When Yacht Club Games formed way back in the distant sepia-toned past (2011), there was a good amount of buzz around a studio predominantly staffed by WayForward veterans. The prospect of outstanding pixel-art gaming was then fulfilled when Shovel Knight was unveiled in 2013, with the game going on to have a hugely successful Kickstarter campaign. It then became a true evergreen title, with regular content updates — fulfilling Kickstarter stretch goals — keeping sales high years after release; it even had multiple amiibo figures. When the annals are written about Indie success stories of the 2010s, Shovel Knight will be front and centre.
Yacht Club Games has naturally grown since then, last year publishing the excellent Cyber Shadow and co-developing Shovel Knight Pocket Dungeon. Yet the sheer scope and volume of Shovel Knight expansions has somewhat restricted the core development team's ability to make something entirely new. As revealed this week, though, the studio is finally ready to start sharing its 'next big thing', Mina the Hollower. We've given an early PC build a whirl, too.
Much like with Shovel Knight, it's pretty easy to draw early comparisons to retro classics, and in this case we have a blend of Castlevania in terms of the setting and items (more on them soon), and top-down Game Boy Color Zelda. In fact the world and characters are chunky enough that Link's Awakening is a decent comparison, with this early iteration going big on hefty pixels rather than the tighter 'modern retro' look we often see.
As is the curse of early access demos, our initial minutes were spent just testing every button to figure out the controls (having foolishly ignored a mini manual that was provided). Mina the Hollower, like Shovel Knight, has some layers of complexity to grasp, which is a good thing as we envision how a full campaign will shake out. Mina has a Link-style somersault jump and a basic four-direction whip, but there are other key details we had to understand quickly, as it's not a game to show much mercy.
For example, the health potion system. You have a limited number of potions to drink, but they only fill the yellow 'plasma' section of your bar, which seems to relate to how aggressive you've been in hitting and killing enemies, making it a risk-reward system. When we died, which was relatively frequent, there was also an orb that would be dropped, the Spark Orb. Yes, it's the classic mechanic from Dark Souls — if you get back to the orb and retrieve it you keep your 'Bones' (currency for items and levelling up), but if you die again the orb and your Bones are gone forever.
Even checkpoints are only just generous enough, with some long-ish and tricky treks to retrieve our orbs; yes, dear reader, we lost a few.
This is a tough game, which is normal for Yacht Club Games' output; after all, Shovel Knight got pretty tasty in later stages and the expansions. It's also a lot of fun, as we found ourselves drawn into that familiar loop of irritation at dying, and then going into try-hard mode. Even checkpoints are only just generous enough, with some long-ish and tricky treks to retrieve our orbs; yes, dear reader, we lost a few.
A bit like in Dark Souls, balancing is maybe something that can improve as development progresses. Early-ish in the demo there are some enemies that are so fast that no matter how frantically you attack with the whip, it breaks through and gets a hit. You can try hopping over them of course — and it's on us to git gud — but there were a few deaths that flirted on the line between being tough or cheap. At one point we spent a bunch of Bones on boots to minimise the brutal knockback, but it didn't help much on narrow bridges with crows dive bombing us.
Another area we'd like to see improve a little as development progresses is movement and control. It is mostly excellent, but Mina is a tad more slippery than is typical for top-down games like this. When you add high difficulty to movement that doesn't always feel perfectly tight, there's a little frustration.
Minor complaints aside (and it is an early build), there's a lot to like. Mina's moveset shows a potential to flesh out beautifully in the full game. Secondary weapons follow Castlevania classics like the arching axe throw and the horizontal sword throw, but this time with that Zelda-esque top-down perspective. As the demo progressed, encounters required clever tactical use of these sub-weapons, with screens that reminded us of the developer's mastery of level design.
That mastery applies to its approach to teaching a player, too. No prompt windows, it all relies on the player experimenting, learning the signposting and finding solutions. Hidden walls apply this way, and a clever move of Mina's to burrow down and move a little underground is also taught without any handholding. We found that latter move a bit fiddly to execute at times, but the way it's incorporated into challenges is excellent.
And, as per Yacht Club Games tradition, boss fights are impressive, teeth gnashing affairs. Visually and mechanically a boss we fought was clever and also gruelling, and we found ourselves trying to call upon every item and trick the game had taught us. We still died.
Jake Kaufman is back doing the soundtrack and good grief, it is brilliant.
In terms of the presentation, the visuals pop as you'd expect. That said, we think a few tweaks could be necessary in terms of the art design. It looks good, the chunky pixels are pleasing on the eye, but some of the layering and colouring could be initially confusing in terms of parsing objects that were obstacles and so on. This was only an issue on a small number of screens, but in those few cases it lacked the visual clarity of the classics it builds upon.
Sound design, though, is outstanding across the board. Jake Kaufman is back doing the soundtrack and good grief, it is brilliant.
After battling our way through the demo, and dying a lot, we were ultimately left excited by what we played. After years of Shovel Knight expansions, publishing projects and spin-offs made alongside other studios, Mina the Hollower feels like an excellent return for the core team of Yacht Club Games. By venturing into a new IP and a new playstyle, too, the studio is able to flex its creative muscles; that is definitely a good thing.
We're looking forward to seeing and playing more.
Comments 37
This game looks amazing. It’s clearly Gameboy Zelda vibes and I’m here for it. It’s Yacht club and they’re going to deliver. Wow, I’m first.
Show us your fangs , hey mina!
This one looks interesting. I thought Shovel Knight was pretty good so I'm looking forward to this one as well.
Quick question, if that Kickstarter thing received no money whatsoever, would this game still have been released? Xx
@Dragonslacker1 Yes. $300k does not decide the development of a game by a studio with plenty of money.
@Thoughts
So why did they do it. So they could get more money?
Honestly the shovel knight games weren’t that hard.
Why don't they give us the demo already?
This is gonna rule.
@blindsquarel yes
@Dragonslacker1 - If you watched the stream, they made it clear their intentions with the Kickstarter is to boost the already funded development further, and also wanted to use the platform to build the game the same way Shovel Knight was. With the community insight.
It's why Plague, King and Spectre Knight all got expansions post game. The community voted.
I'm more interested in this than Shovel Knight
I want a demo on Switch! I briefly misread and thought there was one and was excited XD This looks fun, I'll probably buy it when I get a chance.
This also reminds me I never quite finished shovel knight.. I should go back to it.
gives me a little blaster master vibes. looks good!
Git good reference check
So far so good. I do hope they flesh out the slippery movement and difficulty though. I found cyber shadow a little too frustrating at times, even though I ended up beating it( yes, I know YCG didn't develope cyber shadow).
Has there been a release window announced yet, for this game?
Good write-up! I had similar thoughts on the gameplay from what was showcased in the announcement trailer, especially how it might be difficult tracking stuff through the more visually busy sections (like when the character does its burrowing mechanic). Ngl, this game looks tough.
I have high hopes since this appeals to me on many levels from Yacht Club and the trust I have in them, to my nostalgia for the GBC, the Oracle games, and this kind of aesthetic.
Glad to kick in on it on Kickstarter. Though I know the wait will be a while.
Now if Nintendo announces the Mini Switch Lite I’ve been calling for, this will really feel at home
It does look rather fun and I do love mice, even had one as a pet named Modest who would eat cheese puffs like corn on the cob.
With that much footage it seems like the majority or at least a good chunk is already done though, guess they just want the easy Kickstarter security dough.
@RubyDevilNine I've almost always chosen to play female given the choice just because if I'm going to be listening to 10+ hours of someone grunting every time they jump, roll or attack I'd rather hear it from a female.
Looks fantastic!
It just occurred to me that Jake Kaufman is THE Jake Kaufman that did the superb Shantae ost (well, the first three). Now I'm even more pumped
SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLD!!!!!!
@RubyDevilNine Bruh, they had Shovel Knight, Plague Knight, Specter Knight and King Knight as protagonists before, I think they can absolutely have a female protagonist.
Looks like another gem. Hope the wait is not too long.
Hello Mina, see you in all indie games!
Looks promising. The Kickstarter doesn't bother me. Yacht Club has a good record and it will lead to more investment in the game.
Zelda-likes are a hard sell for me, but I can see me playing this since it's from Yacht Club.
Please, lose the toxic "git gud" rubbish. It's one of most unappealing, least inclusive, and utterly repellant aspects of gaming.
Looks amazing, very slick movement, can't wait!
It's pretty sad all of this. First, they dont need the money. Second, those stupid goals. And they gave a Demo to influencers and websites, and not the backers. Quite frankly, i dont know why people support this.
The graphics NAIL the GBC look! Looking forward to this
May have to pass on this as I'm sick of "git gud" games. Shovel Knight had the perfect balance, Cyber Shadow was honestly too frustrating for its own good at times (although I did wind up finishing it on Game Pass)...it's almost like they've forgotten that it was only a small portion of NES/SNES that were truly balls to the wall when it came to difficulty. It wasn't this big, defining feature until recently and I've always found it kind of stupid.
@ramu-chan I've got to agree with you here, and I'm someone who almost exclusively plays older games at this point. The thing that bothers me most is that now the press and devs think this is what people adored the most about everything made in the 80's and 90's. The "git gud" ***** really needs to die- difficulty is really only a small piece of the puzzle.
@Jumping_Dead This is why I never support Kickstarter projects. I think Yacht Club's growth has made them greedy, no different to how Wayforward has been since Half Genie Hero released.
It also makes me question their overall confidence in the project if they're just giving out demos to infleuncers and websites who, quite frankly, will probably feel obligated to hype this game up. Sure, it looks great...but that's not a substitute for actually being able to play it and seeing for yourself. Cyber Shadow also looked as amazing as Shovel Knight from the trailers (especially since they made it seem as if you got all of these neat moves out the gate instead of gradually unlocking them- borderline false advertising imo) but tbh I felt it was a 6 or 7/10 max once I actually played through it.
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