
Sometimes you play one of those games that you positively hate, but you just can't bring yourself to stop playing the silly thing. TumbleSeed is that game. Don't let the cute visuals and approachable vibes deceive you, this is a game that feels close to impossible to beat and will no doubt tempt you to pitch your Switch across the room on multiple occasions. All the same, this is a tightly constructed experience that knows exactly what it wants to be and pursues that end with a nearly single-minded determination. And if you can stomach the difficulty, you'll find there's actually lots to love here.
Gameplay is quite unlike anything this writer has experienced, nailing that perfect balance of being easy to pick up and nearly impossible to master. In TumbleSeed you control the titular 'seed by controlling a horizontal bar on which it rolls back and forth. Pushing up or down on the analogue sticks will raise or lower the respective side of the bar, making the game an elaborate and stressful balancing act as you finesse the speed at which the seed rolls one way or the other. As you ever so slowly make your way up the mountain you must avoid potholes, enemies, projectiles, and just about every hazard you can think of. If you fall in a hole along the way you'll lose a heart and respawn at the last checkpoint you planted (more on that later), and if you lose all three of your hearts — by way of any hazard — you have to start all the way from the bottom of the mountain.

Make no mistake, TumbleSeed is a ridiculously hard game, but it never feels unduly frustrating. The first section alone is nail-biting enough, and there's four more after that which increase the difficulty factor exponentially as new baddies and hazards are tossed at you in an increasingly more aggressive manner. The difficulty comes from the relative lack of control that you have over the seed; you can only tilt the bar one way or the other and hope that the seed picks up enough momentum to dodge whatever is coming its way. Throw in some projectiles, homing enemies and a lot of holes, and it's suddenly all but impossible to navigate the obstacles without some serious surgeon skills.
Your seed has a plethora of powers that aid in the journey, though their usefulness is something of a mixed bag. As you travel you'll occasionally come across little shrines that offer you a brief respite from the dangerous environment and a choice between two new powers. At the tap of a button you can change between various abilities, such as a tumbleseed that drops a checkpoint or one that lays mines in its wake for a set period of time.
To activate your current seed's power you just roll over a seed patch and automatically pay the required amount of crystals (if you have enough) to activate it. As you travel up the mountain, crystals lay about waiting to be picked up, and they act as a sort-of currency that governs the usage of your powers. It adds an interesting risk / reward system to an already grueling game, because both crystals and soil patches are pretty scarce to begin with and only grow less common the farther you go.

The main issue with this is that not all the abilities are particularly useful, and even the useful ones have some strings attached that limit their effectiveness. For example, one seed power allows you to add another heart to your count, but it requires you to roll over four patches to activate once, spending a crystal each time. There's certainly a broad array of powers on offer, and some of them have pretty cool and creative effects, but we found ourselves sticking to the same two or three in our runs just because it wasn't worth the risk or cost of using the others.
Of course, it wouldn't be a roguelike - or 'roguelite' as it's been described - if there wasn't an element of chance involved, so each time you die you get sent all the way back down the mountain and the whole landscape is changed. In addition to that you lose any crystals you collected and begin with the same basic four seed powers. This is what will ultimately make or break the game for many; it really comes down to just how punishing you like your games to be. Tumbleseed effectively erases any progress you've made at each game over, aside from stats of your last run and the record of your best run. Otherwise, you start over from square one, every time.

This can unfortunately lead to the game getting a bit too frustrating and repetitive for some players. Yes, the randomized nature of the game makes each run unique, but it can be a bit disheartening to see over twenty minutes of progress go up in smoke. If you're the kind of gamer that likes a good feedback loop and a steady rate of progress, you won't find any of that here. The progress comes from your own personal knowledge and skill in the game improving over time, but little more comes from the game itself. The erasure can be mitigated somewhat by completing simple quests — such as picking up x crystals — that will grant you portals which let you start higher up, but most of the game will still be spent retreading a lot of the same ground trying to get just a little farther.
Now, much has been made about this game being a "flagship" title for the Switch's HD Rumble feature, and for its part it is pretty interesting. As the seed rolls to the right or left of the screen the Joy-Con will rumble more or less depending upon the speed at which the seed is moving. It's one of those things that you don't strictly notice when playing — due to the laser focus required to stay alive — but it's a neat addition that adds to the experience. At the very least, it makes portable mode the definitive way to play, as the effect is most noticeable when the screen rests between the Joy-Con.

The presentation is quite admirable, too, featuring some quirky visuals that somewhat call to mind the strange vistas of the Patapon games. Environments are quite distinct from each other, featuring a broad palette of colours and set pieces, and the game has a generally light look to it due to how thinly outlined most shapes tend to be. The music is composed of sounds like tribal drums, ambient forest noises and banjos, all coming together to produce some excellent mood music. Nothing here is strictly memorable, but it definitely gels well with the focus required on the exact gameplay.
In terms of replayability, it ultimately depends upon how good or bad you are at picking up the controls and learning how to manage the game's threats effectively. Theoretically speaking it should only take about an hour to reach the top of the mountain, but should you somehow be able to do that there's always the challenge of trying to do it faster, or with less deaths, or with less powers, so as to climb up the global leaderboard. If that's not enough, there's also a daily challenge in which you're given one shot at getting as far as you possibly can up a set layout. It may not be radically different from the main mode, but it's a nice diversion for those who maybe just want to play a few minutes of the game per day.
Conclusion
All told, Tumbleseed is a game that will certainly divide opinion. The absurdly high difficulty demands that you put up or shut up; if you don't take the time to be patient and focus on improving your skills in controlling the seed, you will not find much enjoyment here. However, if you're willing to stick it out and put in the time required to 'git gud', you'll find a deeply rewarding game with nearly unlimited replayability between the daily challenges and the constant tease of getting a better score. If you consider yourself a skilled and patient gamer, give Tumbleseed a shot. If not, perhaps something else might be a better choice.
Comments 47
I really like it, great stuff
Tried it for a bit last night, I'm going to have to set aside a day or so to tackle it. Like what I've played so far but man I'm bad.
For some reason the game feels calming and relaxing to me, despite the harsh difficulty. probably due to the slow speed and careful balancing required. I don't know if this will change further up the mountain, but so far it has been an enjoyable experience, despite the little progress and frequent restarts at the bottom. Even though after reading the review I feel I might never see any other section than the first, I currently still like this gem a lot.
I love the game, but I would not mind a difficulty setting in the future. The first area? Super easy to me after a good few runs. The second one? A HELLSCAPE. I hope/assume I will better be able to tackle it in the future, but for now, it's a slow build to less of a difficulty curve than an exceptionally tall difficulty wall. To its credit, though, it MAKES ME want to "git gud" at it. I'm hoping it'll be like The Binding of Isaac for me, where I used to barely be able to clear a couple floors, and now I can usually completely finish the game at least once per every 5-10 runs. Someday, I will reach the top of the mountain! ........ I hope......
Skipping, don't want to be stressed by a game, though thank you for the emphasis on the difficulty part. It would be perfect to have a 'Difficulty' entry (Easy/Moderate/Hard) in the Game Info, just after the Players entry maybe.
Despite being a gamer for most of my longish years, I still suck particlaury at this sort of thing. So, I'm going to give this a miss I think.
I respect the fact they've made a hardcore game though.
I have Isaac for my punishing gameplay needs. I'll pass on this one although it does look interesting
Nice to see another good game on the Switch.
It's these unique eshop games that really excite me about Switch (exclusive or not), still waiting until the fall because I know Odyssey will be that killer app for me, MK8 would have been had I not had a Wii U.
Nintendo isn't wrong about expecting households to get more than one Switch as our household will probably get 2, I just wish the pricing here was more attractive, $399.99 CAD is not that inviting.
@SwitchVogel A gameplay video could do wonders for a game like this. I couldn't grasp the concept very well from the screenshots.
In all, thanks for the review.
5/10 on sister site PushSquare. Add 3 for HD rumble.
Hrrrrm I'm am very on the fence with this one. Not sure if I should pull the trigger or not.
@Shellcore That's the lowest score I've seen for it so far.Eurogamer gave it a "recommended",Destructoid and Dualshockers gave it 8/10 and IGN Italia 79%.
@Tetsuro "It would be perfect to have a 'Difficulty' entry (Easy/Moderate/Hard) in the Game Info"
I was just thinking that yesterday. Not for a game like this, not that interested, but PS4 has a bunch of Japanese looking games that seem to be going the "harder is better" route that I think started w/ Demon Souls. Not that all PS4 games are the same, but since Demon Souls w/ games like Bloodbourne, Nioh, Toukiden, Berzerk, Nier, I'm always trying to find out if the game is "Demon Souls hard". I have no interest in hard, I'll play a game on normal but if it's too hard I'll switch too easy. On games that don't have "easy" I'm out of luck, so I almost never buy games anymore until I'm pretty sure I can finish it. I'm even ok not beating a final boss, once I made it that far I figure "close enough", but I coudlnt' get past world 2-2 in DKCTF no matter how hard on tried, stupid riding Rhambi over a falling bridge.
Unfortunately I don't consider myself a particularly skilled or patient gamer, so I'm grateful for the advice in the review.
Looks like crap, but of course NintendoLife gives it a good review, while the sister site gives it what it deserves.
@Zingo Most sites have been giving it in the 8 range man. PushSquare is the weird one here.
Took a chance and I like it, although it can get very hard. To be played for short sessions because of the patience and learning curve, exactly what I did with Snake Pass.
@Zingo and yet other people have been giving it positive reviews ;P
Man are people really turned off by difficulty? Jesus guess a good portion of BOTW players stopped at the first stages.
I thought this was gonna be gyro controlled Stick controls are the nail in the coffin for me, I suspect. Never particularly liked the idea of it from what I saw, and the fact the rumble feature is nothing special and not combined with gyro tilt controls means the one thing I was holding out for is not on offer either.
Earlier previews had given me the impression you would 'feel' the seed rolling from side to side as you tilted the Switch.
HD Rumble is seeming more and more like the gimmick I feared it might be when they unleashed the ice cubes.
@rjejr That's what I do now, I lookfor difficulty level after a bad experience with Fast RMX. Then I unlocked everything but it was a pain and didn't enjoyed it so much. Mario Kart 8 is the exact opposite, too easy (still I enjoy it, except the online part that is too much randomy). A moderately difficult game like the last Zelda is good.
@gcunit Me too, that would have made it more interesting to me. I don't know why it's not. You already got it why don't you want to use it?
@Tetsuro By what I've been reading on reviews, I'd imagine that gyro controls wouldn't be "fast"/precise enough to get you through the game. That's why I imagine it isn't available as an option
Does it work with the pro controller, and is hd rumble just as good there?
Now I'm really looking forward to playing this!
@rjejr Haha I'm similar with not beating final bosses, though I do usually try to do most games on normal. I have little interest in hard mode (I don't understand the masochism engulfing gaming these days with obsessions with impossible difficulty and 100%'ing, that's not fun, it's OCD you have to pay for.)
But if you' can't get past 2-2 on DKCTF, yeowch, your platformer thumb is pretty weak
Ah, now I'm torn. I don't mind building difficulty, but not impossible-even-when-I-keep-replaying difficulty. Still a maybe for me.
@NEStalgia "But if you' can't get past 2-2 on DKCTF, yeowch, your platformer thumb is pretty weak"
Well maybe I could have gotten past it eventually, but I was too disgusted to try, and when I'm disgusted I don't play very well.
We actually took the game out of the library and my youngest son beat that level first try, then we took it back to the library. My aggravation level was high b/c the first game had the ability to skip levels, or maybe it played it for you and you just watched, then for no apparent reason they took that out of the 2nd game. Then I got annoyed b/c people kept telling me to just buy gold hearts and balloons. Which I did. Several times. But the problem w/ that section of the level - the falling bridge - is that the balloons pick you up then let you go, but the bridge has already fallen. If the game wasn't stupid the balloons would take you to the next section of solid ground. What's the point of having a balloon rescue up back up onto the screen just to drop you back to your death again? And no matter how many hearts you have and how armored they are, you die. Oh, and the game had lives, so after a few tries it was always game over. Can you imagine if in 100+ hour Zelda BotW if after you died 3x you had to start the game over back at the beginning? How many people would finish? I've read there's a lot of dieing in that game.
So -
1. Removal of a feature that already existed in the first game
2. Stupid balloons that serve no purpose
3. Armored and extra hearts that serve no purpose
4. Limited lives
That's too much frustration for 1 game for me.
I recently finished Ori and the Blind Forest, people seem to think that's pretty hard, and it was. 3x I almost quit but I kept going. Finished Shantae and the Pirates Curse before that, which was pretty hard for me in the last tower section, but I did finally manage to beat the last boss. So I'm willing to play thru a difficult game to the end, but I have to feel like it's hard as in player difficulty, not hard b/c of stupid design decisions.
Really, how many people would finish Zelda if you only had 3 lives then had to start back at the beginning? Nintendo hard ain't for me.
These Eshop games are actually a lot better than I expected!
At least its been downgraded to a roguelite. Still not picking it up though.
The screenshots & the trailer just don't do it for me. It looks like a average, boring cell phone game, & I honestly don't see what's so appealing about it.
I'm always wary of games in which I have to control the main character by unconventional means, so this didn't apeal to me when it was announced. Then I saw a gameplay video and was pleasantly surprised by the fact that there are NPCs and exploration.
I don't know, the review reads like I'm not really gonna enjoy it. I'm a sucker for tight, intuitive controls, so I could get incredibly frustrated.
Im loving this game! Hope I reach the top someday. I'd love a random endless mode though. That let's you play endlessly that slowly ramps up the difficulty. You can only play in biomes you can teleport to, but it randomly displays those biomes. No top though. This mode would make the game a 10 for me currently a 9
Patient and careful gameplay with almost impossible difficulty? Nope, not for me! But I'm glad to see how great and diverse these eShop games get on the Switch.
I think I'll wait for a sale on this one.
See I don't mind a challenge, I enjoy the Dark Souls games for example, but even those games allow you to save your progress (periodically) at a bonfire. Going right back to the start and losing all progress in Tumbleseed is a total turn off for me - I'm out.
Hmm, sounds pretty frustrating. I might still get it someday though when I have a Switch and its cheaper.
@rjejr Haha, yeah, DKC and especially DKCR has always been a challenging platformer on a different level than Mario. Well the old games were just plain cheap in the ways it killed you. The newer games are just difficult but generally fair, but yeah aside from easily being able to buy balloons, they're pretty "expert mode" as far as platforms go, and kind of old skool in terms of the tricks they throw at you. No question, DKC can be infuriating and frustrating as you die over and over on full tilt in the same spot for like 20 times in a row. And yet it's just so well done you ask to be punched again every time.
All the shop items are there as various "easy mode" options you purchase (aside from balloons) so it can be a throwback to the earlier games while giving modern players a method to bypass that draconian rules. In the old days, you run out of lives, you're back at the title screen. Thank you for playing! So they kept that vibe, but gave an out. It's a series steeped in the "Nintendo hard" ritual.
I'm not actually a fan of "Nintendo hard". I don't understand the folks who are. I don't know how I managed to actually like video games back in the day when I think about it Back then the whole game was like 5 levels so it had to last and seem like those 5 levels were an epic struggle, and each jump you made it through seemed like a monumental achievement! DKC on SNES was a HUGE game in contrast. Hard...cheap at times....but I beat it a few times. Which is more than I can say for a lot of games back then. But I will say Rare (now Playtonic) is overrated too often. Everyone loves them but some of their designs were very very cheap.
@NEStalgia Rare
Wel I bought a X1 to play RAre Replay, so I'm gettign to know RAre pretty well. Jet Force Gemini had some great amibition but osm eof the worse controls I've eve rcome across in a 3D action game. Snake Rattle and Roll was just a mess, but it was an early mess. Kameo is great, but I'm not sure that even counts as "Rare". I am impressed that they fully embraced full actual voice acting way back when in games like Konkers Fur DAy. Vulgarity aside ther eis probably mor evoiced dialog in that 20 year old game than Zelda BotW. And the 1 thing I hate worse than "hard" is "gibberish" voices. I tworks some times, if you have non-human characters. Okami did a really good job w/ the gibberish bc/ it was spirits and wolves and the like. But I don't like when they hire actual humans to say "bldiidtity blodidty blu". Unless they are singing Bibbidity Bobidity Boo" which is where I guess that popped into my head from. Still puts a smile on my face, I'm old.
https://www.youtube.com/watch?v=HJy8kdNNrvI
Edit: Sorry for all the typos, decided to leave them in to express my dislike for gibberish.
@rjejr Gwlaird fljfti bliblarb foruwah. Eijraguduh drubwub weeblob frugwa frugwa eimglajarb?
@NEStalgia That's what the text boxes would look like if they matched the "voice acting" in most Ntinedo games.
@rjejr I really hated that era. It's used "with reason" now most of the time, but, man, during the N64, GCN, Saturn, Dreamcast era......that was so annoyingly awful.
And we get to relive the magic with Yooka-Laylee! Happy day!
@NEStalgia My kid just came up after playing YL for an hour and said the game was good except for the voices. He told my wife not to watch me play b/c they drive her crazy. I hate them, but I have to send the game back in a few days anyway so I'll just deal for the weekend.
Weeks later and I'm still only on the second area. I can get through the first now without many issues. I think my high score is 285. As soon as you hit the second part of the mountain it goes bat poo mental crazy hard.
You know what thought- I bloody love this game- possibly my fav of all the eshop titles I've downloaded.
Just bought this - I wanted to to support the devs after hearing they where cutting some loses on the project. Anyway with an update with difficulty balancing coming soon I'm really looking forward to playing this unique game.
There is an old arcade skill game with this premise called Ice Cold Beer. The holes are the bubbles in a beer glass. You move a ball up on the lever to increasingly higher goals.
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