Wario’s Woods Review

*Review based on the NES version of Wario’s Woods, as released on the New Nintendo 3DS Virtual Console*

Wario’s Woods was released simultaneously on the NES and SNES in 1994 (being the last officially licensed game released on the former). Unfortunately for Wario’s Woods, it saw very little attention in its day, seeing as gaming was well into the 16-bit generation, meaning the NES version went under the radar, while the SNES version was released amid many more high profile games. That’s more than a little bit of a shame, because Wario’s Woods brought an interesting twist to the falling-block puzzle genre.

Working as something of a cross between Tetris and Dr. Mario, Wario’s Woods sees players try to eliminate multi-colored monsters from a playing field. Getting rid of these monsters will require the aid of similarly colored bombs. By lining up a row of at least two monsters and one bomb of the same color (either horizontally, vertically or diagonally), you will destroy the monsters. If you can create a stack of at least five objects of the same color (again, with at least one bomb required), the eliminated monsters will leave behind a colored gem. If you line up monsters or bombs with a gem of the same color, every object of that color will be removed from the playing field instantly.

Be weary, if you can’t keep chains of eliminations going fast enough, Wario will appear above the field for a short time, summon more monsters, and lower the ceiling, decreasing the amount of space you have to work with (the ceiling can be raised, as you may have guessed, by completing more rows).

It may sound like standard fair for the genre, but the big twist Wario’s Woods brings to the table is that you manually control an on-screen character. Taking inspiration from Super Mario Bros. 2, Wario’s Woods pits Toad in the spotlight (well before he earned the title of ‘Captain’), who has to pick up and place the monsters and bombs under direct control of the player.

Toad can lift and drop whatever object is in front of him with a push of the B button, and can lift and drop an entire stack of objects with the press of A. Toad can of course only lift things that are level to him, but has slightly more leeway when dropping them (three squares of the playing field above his head). He can even kick an object to the next open space by pressing down on the D-pad along with one of the key buttons. Toad can also drop items/stacks directly underneath himself, and objects Toad is currently holding will also count towards a completed row should it match up. Mechanics like this can really be lifesavers if you find yourself sinking down the board amidst the rising stacks of monsters. Unfortunately, the aforementioned gems are too heavy for Toad to lift, meaning the player will have to get extra crafty if they want to take advantage of their ability.

It sounds pretty simple, but it’s pretty incredible how addicting the gameplay can get. This is one of those games that you can seriously lose track of time with. Wario’s Woods even keeps things fresh as you push further through the game, introducing monsters that can only be eliminated with diagonally-placed rows, and monsters that require to be part of two completed rows in quick succession in order to be vanquished.

The game consists of two different versions of its story mode (oddly referred to as “Round Game”), categorized as “A Mode” and “B Mode.” Both versions feature 100 courses, with the only difference I can tell being that the B game features boss fights. This is a game that doesn’t mess around, either. Wario’s Woods can get brutally difficult at times, with some levels seemingly punishing the player with certain death over one slight miscalculation.

It’s pretty long for a falling-block puzzler, especially on NES. Fortunately, this was one of the few games on the NES with a save function, with every fifth level working as a checkpoint for the player’s progress (with every completed fifth level being selectable thereafter). The downside to this is that if you’ve completed four straight levels and lose on the fifth, you’ll have to go through the previous four all over again. You can obtain continues which can be used to replay the current stage upon defeat, but you can only do so by collecting 30 coins. And you only get these coins if you complete a stage fast enough (every time Wario’s ugly mug shows up, 20% of the stage’s possible coins are deduced). So most continues you get will be obtained in the early stages. Because, again, this is one tough puzzle game. Only the most diehard puzzle fans will consistently claim coins in the game’s later stages.

The difficulty in claiming continues may be off-putting to some, especially considering the game’s already steep learning curve (okay, the basics are simple, but mastering them well enough to finish the stages quickly while avoiding Game Overs is another beast entirely).

One cumbersome element takes place when the objects fill the screen and the ceiling falls to the point that Toad can only move horizontally in a crawlspace equal to his size. You kind of wish, in these specific instances, that Toad could swap positions with the object directly in front of him. Because at this point, the game is essentially over, unless an enemy/bomb spawns in just the right spot to complete a row out of sheer luck. Some might say this is in the same tradition as Tetris picking up speed until you can no longer control it, but Tetris is a game you play as long as possible to beat your high score. Wario’s Woods features stage progression, so it can be frustrating when you get to the point when you know you’re going to have to replay the last few stages over, but just have to watch helplessly as Toad inevitably gets crushed, unless sheer luck buys you an extra few seconds.

Wario’s Woods also features a time attack mode and a VS. mode for two players, which could certainly become intense showdowns. These alternative modes give Wario’s Woods some variety, and can give you a much needed break when the “Round Game” gets too difficult.

One issue with the game is more of a recurring issue with Nintendo itself. And that’s how it’s the NES version of Wario’s Woods that keeps seeing re-releases, as opposed to the SNES version. For an NES game, Wario’s Woods looks great (being released so late in the console’s life, the game’s visuals are comparable to Kirby’s Adventure in how they push the NES), but it still doesn’t look as good (or as timeless) as the SNES version. What’s worse, every stage in the NES version has the same music. And while it may be somewhat catchy, the lack of audial variety does take something away from the experience.

It’s the NES version that has been released on every downloadable service Nintendo has provided, from Wii to Switch. It’s reflective of a weird trend with Nintendo where they seem to constantly be re-releasing NES games, but rarely those from their other systems. And that’s a shame because (unpopular opinion incoming) aside from the Mario and Mega Man games, not a whole lot of NES titles hold up. Meanwhile, the SNES has a timeless quality to the gameplay and aesthetics of so many of its games, that Nintendo’s apparent preference for its predecessor is dumbfounding. At least Wario’s Woods can claim to be among the handful of NES games not called Mario or Mega Man that’s still fun, anyway.

Wario’s Woods is a challenging puzzle game, no doubt. But those with the patience for it will find an incredibly addicting and rewarding experience that will keep them coming back. Now if only Nintendo could remember that this game was also released on Super NES…

 

7

Wario Land 3 Review

Wario’s misadventures continued on the Game Boy Color with Wario Land 3. As the third installment in Wario’s initial platforming series, Wario Land 3 polished what its predecessors started, and added some new tricks of its own into the mix. It was such an improvement over the first two entries that, upon its initial release in 2000, Wario Land 3 was widely hailed as one of the best handheld games of all time. While the aging process has taken away some of the game’s spectacle (especially when one remembers the far more timeless Gameboy Advance was released the following year), Wario Land 3 remains a fun platforming adventure in its own right.

Like Wario Land 2 before it, Wario Land 3 sees its nefarious anti-hero as an invincible brute. He can charge through enemies without any worry of defeat. The greedy Wario risks losing only his precious treasure when struck  by attacks that would do in other platforming heroes. And just like its predecessor, Wario doesn’t grab power-ups, but receives new abilities via ‘conditions’ which are inflicted upon him by enemies.

If Wario gets smashed on the head, he becomes as flat as a pancake and can float in the air. If snow should fall on Wario, he’ll become a snowman who can roll down hills and destroy enemies and obstacles. And in one of the game’s funniest gags, eating a donut will transform our hero into Fat Wario, who can fall through floors and, despite having reduced jumping height, will launch enemies into the air when he lands back on the ground.

Once agin, this not only makes for some fun gameplay and unique twists on platforming norms, but also shapes Wario’s character. Mario is a selfless hero, so we want him to succeed. Ergo, Mario getting hurt results in losing a life. Wario, by contrast, is a greedy buffoon who only wants to make himself richer. As the player, we may help Wario out, but he still has to pay for his greedy ways by means of getting hurt to gain his powers. It’s actually a pretty unique example of building gameplay around a character, and visa versa.

Another unique aspect of Wario Land 3 is in its level progression. There are twenty-five levels total, but each stage has four different goals. The goals are four different treasure chests, with each chest requiring a similarly colored key to be opened. Although most of the time the chests have to be opened in a set order (often requiring the completion of another stage before you can get the others), you don’t need to open every chest in the game to face the final boss (Wario only needs to collect four magic music boxes from different treasures before the big showdown). This of course means that many of the chests are optional, and the game can continue after the final boss, should you so desire.

Unfortunately, there are some aspects to Wario Land 3 that haven’t aged well. Throughout the game, some treasure chests will reward Wario with a new move, enabling him to reach previously unreachable places. That may sound like a cool, light Metroidvania twist. But the issue is that most of the moves Wario learns along the way are moves he had from the start of Wario Land 2 (ground pound, picking up and throwing enemies, etc.). It actually makes the character progression feel a bit pointless if you’re mostly learning basic moves from the game’s predecessor.

Another problem arises with the game’s puzzles elements. While credit is definitely due for how Nintendo tried to expand on Wario’s various conditions by building new puzzles around them. But issues arise when the puzzles in question are either too easy (with Wario gaining the required ability then and there) or too vague, leaving you wondering what power you even need.

One other notable flaw in Wario Land 3 is its ‘Golf’ mini-game. This mini-game is already required for more treasure chests than it needs to be, but what’s worse is that it costs a decent number of coins every time you try it. And of course this mini-game has to have finicky and imprecise controls, meaning that you’ll be forking over a good amount of your hard-earned loot just to try the mini-game over and over again. And if you run out of coins, you have to scour the stage for more, which can take time. I would honestly take Wario Land 3’s vaguest puzzles over this mini-game, so it’s a real shame it shows up as often as it does.

While these elements do make Wario Land 3 feel more like a product of its time than one would hope, it still provides some classic Nintendo fun and Wario’s distinct charm. The levels are fun, and it’s entertaining just seeing what other messes Wario can get himself into all in the name of gold. But  Wario Land 4 on Gameboy Advance and Wario Land: Shake It on Wii probably hold up better.

 

6

Kirby Battle Royale Review

All streaks must come to an end, I suppose. I’ve long-since touted that Kirby has secretly been the most reliable video game character. Sure, he may not have ever reach the highest highs of Mario or Zelda, but he also never had any flat-out stinkers like the Mario edutainment games or the Zelda Cdi titles, either. Kirby Battle Royale may not be nearly as flawed as those ghastly games, but it is the first time I can think of where I wouldn’t recommend a game starring Kirby. So while Kirby’s reliability of never starring in an all-out stinker may be intact, his streak of having his name be  attached to recommendable games has finally been broken.

On paper, Kirby Battle Royale sounds like a decent concept, It’s a Kirby brawler. With Kirby’s history in the Super Smash Bros. series, it seems like it would make for a welcoming transition. Problems soon arise, however, when it becomes apparent that KBR doesn’t boast anything near the depth of Super Smash Bros., nor does it have enough variety in the gameplay to make up for it.

Long story short, players can take control of their own Kirby, and select a specific copy ability when going into battle. There are death matches that seem to make the most sense with the concept of Kirbys with different abilities battling each other, but things already fall short in this area, as the copy abilities only have their basic moves, lacking in the varied movesets that have been a part of the series since Kirby Super Star. If ever there were a time where it made the most sense for Kirby’s abilities to boast different moves and combos, you’d think it’d be in a multiplayer brawler. Yet this is one of the few Kirby titles of recent years in which that element is absent.

There are other modes as well: Apple Scramble sees two teams working together to gather the most apples. Coin Clash is a contest to see who can claim the most coins, all while avoiding a coin-stealing ghost. Flag Ball has players attempting to throw a ball to their team’s flag, with the rub being that the flag can also be picked up, which makes things more difficult if the enemy team gets crafty.

Overall, there are ten different game modes. While that may sound like a lot, and some of them (like Flag Ball) can be fun, they all end up being more in line with mini-games than they do full-on gameplay modes. So what you have feels like Mario Party without the board game segment and only 10 mini-games which, as you can imagine, can only hold your attention for so long.

There is a story mode in the game, which sees Kirby and Bandana Waddle Dee (I still can’t believe that’s the character’s actual name) competing in the “Cake Royale,” a tournament that sees the heroic duo taking on King Dedede’s army of Kirby clones in order to win the ultimate cake. I have to say, I love that the Kirby series can be about saving the universe in one game, and then be about winning a cake the next. What other series has such drastic shifts in the seriousness of its plots?

In the story mode, players start out in the Beginners’ League, and work their way through the Bronze, Silver, Gold and Platinum Leagues. Each stage is comprised of the ten aforementioned games, but in a nice twist, not every stage in a league has to be completed, only as many as it takes to earn enough points to move on in the tournament (though you are free to do them all, if you so desire).

The more points you get, the more copy abilities you unlock in the story mode. Though the game’s top-down perspective can make certain abilities harder to use than they should be (shooting fire and ice from Kirby’s mouth isn’t so accurate as it is  in a 2D plain). Additionally, once you reach the Platinum League, you can equip special orbs before a match that can be used in-game to temporarily boost your abilities. The orbs are an interesting concept, but they end up being too little, too late, given that they only appear in the story mode’s final act.

The basic gameplay of Kirby Battle Royale can be fun, the problem is that it seems to settle on its bare assets far too often. The entire game feels more like it could have simply been a bonus mode in one of Kirby’s meatier (and far superior) 3DS outings like Kirby Triple Deluxe or Kirby Planet Robot.

I suppose if you have enough friends who are interested, you can have some fun play sessions with Kirby Battle Royale. The graphics are also nice and the music is – per the norm for Kirby – memorable and catchy. But for the first time ever, Kirby feels like he’s grown complacent. A Kirby brawler sounds like it could be a roaring good time, but in its execution, Kirby Battle Royale constantly feels like it could be more.

 

5

WarioWare Gold Review

Is there any series – whether in the arsenal of Nintendo or any other developer – that better showcases the joys of video games in their purest form than WarioWare? Wario’s bizarre collection of ‘micro-games’ strips the medium to its most bare bones state: Push the A button. Go right. Duck, jump, tap the touch screen. WarioWare deconstructs and parodies the very idea of video games through sheer simplicity, but also providing a great time while doing so. WarioWare Gold serves as something of a greatest hits of the irreverent series, showcasing micro-games from past entries as well as a host of its own; featuring traditional button presses, touch controls and motion controls to create the biggest WarioWare yet. Possibly even the best.

After the well-meaning but misguided Game & Wario on Wii U, WarioWare Gold is back to basics. Players face a succession of seconds long micro-games, each one asking the player little more than a button press or two. But the more micro-games the player completes, the faster they get, until everything turns into a jubilant chaos worthy of Wario’s maniacal laughter.

WarioWare Gold features three different primary modes of play: Mash games simply require the use of the D-Pad and A button (y’know, button mashing). Twist style games – named after the Game Boy Advance’s brilliant WarioWare Twisted – see players rotating their 3DS console in a myriad of ways to accomplish them through motion controls. Finally, Touch based games use the 3DS’s touchscreen.

The games are wonderfully silly, with my personal favorites being the Twist-style of games. These micro-games can be unlocked by playing through the story mode (a loose term here, as there isn’t much story, but it should provide some good laughs). The story mode sees the absurd cast of WarioWare each introduce a different theme of games within the different playstyles, with players needing to beat a ‘boss game’ within a character’s series of games to move on to the next chapter within a particular play style. Once the boss round is completed, players can replay the chapter and try to shoot for a high score, with four failed games leading to a game over (though extra lives can be earned by defeating the boss rounds).

After a micro-game is played, you unlock it in the other game modes. These modes include the Index, where you can play any micro-game you want repeatedly to get a high score on a specific game; meanwhile, Challenge Mode is unlocked once the story is completed, and bring changes to the micro-game marathons (such as randomly switching between the three play styles of micro-games, which is sure to keep players on their toes). You can even compete against another player online to see who can outlast the other as the micro-games get faster and faster.

“One of my favorite Micro-games sees players repeatedly press the A button to keep unwanted guests out of Wario’s house.”

WarioWare Gold features a strong presentation, with the usual , purposefully cheap animation making a return, albeit looking crisper and cleaner than ever. Notably, this is the first entry of the series to feature full voice acting, which makes the story mode all the funnier. And of course, the micro-games feature a dizzying variety of art styles which range from Nintendo throwbacks to anime to stock photos and scribbles. Many of the micro-games will leave a goofy grin on your face through the art alone.

WarioWare Gold may not reinvent the series formula, but this isn’t exactly a series aiming to revolutionize. What WarioWare Gold does achieve is providing the closest thing to a definitive entry in the series yet. It takes bits and pieces of its predecessors and tosses them into a blender. WarioWare Gold’s rapid-fire micro-games and different play styles make for an ideal on-the-go gaming experience.

 

8

Metroid: Samus Returns Review

Metroid: Samus Returns serves two primary purposes: the first is to remake Metroid II: Return of Samus, originally released on the Nintendo Gameboy in 1991, and bring it up-to-date for a modern age. The second, and more important purpose, is to bring Metroid back on track, after the last decade has soiled the series’ once nearly-flawless track record. After Metroid: Other M delivered an all-time stinker on Nintendo’s part, the series laid dormant for a few years before the mediocre Metroid Prime: Federation Force polarized fans. While Metroid: Samus Returns is definitely a step in the right direction to get the series back to its former glory, its far from the franchise revival the series really needs at this point.

On the plus side to things, Samus Returns resurrects the 2D, sidescrolling ‘Metroidvania’ gameplay that the series pioneered, which is definitely a return to form as far as structure is concerned. Improvements have been made to the outdated Gameboy title, however, as Samus can now fire her weapons in any direction, and many features that didn’t arrive in the series until well after Metroid II’s original release (such as the Super Missiles and Grapple Beams) are now part of Samus’ arsenal. Additionally, Samus now has a melee counterattack she can use on enemies for critical damage, which is a nice – if maybe a bit overused – addition to the gameplay. To add a touch of RPG mechanics into the mix, Samus can now also learn “Aeion abilities,” which are performed with the usage of an energy gauge, akin to the magic points of an RPG.

These are all fine additions to the game – as are the new 3D visuals and updated music – but at the same time, they only elevate the experience so far, as Samus herself doesn’t seem all that fun to control this time around. That’s not to say that the controls are bad per se, but Samus seems to move stiffer than she did in Super Metroid way back in 1994, and the flow of the game ultimately stumbles because of it.

The setting of the game – the Metroids’ homeworld of SR388, also doesn’t make for very captivating level design. Metroidvania titles are at their best when they have you return to previously-explored areas with new abilities, thus being able to uncover all new paths that you couldn’t during your initial visit. But Samus Returns seems to lack that sense of surprise and discovery. With Samus’ progression being dictated by exterminating the Metroids that appear on her radar, the experience feels hallowed out to simply being about going from one point to another to shoot something. Samus Returns lacks the ‘eureka moments’ of the genre’s more refined titles like Super Metroid or Castlevania: Symphony of the Night.

If you’re a diehard Metroid fan who has felt that Nintendo has left the series out to die in recent years, Samus Returns may serve up enough classic Metroid goodness to help ease the pain of Other M and Federation Force. But it also lacks the sense of depth and engagement that the series is known for with its best entries.

It’s one small step for Samus, but we’re still waiting for that next giant leap for Metroid-kind.

 

6

Culdcept Revolt Review

*This review originally appeared at Miketendo64.com*

It isn’t all too often that you get to play a game that feels distinctly different, but that’s pretty much the case with Culdcept Revolt, which plays like a combination between a board game and a card game, with some light RPG elements thrown in for good measure. Although it boasts a somewhat tedious nature that will turn away some players, those who will fall in its niche will likely be hooked.

Truth be told, this isn’t the first Culdcept game, as the series saw some releases on the PS2 and Xbox 360 back in the day. But Revolt is the first entry in the series to make its way outside of Japan for nearly a decade, so even those who did manage to play the series during its “test run” era in the western world will likely feel a sense of newness when stepping into Culdcept Revolt’s unique setup.

The goal of Culdcept Revolt is to acquire a certain amount of magic (which varies depending on the board) and then make a lap around the game board while still holding on to the required amount of magic. As you may have guessed, you try to either prevent your opponent from gaining enough magic to win, or steal it from them when and if possible.

It works something like this: the game boards are comprised of five different types of spaces; fire (red), water (blue), wind (green) and earth (yellow) make up the majority of the boards, with the “gate” spaces being required to pass by in order to complete the aforementioned laps around the board.

At the start of each turn, the players are given a card; either monster, item or spell. The monsters are possibly the most important, and are placed on spaces to steal magic from the opposing players who happen to land on that same space. Either the enemy player pays the toll, or they attempt to battle the monster with one of their own. Should the defending player win the battle, the passerby must still pay the toll. But if the offender wins, they get to keep their magic.

Most monsters come in one of four types, corresponding with the elements of the board spaces, and receive bonuses if they’re placed on a space that shares their element; but there are also monsters that don’t have types, and are best used when you’re not in a position to gain the bonuses.

Should you enter a battle with a monster, both parties have the ability to equip their monster with an an item card (when applicable), which may increase their hit points or strength, or provide a different bonus, like a guaranteed first strike.

Finally, the spell cards are used outside of battle, and can be used to get a head start in a fight by damaging a monster, or provide you with extra magic, or even limit the number a player’s dice will land on in the next turn (which can potentially be used to help yourself or hinder an enemy).

Players gain additional magic every time they pass a gate space during a lap, and once they finish a lap, the monsters they placed on the board lose their “fatigue,” which essentially means you can then provide them with additional bonuses.

These bonuses mainly revolve around altering your conquered terrain. You can change the color of a space, swap the positions of monsters, and even increase the value of a space, thus increasing the toll enemy players need to pay.

The catch with all this is that playing most of your cards, and performing these territory actions, cost you some magic. So you can’t simply upgrade your territory and deploy monsters all willy nilly. There’s a sense of strategy to be had.

In terms of the core concepts, Culdcept Revolt has a lot of originality going for it. It feels like something like a crossover between Monopoly and the “Duel Mode” of Mario Party 3, but with fantasy monsters and anime characters.

Despite the freshness and charm, however, I’m afraid that Culdcept Revolt won’t be a game for everyone. Many of its matches will feel like they drag on and on. This is doubly true in the single player campaign, in which the enemy AI seems to take its sweet time in making decisions, and the characters often feel the need to bombard the player with dialogue at the start of their every turn. And frankly, the things the characters have to say aren’t particularly interesting, with a storyline that’s riddled in cliches, right down to the whole “main character with amnesia” trope that seems to follow anime-styled games like cuteness on a puppy.

Another downside comes in the form of the random elements of the game itself. Okay, so like any game where dice is a factor, there’s going to be a bit of randomness about it. But Culdcept Revolt feels like one of those games where computer players conveniently get consistently high rolls, while the human players are outright lucky if they manage to move more than two or three spaces in a turn. Not to mention that the cards you receive at the beginning of your turn are also completely random, which makes it hard to build a proper strategy from the outset. Sure, one could argue that the random cards are akin to an actual board game, but real board games usually provide you with different decks to choose from. At the very least, being able to pick whether you draw a monster, item or spell would help add to the strategizing.

Culdcept Revolt is a game that certainly showcases some fun and original ideas, and even includes the ability to save in the middle of a match to return to it later, which is perfect for a portable game given how lengthy the match-ups can be. But Revolt also isn’t a game for everyone, with its single player campaign teetering on the boring side. Thankfully, local and online multiplayer should have you and another player enjoying the game for what it is. If you have the patience for it, that is.

 

5

Bit Dungeon Plus Review

*This review first appeared at Miketendo64.com*

Bit Dungeon Plus looks to bring some old school challenge to the Nintendo 3DS, and while the concept does deliver on that to a degree, it ultimately suffers from a lack of polish and (in my case anyway) some notable technical issues.

Bit Dungeon Plus has an obvious inspiration in The Legend of Zelda: A Link to the Past. It uses the same top-down perspective, and even utilizes 16-bit graphics. Players take control of a knight, who can obtain new weapons, armor and magic spells along their journey. After a set number of enemies are defeated, they can even gain levels like in an RPG. Upon gaining a level, players can choose to upgrade their maximum health, their attack power, or the strength of their critical strikes. Players can find health and magic restoring formulas by defeating certain enemies and breaking objects. Additionally, you can buy special upgrades and items by finding secret shops hidden inside of dungeons.

All of the action in the game takes place in these dungeons, which are randomly generated. What enemies and items you find in the dungeons will be different in every playthrough, and once you defeat a dungeon’s boss, you can move on to a more difficult dungeon.

Here’s the part of Bit Dungeon Plus that I found refreshing and original: when you die, you have to start all over, losing any levels you gained and increased stats you’ve acquired. However, any of the weapons and armor you’ve found can be equipped on your starting character in the next run through. So in each playthrough, you’re likely to find better weapons and armor to help you the next time around.

The core concept behind Bit Dungeon Plus is fun and may have you intrigued to keep playing for a while. Unfortunately, the game has some glaring rough edges.

For starters, close-range enemies are essentially a non-threat, as they move incredibly slowly (if they move at all), and never seem to attack. If a ranged enemy attacks with a fireball or arrow, you can easily defend from the damage by holding up your shield. But with the melee enemies, you basically don’t have to worry about taking damage. Just walk close enough and swing away.

There also could have been a bit more balance with the character progression. After increasing my attack power just a few times, I was able to take down bosses with three or four presses of the A button. As fun as the general idea behind the game is, the difficulty curve seems almost untested, as you can become close to unstoppable all-too soon.

In fact, when I did become this powerful, my play session only ended because the game crashed. In fact, Bit Dungeon Plus crashed on me on two different occasions! And I should add that I have never had a 3DS game crash on me in the past. I also experienced some graphical errors and freeze-ups during the game.

The core gameplay of Bit Dungeon Plus is fun, but the lack of polish and technical issues really detract from the experience. Bit Dungeon Plus is a well-intentioned, retro experience, but it definitely could have used some extra development time to work out the kinks.

 

5