as boss encounters that will be a first in this fledgling series.

We have recently finished pre-production with the groundwork for the game completed. The engine is coming along nicely, as well as the level editor, art assets and soundtrack. Our next objective is to focus on the overall stage design as we work to finalize the ideas that we have, then we will be moving onto the building stage.

We plan to introduce more content for players to enjoy in this release, with new hazards and obstacles for players to overcome. These include new secrets for players to discover as well as traps, switches and fire pits that we plan to include in some levels. We are also working to make the unlockable content in this entry even more titillating than before, so those who enjoyed that in the first game will get plenty of “bang” for their buck.

Development Image

Finally we want to let everyone know that the fans can become part of this adventure with us too. Since we mostly use crowdfunding to produce our games, we would like to invite those who want to contribute to the game to join us on Patreon. We have a special tier titled “Name Your Bun” where members who pledge can have their own Dust Bunny named, with a mini bio section too. There will also be additional tiers and rewards in the future. 

We are so very excited to be able to enter the world of Marble Maid again. This is a series that means a lot to us and the positive reception that we received from fans of the first, on both PC and the Nintendo Switch is what inspires us to make this new entry the best it can be.

Development Image

You can find our games on Steam, Itch.io and Marble Maid Specifically on the Nintendo Switch. Thank you for all your support and we look forward to sharing more in the future. 

I have previously reviewed Marble Maid for the Nintendo Switch, you can find that review (HERE). You can also find the Shady Corner patreon (HERE).

Slime Girls Smoothies DLC Announcement

Hello, I have some exciting news regarding a game that I have previously covered here courtesy of our friends at Shady Corner Games. Their recent title Slime Girl Smoothies will be getting a special update and DLC in the near future, this will introduce a new character, mechanics and content for players to experience. Here are some words from Shady Corner Games about this new content. (Please be aware, this game is intended for mature audiences and is rated as adults only)

We at Shady Corner are pleased to announce that work has begun on a special DLC to thank everyone for their support, titled Milkshakes with Lemon!

The staff at the Slime Girl Smoothies bar will have extra staff on hand with the Southern gal Lemon, who is voiced by the talented PixieWillow (You can find her on twitter HERE 18+ only). This new hire will be bringing milk related drinks to the bar, as well as a new hazard to overcome and additional story content that will expand the in-game universe.

Alongside the new content of the DLC, there will be some additional free content that will bring Slime Girl Smoothies to a more definitive state. This includes extra sketches, some behind the scenes materials and new drinks to make. This means that even if you don’t choose to purchase the DLC, you will still get something new added to the experience.

This DLC will also be available as a reward on the Shady Corner Patreon, which will cost less than purchasing the base game if you haven’t already obtained a copy. There is also additional content related to other Shady Corner releases, merchandise and more that can be found on their Patreon which can be found (HERE) and they are also on Twitter (HERE).

Please be aware that Shady Corner Games and the related material is for Mature audiences only and is rated 18+, this is due to the sexual nature of a lot of the content. If sexual/adult content is something that makes you uncomfortable or you are under the age of 18, then please proceed at your own discretion.

If you wish to learn more about Slime Girl Smoothies, you will find my coverage of the game (HERE). You can also find the game on Steam (HERE) and Itch.io (HERE).

RWBY Arrowfell – Nintendo Switch Review

Overview – developed and published by WayForward in collaboration with Arc System Works and Rooster Teeth, RWBY Arrowfell is an action adventure set in the world of the animated series. As team RWBY, complete quests and missions to solve the mysteries that unfold, while also encountering familiar faces from the series. This title is available on all console platforms and PC, 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 WayForward for providing the copy of RWBY Arrowfell 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 as it may contain spoilers for the series, however this title can be enjoyed with limited knowledge of the show. So it is time to go straight into the gameplay.

Gameplay – RWBY Arrowfell is an action adventure, with Metroidvania style side-scrolling action, character focused storytelling and cinematic cutscenes (styled after the show). Battle wave after wave of Grimm and other enemies, solving puzzles and using each characters unique skills to complete missions. The game is broken up into chapters with story scenes, character interactions and challenging boss battles pushing the narrative forward.

As the story of each chapter progresses, new areas for the player to explore will open up. These zones are made up of “rooms” that may contain enemies, destructible objects and treasures to collect. These areas will also contain platforms and puzzles, which the player must use each characters unique skills to overcome. The player has an energy bar that acts as health, with hearts as lives that are lost if damage is taken with no energy and a game over if all are lost.

The energy bar can be refilled by defeating enemies, breaking objects and using items purchased from merchants (discussed below). As well as the energy refills, coins and hearts (if any have been lost) can be collected from enemies/objects that have been destroyed. At set points during some missions, there are ambush encounters where the player must fend off several waves of enemies. These battles are challenging and can lead to a quick defeat if unprepared.

If the player is defeated in battle they will usually be returned to the start of the stage. However, if the player was able to reach a save point, they will be returned to that point rather than the start of the zone. Save points will also fully heal the team, refilling the hearts and energy meter if depleted. During the game, the player can freely switch between the members of the team, which allows multiple character skills to be used in quick succession.

Enemies encountered in the zones will change as the game progresses, becoming stronger and more deadly. This extends to the way that enemies look, from the Grimm that roam open spaces and caves, to the human thugs that use guns and heavy weapons. To survive these encounters, players must strengthen their party by levelling the members of Team RWBY with Skill Points (discussed further below).

Each member of team RWBY has the same move set that can be used, with their unique abilities taken from the show itself. Here is a breakdown of the skills that players can use;

  • Melee Attack – characters have a close quarters attack that will deal damage to any enemy that makes contact with it. Each member of the team has a reach and attack speed that is unique to them, as well as damage amounts that will vary depending on that character. For instance, Yang can attack quickly but does the lowest amount of damage.
  • Ranged Attack – all characters have their own unique ranged attack, with speed and damage that is unique to them. Each ranged attack also uses the energy meter, with each shot taken draining part of the energy away. The amount of energy and power varies with each character, with Yang dealing the least damage at the lowest cost and Weiss the highest.
  • Semblance – these are the special powers that the members of team RWBY can use to overcome obstacles in their path. Each skill can be combined with others to make it possible to get through the puzzles in the areas, like Ruby has a dash to cross gaps and Yang can destroy blocks.

There is a heavy focus on exploration in this title, with branching pathways and hidden treasures that can be discovered. Scattered throughout the world, there are many chests that can be found and opened. These chests can contain several things including quest items, but most commonly they contain Skill Points. These can be used to strengthen the individual members of Team RWBY, as each member has their own stats.

The stats that players can strengthen are melee attack, ranged attack, defence and energy recovery. With each one being upgraded a maximum 4 times each. Each upgrade powers up that specific character, making them stronger and more durable in battle. As well as the skill points, there are also special upgrades that can be obtained by completing missions. These upgrades power up the semblance for that character, making some obstacles easier to manage.

As a game that utilizes some Metroidvania mechanics, there is a lot of backtracking that will need to be done. This is most prevalent with quests, which can include obtaining items from previously explored areas. These objectives can also be tied to each other, where one will provide the needed items for another. The only issue with this is there is no map for action zones, which can cause players to get lost as they try to locate items or other characters.

The last thing to discuss is the safe zones and NPC characters that can be encountered. Throughout the game, there are towns and safe areas that the player can go to. These spaces will contain NPC characters for the player to talk to, which will give info about the environment and provide quests to push the story forward (and open new areas). There are also merchants that can be located in these towns, offering a variety of wares for the player to purchase.

The stock that each merchant will hold varies from location to location, but they will carry essential items, like health and energy increases. The merchants also stock important items like skill points and Hearts that will cost a lot to purchase, however, they will help the player in the long run. Returning to merchants to stock up on items can be the difference between success and failure, so collecting coins to buy items may require some grinding.

Now with the gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.

Controls – this release has a solid control layout, with no issues when it comes to input lag or delay. The button layout for the actions is comfortable to use, with actions, skills and team switching all being easy to access, with snappy and responsive inputs in game. The ability to switch team members with the right stick is also a good addition, that helps keep the pace nice and fast. The game is comfortable with both pro-controllers and Joy-Cons in any console set up.

Difficulty – this is a challenging title, with the Metroidvania style of gameplay working in the favour of the game for the most part. There is no selectable difficulty option, but through grinding coins support items can be bought in bulk, making difficult sections more manageable. If players are unprepared or haven’t powered up team RWBY, defeat can come quickly which can be a significant setback, losing coins and items collected.

Presentation – RWBY Arrowfell is pleasing to the eye, with a polished anime style to the artwork for text interactions between characters and stylized character models. There are also cinematic scenes that use the same style of animation as the show, which are done very well but are few and far between. This is unfortunate as these scenes are dynamic and emphasise the events that unfold within the narrative, pushing the story forward in more a compelling way.

The sound direction for this game is very good, with a soundtrack that encapsulates the spirit of the source material. The music that is used for the battle areas and safe zones has its own feel that works very well. This is most apparent during the opening stage, where the special theme created for this game plays, featuring singer Casey Lee Williams. The voice work is another high point featuring the cast of the show, however, it isn’t used as much as it could be.  

Final Thoughts – I am a lapsed fan of RWBY, having only seen the first few volumes so I am not as informed as some. But that didn’t detract from my enjoyment of the game, as I still knew some of the characters that appeared. I do feel that those with a passing knowledge of the series can also enjoy this, as the narrative is straight forward and a lot of information is provided via character dialogue. It can be a difficult game, but it is also an enjoyable one.

However, there are some flaws to the experience provided. The lack of map display in the stages caused me to get lost often while exploring, and while this wasn’t frustrating for me it may be for others. There is also the constant backtracking between areas for missions, which can become tedious without a way to effectively find a route from point A to B. But even with these minor issues, I can recommend this game as it is a solid action title and a good companion to the RWBY series.

In the end, I give RWBY Arrowfell a final score of 4/5. This is a good action adventure, with a narrative and gameplay that can keep players engaged for the full experience, alongside elements of the presentation that make this a perfect companion to the series. If you want to check this out for yourself, a link to each version of the game is below.

Link to Nintendo Switch version (HERE)

Link to PlayStation version (HERE)

Link to Xbox version (HERE)

Link to Steam version (HERE)

Lunistice – Review

Overview – developed by A Grumpy Fox and published by Deck13, Lunistice is a retro styled platformer, based upon games from the Sega Saturn and PlayStation era of games. Follow Hana the Tanuki as she goes on an adventure through her dreams, leading her to her destination, The Moon. This title is available on the Nintendo Switch and Microsoft Windows, links to each version of the game will be 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 Lunistice 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, it is time to get into the review. I will be skipping the story segment as I feel that it is a narrative that the player must experience first-hand. So I will be going straight into the gameplay segment.

Important Note; There are some instances where bugs could cause unintended effects and softlock the player in a stage, these are being addressed with patches to fix any issues that players may face.

Gameplay – Lunistice is a retro styled 3D Platform action title, similar to titles form the era of 32bit gaming. The core objective of the game is to make it from the start to the finish, running and jumping between platforms, all while fighting the enemies that roam around with a spin attack. There is a linear nature to the stages of this game, with origami cranes acting as a trail of breadcrumbs for the player to follow. However, there is more to discover if going off the beaten path.

The cranes are not the only collectables in each of the levels for this game. There are also letters that are hidden for the player to collect, spelling out the name Hana when collected. These are usually found at the end of optional paths, offering increasingly difficult and challenging platform sections for players to take on. When all of the letters have been collected, a secret path will be opened up at the end of a stage with an item at the end (but their purpose is a secret).

The stages are separated into acts, where the player traverses platforms and hazards in uniquely themed worlds. Each of the themed worlds has a unique gimmick that is tied to that theme, creating a diverse platforming experience for players to enjoy. But caution must be taken as one wrong move will lead to death, as all platforms are suspended in a void or surrounded by water which will kill the player if they fall off a platform.

If the player does fall of a platform or takes more than three hits they will be defeated. When this happens, they will be sent to the last checkpoint that they crossed. These checkpoints are spread across each act, activating when the player crosses the threshold and healing a point of damage if they have taken any. There is also a reset counter that replaces the traditional lives that other platformers have, which eases the pressure of falling into pits or taking too much damage.

When a stage is cleared, the player will get a ranking which is determined by their overall performance. The criteria for the scoring is the number of paper cranes collected and the number of resets used, with the fastest completion time for the act recorded. The overall score will be assigned a letter grade based on the average between D and S, with D being the lowest and S being the highest. This game will require practice to improve scores, as there are a few hiccups to the experience.

Due to the nature of 3d platformers, there can be some minor issues with depth perception and momentum for some players. This can lead to overshooting or just falling short when making challenging jumps. But, the game does compensate this by having a shadow option to help players, as well as the generous checkpoints that can be in stages. Another small flaw is the camera, which can result in enemies being obscured and hurting the player, but there are options that can help with this.

The last thing to discuss is the replayability on offer in this release. Each of the stages, can be repeated once cleared, allowing players to improve the ranking that they got and to lower the overall completion time. This promotes repeated play and for players to return to the game once they have beaten it, in order to improve their times and potentially compete with others for the best time. This is a common thing with platformers where time trials become a popular form of competition.

There is also the added bonus of extra characters that can be unlocked by beating the game as Hana. These characters have their own unique skills and challenges that come with them, but I will be keeping that information a secret. The overall experience of the game does hit the marks of a solid platformer, with obvious inspirations taken from the early years of 3D platform action games.

Now with the gameplay covered, it is time to move onto the other aspects of the game, starting with the controls.

Controls – the controls for this release are intuitive and mapped out well for easy use. The left thumb stick controls the character and the camera with the right (there are additional camera control options), with the face buttons control jumping and attacking enemies. The inputs are snappy and responsive with zero lag during play, but the lack of D-Pad support is unfortunate. But, with the swift movements in the 3D environment, the set up works perfectly for all modern control layouts.

Difficulty – this can be a difficult game, with the tough precise platforming in later stages and fast paced movement. However, it doesn’t feel unfair for the most part. There are some areas that could be improved, like the speed segments or timed platforms, although they can be mastered with enough practice. The checkpoint and reset systems do lessen the sting of defeat, but repeated failure can become frustrating over time.

Presentation – Lunistice really does make the most of its inspiration, with simple polygon models that have had texture sprites painted on them to invoke that 32bit feeling. This design style allows for a cuter and more stylistic look, which works very well in favor of this title as it adds a retro charm to the whole experience. There are no issues with lag or framerate, with everything running smoothly throughout even with a lot of assets rendered at once.

The sound is another highlight of this game, with music that mixes many different styles together, creating a cohesive soundtrack that hits all of the marks for me. The themes for each zone capture the essence of that location, while also matching the tone set by the other compositions. There is a limited use of voice acting in this game for story segments, which helps to add a little more to the overall presentation for this release.

Final Thoughts – I was surprised when I saw the announcement for this game. It is an interesting throwback to the early days of 3D action platform titles, with smooth action and a fun gameplay loop. This game kept me engaged the entire time I was playing it, with the collectable system, hidden objects that open up secrets and extra characters to challenge the game with. The time and infinite life reset system works well, which can encourage players to do their best to shave time off their records and set the best times they can.

I am more than happy to recommend this game to anyone who loves action platformers. The whole package is an excellent homage to the revolutionary times of early 3D games, like Crash Bandicoot and Sonic Adventure, with visuals, gameplay and a soundtrack that ties everything together. I was blown away with the experience I had, everything came together and made for a really fun time, even if it did have a few flaws.

In the end, I give Lunistice a final score of 4.5/5. This is an excellent throwback to the early days of 3D action platformers, with visuals, sound and gameplay systems that offer a fun challenge, while invoking a feeling of nostalgia for the titles of yesteryear. If you want to check this game out for yourself, links to the game are below.

Link to Nintendo Switch version (HERE)

Link to Steam version (HERE)

Link to GOG version (HERE)

Rule No. 1 – Nintendo Switch Review

Overview – developed by Walk Without rhythm Games and published by Eastasiasoft, Rule No. 1 is a retro styled arena FPS, with frantic action and elements of rogue lite randomization. There is even a gallery of risqué images to unlock as rewards during play. This title is available on the Nintendo Switch and PlayStation 4, with a link to both versions 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 Rule No. 1 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: Please note that the rating for this game has Nudity, Strong Violence and Sexual Themes listed as content in this release. If any of the content listed makes you uncomfortable, please proceed with your own discretion if you wish to check this title out.

Now with the introductions out of the way, let’s get into the review. There is no story to this game, so I will be going straight into the gameplay segment.

Gameplay – Rule No. 1 is a fast paced action shooter set in a rectangular arena, where wave after wave of enemies will attack the player in most modes, while the player dashes and dodges to avoid damage. The player has five hit points, with more being available to the player by destroying boxes which also include a variety of weapons that can be used. If all hit points are depleted, the game will be over.

There are five total game modes that the player can take on, with the points that are earned being added to a running total. These points are used to unlock images in the gallery in game, with each image unlocking in sequence per 1000 points earned. The gameplay modes that are available to the player are as follows;

  • Competitive – this is a competitive mode where score matters most, with a limited weapon pool that players can use, the dash skill, a magnet style skill to pull loot in and grenades that can damage several enemies at once.
  • Arcade – A mode that is more focused on fun rather than competition. The full weapon pool is available for the player to collect, as well as the skills that can be used in other modes.
  • Bouncy Bois Only – a more relaxed and predictable mode where only one type of enemy will appear and attack the player, the weapon pool is limited like competitive, but the difficulty is reduced.
  • God Stilletos – Survive as many waves as possible with only the special dagger as your weapon and battle the hordes of foes that will try to take you down. This is a special challenge mode for those who want to push themselves.
  • Basketball – throw the balls into the net and collect them or recall them when you run out. Take your time and score as many points as you can without the threat of death looming over you.  

The overall gunplay of this release is solid, with a simple Doom or Quake like control system with a fixed crosshair. The starting weapon is a simple pistol, but the arsenal that can be obtained includes shotguns, rifles, automatic weapons and even dual wielding pistols. There is infinite ammo for all the weapons, so it is not so much about running out of ammo, but more which weapon does the best job for the player.

There is a random element to the weapon drops that can be collected from the orange block in the arena. The items that drop will always consist of a heart to heal damage and a weapon to pick up. This makes the battles more unpredictable, as there is no real guarantee that a specific weapon will drop from a crate. The weapon switching also feels random, as it can take a few presses to get the weapon that is wanted which can be a frustration.

During each of the waves, there will be several enemies that appear from outside the arena and close in on the player. These foes include bouncing balls and zombies that will attack relentlessly until they are taken down. Each weapon will deal a different amount of damage to enemies, so finding the one that works best is a key strategy to success in this game, as well as precise and solid movement within the battle arena.

The action that takes place through the waves is very frantic, with enemies swarming the player very quickly, which can lead to a quick death. This means that a lot of practice is needed in order to climb the leaderboards, which adds a lot of replay value for the player. The unlockable gallery images also give an incentive for players to keep playing, working towards the rewards that can be gained from consistent play.

Now with the gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.

Controls – the control method for Rule No. 1 is similar to that of other old-school FPS games. The thumb sticks control movement and the face buttons/triggers are used for the actions/combat. These inputs and the layout works very well, with the movement and action feeling snappy while having zero issues with lag. The sensitivity of movement can be adjusted to better fit different play styles, making it more comfortable and responsive.

Difficulty – this is a very difficult title, with the enemies attacking from all directions it can lead to sudden death at any time. This can be frustrating when starting the game for the first time, but over time this frustration will often lessen as players get used to the way that the action flows. There is no way to adjust the difficulty of the game so it may put off some players.

Presentation – this release has a very simple look to it, with the environment of the arena having splashes of color as well as a vaporwave style aesthetic to it. The enemies are made of both polygons and traditional sprites, which is an interesting mesh of both old and new. The sound for the game has a nice balance, with a rocky electro soundtrack, heavy sound effects and witty one liners that all come together very well.

Final Thoughts – I enjoyed Rule No. 1, it is a tough and challenging shooter that will really push you to try your best just to survive a little longer. The action is frantic and the enemies that attack from all directions really made me panic some times, which is both a positive and a negative as it may be off putting to some players. The variety of weapons is a good touch, but the random drops can be disruptive during stressful encounters.

I can easily recommend this game as it is a solid shooter on a budget. The gimmick for it being an enclosed arena works well as players know what to always expect, which can allow players to adapt and work up the leaderboards. The different game modes make this a good option for players who want to mix things up, as well as the gallery that incentivizes players to keep playing just that little longer for the next unlock.

In the end, I give Rule No. 1 a final score of 4/5. This is a frantic and intense shooter that is as chaotic as it is fun, with gun play, movement and action reminiscent of old-school FPS games, but modernized just enough to create a challenging experience that can be picked up with ease. If you want to check this title out for yourself, a link to each version of the game will be below.

Link to Nintendo Switch version (HERE)

Link to PlayStation 4 version (HERE)