Reviews from

in the past


Ittle Dew 2+ is an alright zelda-like that both soars and fails because of its nonlinearity. it's cool to be able to go to any dungeon you want in any order, and the inclusion of intentional shortcuts in prior dungeons that you can use with later dungeon items is neat. however, i feel like the whole of exploration isn't all that engaging. if you explore outside the dungeons, you'll find copies of items before you've even been to the dungeon the item comes from. if you're truly trying to get everything, you aren't really going to want to skip or use shortcuts anyways. so many puzzles are incredibly basic and easily 'cheesed' by having items you "aren't supposed to have" (even though it's intentional). sometimes, you will find a key you can use in any dungeon, which is essentially rewarding your exploration and optional puzzle solving with the option to play less of the game.

if you're trying to do a speedrun, this sounds cool, but to me, there didn't seem like anything too exciting to explore for. i cleared every cave i saw, and even did one optional dungeon. the bosses were repetitive and highly derivative of each other, and while the combat is better in this game as opposed to the first, it's not all that exciting.

maybe i'll consider going back for what appears to be a better ending, but i doubt i will. i'm also aware of there being a good number of optional puzzles that test your puzzle brain while explicitly locking off specific item usage to prevent cheese, so maybe those are neat, but i didn't play them personally.

overall, it's a fine game. it's really silly and quite funny sometimes! it just wasn't very special to me specifically, and there's nothing here that has me wanting to play more.

A tribute to 2d Zelda games. It lacks some polish (explained later) but feel this was fun to play.
The storyline was simple yet satirical. For not being serious, I enjoyed it. The dudgeon's and caves were great if doing the main storyline. They have also mini dudgeon's - bigger then caves - called 'portals' which was a nice bonus to receive upgrades.
The puzzles were fantastic, artstyle was spot on and the over-world was fun. The main issues I had were:
- The bosses (especially in the bonus dudgeon's) were waaaay too difficult for me. The puzzles and enemies are well balanced, but the bosses were so tough it broke emersion for me. If they had 20% less health it would be balanced to the core game
- The dream world, I did not like! It was less about puzzles solving and more on frame perfect moves, not what I consider fair In stating my issues, I loved the final boss in the main storyline. One of the best boss battles I have played period!
If you 'git gud' and can beat the bosses onslaught in the main campaign you can have great fun adventuring

Visual style is still phenomenal, but I actually didn't enjoy the gameplay as much, could be that I prefered the more casual combat, vs the more intricate combat in this game.

a low-key great Zelda game - with a slightly bigger emphasis on puzzles and some (at times) shockingly difficult combat. it was also designed (afaik) by Daniel Remar, who did iji and Hero Core back in the day, among other things.

Ittle Dew 2’s plot has basically like a goofy webcomic/has an edgy flash game of the 2000’s sort of sensibility - really just enough to justify everything else in the game. it's not something that is trying to immerse you in deep atmosphere and lore. it probably felt a little out of step with everything when the game came out originally in late 2016 (it’s apparently also on the Switch with the “+” update which it came out later for). the overworld is definitely smaller and way less meandering than some other Zelda clones, arguably also a bit generic.. at least at first, though the weirdness sort of reveals itself as you go on.

the dungeons themselves are not particularly big either - everything moves along really quickly. the first official dungeon was themed like an art gallery, which i had never seen before in a game like this. i also like that the tutorial level was a pillow fort. this third dungeon was sewer/garbage themed and i liked the frowning garbage bags. in general, i really appreciate the commitment to detail in trying to make the themes of these dungeons distinct from each other.

but be forewarned - the difficulty really does spike a lot more than you'd think! especially with some of the boss battles - you have to do some real deal Soulsborne style pattern memorization to get through them. and the puzzles can be a lot more difficult than you'd expect them to be at times.

in general, there is a sense of character and personality to each of the areas in the game that i really like. it’s not original or groundbreaking but it feels much tighter and confident in its design ideas and less interested in like a sort of bombastic presentation. i guess that’s consistent with the rest of Daniel Remar’s work. his experience as a designer almost certainly helped the game feel tighter and more confident.

one other interesting thing about this game is that you can do the dungeons in any order you like. i pretty much stuck to the original order. but it means all the puzzles in the dungeons can be completed by just a default items and they’re only made easier by items you receive later on. this is an odd choice - though not one that ruins the experience by any means. it kinda just adds to the weird idiosyncrasies of this game, if anything. and the “+” update includes this optional dream world zone where the puzzles are more challenging and quite frankly completely destroyed my brain and i never got super far into.

anyway the game may look a bit too generic or too webcomicky for some, but it has a lot of character. i think it's a good antidote to a lot of like higher production value indies with much more substantial presentation that end up lacking in that kind of character. and i also appreciate how much more it values my time than a lot of other games like this, while still having genuinely challenging and difficult moments as it ramps up towards the end. so overall - it’s not revolutionizing anything but it is really well done for what it is.

I remember liking the original Ittle Dew quite a bit. It had a vibe I could appreciate and would recommend it to anyone looking for quick, but fun, Zelda-clone.

I found Ittle Dew 2 a major downgrade in pretty much every aspect.

I recall combat being the weakest aspect of the first game, and it is improved here, but it's still bad. Controls are stiff and unprecise. Enemies seem to both take and deal way more damage than they should. Combat isn't challenging per se, it's just long, and you can just run past any and all enemies so why even bother? The dungeon design is also bad. Dungeons can be tackled in any order, but that just means they're all pretty straightforward and have no personality. They aren't tailor made for specific items, there's no interesting boss fights, they're just there because a Zelda clone needs dungeons. It doesn't help that none or your items are all that interesting or fun to use. The game still has style and the optional puzzle dungeons are fun, however the puzzle dungeons are completely ignorable and I'd argue the 3D graphics are a downgrade from the 2D ones of the first game.

I was expecting to like this game, unfortunately it was one of the most boring, frustrating gaming experiences I've had in a while.


Los puzzles de este juego son prueba fehaciente de que soy estúpido

It's been a long time since I played the first Ittle Dew, but I recall it being charming and lighthearted. The sequel, I found to be more grating. It's more combat focused than its predecessor and that's certainly to its detriment. There aren't any i-frames after getting hit, so it's possible to take a huge chunk of damage with the large number of projectile spammy enemies that show up in the latter dungeons. The dungeon design is also fairly unremarkable due to their choice to allow you to tackle the dungeons in any order -- this means there can't be any assumptions made about what items a player will have. It's a good idea, but the execution makes the dungeons feel pretty samey by the end of the game.

HOOOOLY PEEEAAAK
please 100% this game ive done it like 20+ times and counting

This review contains spoilers

Although the puzzles aren't as difficult as Ittle dew 1's final cave puzzles, the use of the wand helped spice up the grid style puzzles enough for me to enjoy myself throughout. Quite liked that I figured out the ability to diagonal push blocks with the wand using my own thought process via the puzzle giving me no other options. The grid based design of the floor combined with the 3d world gave me some dissonance and I never learned to making shortcuts when walking near edges surrounded by pits.

Favourite puzzle dungeon was the Exclusively stick and wand dungeon in the Dreamworld.

The game did not overstay it's welcome. My final time is around 14hrs. Includes the boss fight with you know who.

Enjoyed the fight with the Queen. Getting me into a pattern and dance was fun.

Most effective combat is constant dynamite placing and 2-3 slashes of the sword interspersed with dodges. Ranged attacks feel terrible on keyboard because of the inprecise turning of the whole player body to aim. I don't particularly care about the combat but that one instance above because I played this for the puzzles.

Story, music, art: All similar or slightly better than the first game — Serviceable.


The optional dungeon puzzles will fuck you up

"It'll do too" must have been the development mantra for this game. It's aggressively mediocre. Yhis isn't to say it's unenjoyable, but rather that it's treading on comfortable ground. Everyone has played A Link to The Past before; they aren't missing out on much from Ittle Dew 2. Ludosity seem to be cool devs, and should be supported, but just know what you're in for. Also, there is a game breaking glitch present in this game where Ittle Dew is overpowered in Slap City.

Nice little game, whimsical zelda-like.

Ittle Dew 2+ is a Zelda inspired 2D action-rpg with lots of puzzles and combat. Developed by Ludosity and published on Nintendo Switch by Nicalis. I received a review code when the game first came out, and it will be how I take a look at it now. Personally, I didn’t get very far when making a series on it, but I enjoyed my time then. Let’s find out how it holds up on a complete play-through. I have never played the original Ittle Dew, so let’s see how newcomer friendly this game is. This review will contain images of later parts of the game, but not story spoilers. You have been warned.

You play as Ittle, a spunky little girl adventuring with her sidekick, Tipsie; the both of you have crash landed your raft on an island. The island’s caretaker splits your raft into 8 pieces and hides them among the islands 8 main dungeons. Ittle and Tipsie have these cute interactions throughout the game, both inside dungeons and before fighting bosses. You’ll notice lots of similarities between Ittle and Link, though silence is not one of them as Ittle’s personality gets to shine quite a bit. Tipsie mostly acts as your guide, marking locations on your map and such. The game has a self-awareness to it, never taking itself too serious, and keeping to a general world rule-set, whilst breaking the fourth wall with quips like, “It’s so the developers can save time”. I enjoyed Ittle and Tipsie the most, but they aren’t the only characters. The bosses have their own personality that get to shine as well, as you can find them in the main world living their lives as people. They get paid to be dungeon keepers, but they don’t take it too seriously. The island caretaker, Passel, was another favorite of mine. I enjoyed his grumpy demeanor, and his attempts to kick Ittle and Tipsie off the island.

Ittle Dew 2+ controls about the way you’d expect it to: move around, swing your sword, use items, and the works. A major issue I have is Ittle can move in 360 degrees, meaning aiming your weapon or sub-weapons with the analogue stick can be a chore. When Ittle swings she stops dead in her tracks which got me hit sometimes, but it was never really a huge detractor for me. In most of the dungeons you can collect a main “dungeon item” such as a magic wand, ice ring, or flaming sword. Each dungeon can be finished exclusively with the dungeon item found inside, which sounds like it could be an issue. However, I barely noticed it in practice, I found most of these dungeon items alright to use.

The game puts a huge emphasis on its puzzles, the problem though is that there’s not many types of puzzle. Puzzles in the game range from killing every enemy on screen, to hitting one or more crystals at similar times, to pushing blocks and standing on top of switches, or to gathering keys; all of this stuff is done to unlock doors, that’s it. Those are the only types of puzzles. It felt repetitive near the later parts of the game, especially going for optional puzzles. There are hidden caves all around the island for you to discover, but they don’t usually diverge much from what a typical dungeon room is though and, at worst, they’re just kind of a slog to get through.

Ittle Dew 2+’s combat is a bit of a rough around the edges. Most enemies in the second half of the game take multiple hits to kill, way more then it feels like they should. Enemies also hit like Ganondorf’s forward-smash in Super Smash Bros. Ultimate, meaning you will die, fast. Ittle starts the game with 5 hearts, but collecting crayon boxes increases that number; they work most like Zelda’s heart containers. You can max out your health at 10 hearts, something I didn’t do myself. I probably should’ve expected Final Fantasy 6 instead of Mystic Quest, so I sorta dug my own grave there.

All of these elements make an experience I wouldn’t call ‘bad’ by any means, but it definitely could have spent more time in the oven if you ask me. Starting with the controls of Ittle, I think it could’ve benefited with more restriction of the angles, and provided the ability to move while swinging your sword. Overall, it made for an enjoyable time, but one heavily outclassed by the likes of The Legend of Zelda: A Link Between Worlds and likely the upcoming 2019’s Link’s Awakening remake. I’d really like to see a future game fix these issues, It was really close to being amazing, but not everything is perfect.

Ittle Dew 2+ goes for a cell-shaded, 3D style, and it looks good. It captures the childish nature of the characters and designs while still keeping a foot in the serious side. Not as stylized as The Legend of Zelda: The Wind Waker, but definitely better looking than what I’ve seen of the original Ittle Dew. Ittle Dew 2+ also has many 2D assets, especially in cutscenes which are brilliantly drawn, and stick relatively close to the 3D models. I overall enjoy how the game looks, how it sounds… I feel a bit different about though. Many sound effects got on my nerves as I continued playing, most certainly a byproduct of having so few puzzle types repeated over so much of the game. The combat effects don’t fare much better, even if you can avoid most encounters. The music just seems ‘off’ to me, like it’s trying to appeal to a different type of game. I can imagine walking into Club LOL with K.K. Slider playing an acoustic version at 8:00 P.M. on a weekend, not terrible, just odd and unfitting to me.

Ittle Dew 2+’s length is decent for a game of its type, it took me eight hours to play through the main story though I wasn’t collecting or doing much outside of the required dungeons and bosses. For me, this left me content and happy with the time I spent playing the game. There is lots of post-game content I’m aware of, the main one being a dream-world with more dungeons which allow you to collect cards. I didn’t bother with much post-game stuff, just did a bit of messing around. I think it’s well worth the price-tag if your into this kind of game and waiting for the Link’s Awakening remake. I just hope you don’t go in expecting a game on the level of The Legend of Zelda: A Link To The Past.

I got quite sick of the same puzzle types by the late game, it robbed me of the feeling of rejoice when I completed them or got to bosses. The dungeon bosses themselves also felt a bit too hard for the sake of just being hard. I didn’t enjoy fighting many of them past the fourth boss. Combat and traveling through the world was also a big thing I stopped enjoying within the last quarter. Aside from those big ending hang-ups, I really enjoyed the time spent with Ittle Dew 2+, and I don’t regret beating it at all. If you’re looking for a hang-over, or just want to see the root of the Slap City cast, Ittle Dew 2+ might just be for you!

A Great Sequel. Exploring the over world and finding all the secrets was a great time and the writing is just as good as i have come to expect from Ludosity. The new items and puzzles are almost all excellent, it removed most of the annoying timing based puzzles that made up much of the late puzzles in the first game. Combat is better tho the dodge roll is super finicky and the game doesn't benefit from having 360 degree control over the character. if you are looking for a more puzzle focused 2d zelda this game is a great choice

Even better than the original, harder puzzles and bosses and even more cute Jennys to discover. Love it!

Cute little puzzle action game, doesn't do anything horrible but neither anything too stand out. The dungeon design is really good but the main issue was how short the dungeons were, if there were fewer dungeons but longer I would've personality liked that a bit more. As I do like how each item is mapped to it's own button, it reduces how unique each dungeon item could be, but to be fair they do make up for it by making each item have more uses than your typical Zelda item. The game also looks fantastic and got some great tunes, with the exception of the first grass area which looks and sounds dull. Overall fun game, if you're looking for more Zelda like experiences then I highly recommend.

Completed with 100% of items collected - all upgrades and all (from the bonus dungeon) 41 cards - except for beating the extra boss (Simulacrum). Expanding greatly on the experience from the original Ittle Dew, this sequel is another great 2D Zelda-like . Although it still has a generous amount of combat encounters, the focus here is more strongly on puzzle-solving than typically seen in similar games, generally focused around 'block' manipulation and including the use of four different items to bring greater variety - by the end of the game, these get impressively challenging and creative - and as a result, satisfying to solve - especially so in the Switch-exclusive 'dreamworld' dungeon.

Away from puzzle-solving, Ittle Dew 2+ presents players with a sizeable world to explore, packed full of secrets to discover, and a slick, responsive, combat mechanic, albeit fairly simple. The cartoonish graphics create a welcoming impression and the game has a great sense of humour expressed through its writing and environment design.

In common with many similar game, I'd have liked to see a greater range of equipment to collect and use to explore, but that's only a fairly minor criticism to level at what's overall an excellent game which I very much enjoyed playing through - I just wish that I'd been able to beat that one last boss!

Basically a beginner 2D Zelda, the items and puzzles were pretty fun. The final dungeons were difficult in terms of puzzles and the later bosses were also difficult (except the final boss). It wasn’t particularly special but I had fun with it for about 5 hours of gameplay. The main problem in the entire game that I had was shooting the wand in the right direction because there was no assist to get a directly cardinal direction. This made some of the tight timing puzzles quite hard.

I wasn't expecting to love this game as much as I did.
After finishing my first playthrough, I went right back in for another. Even after doing 2+ back-to-back playthroughs in a row and I'd finally exhausted all there was to do in the game, I still wanted more.