After the opening hour of Mina the Hollower, I found myself dropped into a hostile world with no obviously “correct” path to follow and roaming enemies that could kill me in just a few hits no matter what direction I chose. That’s about when I realized this retro RPG was hiding far more than I expected beneath the surface – and once I burrowed on in, I never wanted to come back up. Mina is a tough-as-nails adventure gorgeously done up in the style of the Game Boy Color’s best, and it isn’t shy about those influences. It borrows The Legend of Zelda’s open-world structure, adds a healthy amount of Castlevania’s horror setting and haunting chiptunes, and peps things up with a surprising dose of FromSoft’s Souls games in its combat and progression. But somewhere in that mix, Mina becomes more than the sum of those parts, cleverly riffing and remixing them them with consistent brilliance. Its blocky exterior disguises rich combat systems, some of the best puzzle solving ever put to screen, and a funny, deeply weird world I loved to explore.
Developer Yacht Club Games is no stranger to retro tributes, with its standout Shovel Knight series drawing heavily from NES classics like Mega Man. While Shovel Knight stuck to its source material pretty closely, Mina uses Zelda games like Link’s Awakening and the Oracle duo as a foundation for a much deeper, more modern take on a top-down action-RPG: You have a jump that will get you over small gaps but never up to a higher ledge, an overworld that partially scrolls but has distinct edges between regions, and of course start out with a stubby little weapon (actually, several to choose from). These are not the Zelda games you usually see developers aim their sights at, but I love how the seemingly-limiting constraints of imitating the early handheld Zeldas conceals Mina’s inner complexity.
However, very much unlike the Game Boy games it draws from aesthetically, and more like The Legend of Zelda for NES (or Breath of the Wild decades later), Mina has a completely open world. There are no paths blocked until you get some special item, and nothing but your own skill level keeping you from going to any one of its four initial dungeons first. You just need to fight your way there. And if you can’t cut it, there’s probably another area to try instead, a clever place to grind for money and levels, or some side quests that lead to optional upgrades.
Mina’s world is often surreal, dreamy, and uncanny. Built around the central village of Ossex, the Tenebrous Isles are an entrancing mix of gothic fantasy and magically-infused steampunk tech. There are plenty of adorable animal denizens, like Mina, but also building-busting giants, perfectly friendly abominations, and a whole lotta possums – which are a type of monster. Cutesy overworld sprites are sometimes subverted by ghoulish character portraits when you stop to chat. It all smacks of the David Lynch-inspired characters that make up the otherworldly island of Link’s Awakening in just the right way (and that’s not some snooty art school connection I’m making, Twin Peaks has been widely cited by the devs as a major influence on that 1993 Zelda game). Additionally, these characters all have lives that are affected by your actions, and many end up holding a greater purpose in the larger story, which has some fun (if predictable) twists and turns, but really saves the good stuff for the end.
Mina herself is a bit of an enigma. She’s a monster slayer, but also something of a mad scientist who has outfitted Tenebrous Isles with tech that is being mysteriously sabotaged. The plot follows whether her machines are actually good or bad, and while brave little Mina seems to act heroically in this kill-or-be-killed overworld, often solving problems for the Islefolk, she also causes a few: Without spoiling anything, those can come back to haunt you. This little white mouse explores a lot of grey areas, and I love that!
Dungeon Hollower
There are six main dungeons spread across the Tenebrous Isles, each with a matching area that leads up to it – a swamp, a beach, a crypt… you’ve played a video game before. There’s even a small but very cool nod to Castlevania here, with short establishing shots showing the boss towers silhouetted in the distance for every area – and then those creepy spires showing up in backgrounds as you climb, just like Dracula’s perched lair. While most of Mina’s art choices are limited to blocky tiles, these sweeping scenes and backdrops show off some stunning pixel art that helps set the mood.
(And then there’s the soundtrack: Pure Castlevania! Baroque jams performed on a glorious, beepy boopy NES/Game Boy soundalike instrument set. I’ve been associating this sort of gothic Casio sound with tense horror action games since 1987 and it still feels totally rad when executed this well in 2026.)
All six areas are filled with charm and challenge, but one called Septemberg especially stood out as a piece of storytelling I’d never experienced before. It’s a region frozen in autumn, with gusty winds that blow you around, piles of fallen leaves, pumpkins, and a general Halloween vibe. All of it is out to kill you. You quickly learn of a lurking terror in your midst there, and the escalating nightmare of trying to manage that threat through a hedge maze, a lightning storm, and more is an absolutely bonkers, adrenaline-inducing sequence I couldn’t stop talking about with others who had seen it; just an incredible amalgam of schlocky, spooky-season fun.
While you could go to Septemberg as your first area or not find it until much later, there are areas you can’t access immediately, but the way to reach them is never a dungeon-based upgrade. It’s a secret passage, a side quest, or, in some cases, by using a specific Sidearm (secondary weapon) or Trinket (ability-modifying equipment) that you find while exploring the overworld. This is the best and most pure kind of open world, and it’s executed excellently here. Mina dangles a prize just out of reach to challenge you: Can you get to that treasure chest from another screen? Can you survive long enough in the water to reach that gap under a bridge? Should you go in that creepy hole in the ground right now with no save point in sight?
Mina’s move set as you meet these challenges is all her own, and it is a ton of fun to learn and master as you explore. Her ability to burrow beneath the ground and then pop up for an aerial leap is multipurpose: It’s a dash, a dodge, a long jump, and eventually a graceful way to dance around an enemy like a furry lil’ ninja. There’s a learning curve for sure, and effectively working this move into my hacking and slashing took time. There are no counters or dodge rolls here, just sliding under an enemy to get the better of them. But once I got the hang of burrowing, it became a versatile combat tool that made Mina feel extra nimble compared to, say, a certain squat, little Hylian.
Morsel Combat
There are two other aspects of Mina’s arsenal that will surely catch Castlevania fans’ eyes – and ears – right away. First off, the whip: Mina’s Nightstar (actually described as a mace on a chain) is one of five possible weapons to pick from, and it’s a fantastic go-to option (and, of course, any aspiring Belmont’s choice of weapon). I stuck with the Nightstar for most of the roughly two-dozen hours it took me to reach the credits, but I ended up also falling in love with the daggers, Whisper and Vesper – more of an Alucard thing. The Nightstar is good for delivering fast, heavy damage at a safe distance (and you can upgrade it to do the useless, dangling chain thing, ala Castlevania IV!). But the daggers, when boosted by a Trinket that adds an attack multiplier for landing hits without missing, became an awesome boss killer.
The other system ripped straight out of Castlevania are the Sidearms, which give you a variety of secondary attacks depending on which Sidearm pickup you grabbed last (all of which are in predictable locations you can remember to return to). Options like the sword and axe function almost exactly like sub weapons in Castlevania, and are even replenished the same way, with a resource called Joules that is spent each time you use one (just like so many Hearts in classic Castlevanias). There are some weird Sidearms, though, like the Iron Steed – a bicycle with a sort of jousting rod attached that serves both as a quick option to dash around and a way to jump over huge gaps to reach secret areas. Other Sidearms I liked were a little ghost that attacked enemies and drained Joules over time, and a demon pet on a leash that acts as your own personal Chain Chomp.
You can augment most of Mina’s moves through swappable Trinkets, which provide buffs that boost your movement, attack, or defense in helpful and sometimes wacky ways. I was able to expand my Trinket slots to activate five at once, and my preferred combos for exploration (long jumps, increased burrowing time, wall grabs) were very different than those for combat (DPS multipliers, a revive, health extenders). For instance, one Trinket allowed me to float slowly down after a jump, and that became essential to how I moved through this world – but it was useless in most boss battles, so I’d replace it with an attack buff that shocked enemies at the save room right before a big fight. There are dozens of trinkets to find – some extremely useful on their own, and others that only add up to huge results when used together. Unlike many games where I tend to stick to a formula I find that works, I was always excited to experiment in Mina.
The Bones Are Their Money
The other way to upgrade yourself brings us to Mina’s third major influence: FromSoft heavy-hitters like Dark Souls and Bloodborne. The “Souls” currency equivalent here are Bones, and they serve the exact same purpose: Experience points gained from both combat and exploration that you must either spend or risk losing upon death. Mina isn’t nearly as punishing, however, as you can quickly gain multiple Sparks that will prevent you from losing your Bones on death, getting stuck inside the enemy that killed you or in the room where you died until you can recover them. This leads to a loop familiar to Souls players that’s just as hard to resist here: Do you delve deeper on this outing, getting more Bones and items, or do you run back to the nearest save point and “Bone Up” first?
Boning Up allows you to spend an escalating amount of Bones to level up either your main weapon attack, defense, or Sidearm attack, with a fourth option to store the Bones for safekeeping in a “savings account” of sorts, which is impervious to death. I found that going all in on attack was the best bet early, and did a fair amount of grinding to do so.