Ittle Dew: review

Returning again to the seedy Greenlight district, we have Ittle Dew, another humorous little game that has an action-adventure style not dissimilar to the Zelda titles. The game stars Ittle Dew as she and her companion Tipsee (mimicking Navi in some ways but far less annoying/endearing), are stranded on a desert island. You soon come across a shop and the shopkeeper offers to help you off the island – in return for the treasure hidden in the castle to the north of course.

The dialogue is firmly tongue-in-cheek, and makes fun of the tropes for challenges and dialogue that is typical of the genre – sometimes it works, sometimes it doesn’t, but it’s never too irritating when you are made to do whatever they are mocking. The art style also lends to the humour and while they aren’t so much visual gags; they are still slightly amusing to look at – the electric based enemies that shock themselves highlight the humour pretty well.

Sounds like our sort of plan.

The game handles pretty much like the Zelda games do; you have your movement, you can push blocks, attack with the press of a button and assign items to a few other buttons after completing their appropriate dungeons.

The majority of the puzzles involve the clever usage of moving blocks around or killing enemies; sometimes even both. They have a pretty wide range of difficulties with the easiest path generally being the longest, thanks to shortcuts littered around the level – shortcuts designed to test your puzzle solving or guide-reading skills. They are designed to cut large portions of the game out because Ittle Dew was forged with replayability in mind. Specifically, allowing you to cut out all the tutorial bits and even rush the end boss with less than a complete item set.

You did read correctly; of the three powerful weapons/artefacts you can collect on the island only two of them are actually needed – which two is up to you though. It’s definitely something to save for subsequent playthroughs because in all honesty it’s not a particularly long game; but it’s not designed to be. It is quite easy to finish up under the three hour mark for one of the easier achievements, though it can be finished in under 15 minutes (somehow) as the achievements seem to reveal.

Walls with cracks are never repaired. If they repaired them then maybe adventures wouldn’t blow them up.

Anyway; the items come in the form of a flaming sword, an ice wand and a portal wand. Each have their own unique uses most of which should be obvious because of their names. The flaming sword can light fires and melt ice, ice can freeze pretty much everything including blocks (making them slippery enough to slide around a room) and the portal wand is able to make portals to teleport to and it can also create blocks. All reasonably simple tools, but the sheer variation in their uses make for some clever puzzle solving.

Most of the game takes place in the Castle where you can gain the gold to “buy” the items as well as make your way through the rooms that will eventually lead to the game’s final boss. It also uses the most varying puzzles as it has to accommodate for the various items and combinations of said items.

“Buying” items involves unlocking them in the shop and then completing a small dungeon with puzzles solely there for the purpose of teaching you the newly acquired item. No other items can be taken in save for your trusty stick; so you are back to basics and have to adapt to using your new item with the utmost efficiency. Each of these dungeons then culminates with a boss that must be defeated using that item.

The fall won’t kill you – hitting the ground might though…

There is also a Master dungeon that you can access, which is built to hold the most perplexing of puzzles and will put your mind to the test. If you can’t manage the shortcuts then you’re likely going to find this just as perplexing and you may need to give it a miss – at least until you manage to master everything else first.

Ittle Dew is a nice little game for a rainy day; short, sweet and lets you keep you mind working away. Its nice range of puzzles and way of streamlining dungeons to eliminate backtracking makes it a nice calm game to play when you want to de-stress.

critical score 7

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Written by Sean P

I enjoy playing games and I enjoy writing things, so I decided to combine the two. I do bits here and there and have a twitter that mainly just announces things I’ve done as my life revolves around very little that is truly interesting.

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