Reviews from

in the past


Just a fun little experience with little dudes.
I liked the aesthetic and art style of the game a lot - it reminded me fondly of cartoons like Over the Garden Wall and Flapjack. The dialogue and humour were also great for the most part (the "tiny old man" bit got me way harder than it reasonably should have), although the side characters were definitely lacking as each of them only had a handful of lines throughout the whole game.
The gameplay was interesting, but it does lose it's lustre by the end as you don't really do anything new throughout the entirety of the runtime. It's just about matching your little dudes to the elemental hazard and throwing them at the hazard so they get rid of it.
Overall not a bad game by any means, and it doesn't overstay its welcome. I'm not gonna be grinding this for the platinum as I think I've had my fill of this world though.

A pretty darn good indie take on Pikmin, The Wild at Heart takes these mechanics and throws them in the pot with a very charming art style and a heartfelt story. Having one big connected world to explore and new areas to unlock as you received new Spritelings is a very good addition to the formula as well, something that I hope future games of this vein iterate upon.

There is however some tension between the game's relaxed aesthetic (even in more dangerous looking areas) and the day/night cycle which pretty much enforces a time limit on your adventures which can be frustrating at times. You can still venture around after dusk but you're met with severely overpowered enemies and most crucially there's very rarely any reason to do so. Maybe with a bit of tinkering that could have been remedied but as it stands it makes a lot of the light-giving items obsolete as the simplest solution in every case is to just camp and wait until morning.

Thankfully that's the only real issue. The puzzles work well and while combat is simple, I don't think it needs to be too involved here especially as you're able to skirt around some areas to avoid battling which is very welcome when you just want to trek through the visually and aurally gorgeous world for a bit.

How has it skipped my mind to log this on here for this long. This game has such an immaculate and unforgettable atmosphere between the vibey music and art style. It's a lot more easy-going than the Pikmin games it clearly took inspiration from, but I think that's fine with how this game has a bigger focus on puzzle-solving than combat or even "dandori", necessarily. And I think it still says a lot about the game creating tense moments with how you have to make it back to a campsite before dark yourself or else the cryptid shadow monsters come out to get you, and you realize it's later than you thought it was and the sunset music just feels dreadful in the best way possible.

This was wonderful and I honestly would rather not spoil anything past that. Maybe it doesn't hit the same in an era where Pikmin fans are eating a little better, but this was really what I needed during the dry spell.

Close to being an amazing game. I really liked the story, emotionally I feel like it hit the right tone for dealing with loss. Characters are interesting, gameplay is Pikmin-like and therefore great. I feel like it didn't need the second round of "go find things" though, just over-stretched the mechanics and travelling for me. Overall though, great.

yes!!!!!!!! so charming and, like, friendly??? that's how i'd describe this game. lovable characters and an art style that i will be comparing other games to for a long time.


If you love Over the Garden wall, play this!!!!!! The coziest game!!

The art style for the game feels like....a hug??? A big, warm hug. This game gave me ALL the warm and fuzzies. The art is so lovely, everything from the the story to the music felt so whimsical and really really charming. The writing reminded me of Night in The Woods!! I just really loved it!!!!!

If you like games like Luigi's Mansion, Pikmin or Cozy Grove, or TV shows like Over the Garden Wall and Gravity Falls, this is a must play!!

The only reason I wouldn't give it 5 stars is because it didn't last longer! I was so sad when I finished it. I'll definitely be thinking about this game for a while!

Cried at the end throws up peace sign <3

Sort of like Pikmin but if you remove the convenience of the C-Stick and add in an unnecessary inventory management / item crafting system that bogs down the gameplay. The game was much better once I decided to completely ignore the crafting mechanic as a whole, but almost the entire time I was just wishing I was playing Pikmin instead.

turns out it's a blast to just have a bunch of little guys.

"we have pikmin at home"

but actually really good?

biggest complaint is I wanted a way to mass control so my lil dudes at once instead of only being able to toss one at a time but I eventually set up a turbo button and that made it less annoying

besides that, very much just pikmin with a different (very pretty!) outfit and some extra light mechanics sprinkled on top

Genuinely beautiful art direction, unfortunately weighed down by lack-cluster gameplay that becomes stale at about the 10 hour mark.

Endearing presentation, Pikmin-style gameplay, smart dialogue - pitched at a younger audience.

Pikmin-inspired indie (with a dash of Zelda and a much tinier dash of Luigi's Mansion) with gorgeous and charming 2D art. Flawed, to be sure, even if some of the issues folks complained about closer to release have been mitigated by a recent patch, which adds things like an easier difficulty option and a way of recalling all the not-Pikmin to one location. Even so, I was completely hooked through my playthrough and found the exploration and puzzle-solving compelling throughout. Recommended.

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I wanted to love this little indie game. A little boy in a hoodie and jean jacket runs away to escape a clearly sad homelife (in the 90s?) with nothing but a peanut butter sandwich and a vacuuming backpack that looks like a proton pack for a weapon. The soundtrack is gorgeous ambient sadness and the graphics are YA indie comic cuteness. As you adventure farther into a magical wood vacuuming up trash and kicking stuff you're introduced to a horde of very twee little helpers and forgetful older folk as well as some other delightful characters. All of this should have added up to a classic in my library.

The main game mechanics are vacuuming, kicking, and throwing your little helpers at things. I think that last bit was the one that broke me out of the world. At one point, I learned to defeat an enemy simply by smashing the throw button a ton of times until my little spritelings knocked it out of the sky and then chomped on its stunned body until it exploded. It took a while to learn this and I thought this was a roguelike at first with how many times I was dying against certain enemies. But as I learned to chuck more tiny beings at things in order to win, I learned that this mechanic was kind of annoying, actually. For one, the strategy became just "throw more of them." Worse, though, the spritelings and the other character you control are stupid. They will not dodge on their own and only follow your exact footsteps. This makes them die pretty often if you're not precise or clever in your movements. I think they have health bars and there's a mechanic for healing them, but it is not in a tutorial. The isometric view made it difficult for this aging player to aim and dodge as well, so I found myself frustrated with controls more often than I should be in a game like this. Additionally annoying was the day/night cycle, since I would get close to solving a puzzle and then night would drop (with a very scary musical warning) and I'd rush back to sleep only to have a bunch of monsters respawn and probably kill me or my adventuring companion.

In general, everything else was very nice, but gameplay choices took me out of the chill, sad-ish magic and into annoyed, button-mashing land. If that's your jam, then maybe this game is for you!

Review from thedonproject.com

A very charming and short game inspired by the Pikmin series. The story is fun to follow and the characters all have interesting personalities. There were a few times where I got stuck and was unsure of how to progress, but I eventually figured it out.

Good quality Pikmin clone with pleasant graphics and I would too slow and easy with no challenge, that's why I dropped it after 1st hour.

It's an interesting take on Pikmin but it makes me sad when I throw the little leaflings into the crud on accident AND THEY DIE. Otherwise beautiful game and the plot is easy to follow.

This game is an interesting take on the pikimin formula, it has it's own merits with charismatics characters, beautiful art style and some parts of the gameplay as well.

It's a surprisingly relaxing experience to play and although the game has it's flaws, like leaving you lost sometimes and the unnecessary final section it still is a great experience overall

um joguinho leve e divertido de jogar, pega a formula Pikmin e um sistema básico de craft, com puzzles, e uma trilha sonora muito boa, e pra mim a melhor coisa é sua arte única e maravilhosa, eu pareço até o Edu de tanto q falo em arte, mas é difícil não falar kkk
enfim mais um belo indie q recomendo pra quem curte o gênero.

This game is very atmospheric with its soundtrack and art style. It feels a lot like Pikmin but 2D. It’s a good game but it has some flaws in terms of balance if you pick adventurer as difficulty. The fights become cheap and frustrating. I played it for 10 hours until I had enough and switched to wanderer. I usually love fighting in games but wanderer feels like the way the game is meant to be played. Unfortunately the crafting becomes worthless. But honestly, crafting doesn’t seem needed for this game. It’s good at exploration, puzzles and finding collectibles. Play it for those elements.

This game really surprised me with how fun it was.

It's a great Pikmin-inspired game, with some modern sensibilities that help make the game more approachable. The art is gorgeous, the story is heartwarming and sad at the same time, the music is lovely, and the gameplay is a great mix between puzzle-solving and action.

It falls short in just a couple of places. The crafting system isn't really explored that much, I was expecting there to be more recipes than there were, and sometimes the "pikmin" AI doesn't work the way you would expect it to. However, these are only minor complaints.

A great game overall!

what if pikmin and luigis mansion had a baby and it sucked

This game is currently in the Humble Choice for April 2022, this is part of my coverage of the bundle. If you are interested in the game and it's before May 3rd, 2022, consider picking up the game as part of the current monthly bundle.

An Indie Pikmin

The Wild At Heart starts with a kid named Wake running away from home. He takes a few supplies he has stashed around the house and a special vacuum cleaner and from there embarks on a journey into the woods. He gets lost and meets a strange Pikmin. Oh, wait I’m sorry, they are called Spritelings. But come on, we know where they’re going with this.

The thing is while it takes a lot of influence from Pikmin, it’s also a more narrative-driven game, with a focus on puzzles rather than time management. The story here is interesting with unique characters, and the gameplay is solid so far, but it’s the characters that have me interested in returning to see more.

Pick this up if you like Pikmin and want to see indie studios take on this. The nice thing is this is in the Humble Game Collection and technically on Game Pass, so if you want to check it out you can pick it up at any time. I am looking forward to playing more of this title and seeing what else it will do with the premise.

If you enjoyed this review or want to know what I think of other games in the bundle, check out the full review on or subscribe to my Youtube channel: https://youtu.be/FeCvVH50kas

Interesting story in parts with fun dialogue although, the story became less coherent towards end of the game.
Had some interesting puzzle mechanics but combat was a chore, consisting of spam clicking x on the controller while aiming at the enemy.
Overall enjoyable, would recommend a play 7.5/10

whimsical! i never played pikmin but this definitely piqued my interest. puzzles aren't usually my jam but this was pleasant and not too frustrating. i'll probably pick it up on the switch the next time it goes on sale, i think i'd rather play something this grindy more casually throughout the day, and i'm not used to doing that on PC yet.

This review contains spoilers

This game had an amazing atmosphere, but I wasn’t too into the gameplay. The 2D art was great and worked very well with how the camera would move with your character. The ambient music was very fitting, and it was enjoyable to just walk around and explore the map. The sound effects were especially good, the best I’ve heard from a game in a while.

As for the gameplay, the most obvious things were how it could often be kind of buggy. On one of the first screens in the game you encounter a river. What happened to both me and my friend is we threw our guys into the water to see how it would interact and they bounced back and landed on the ground in an infinitely falling state. They could only have been removed from this state with a power-up you luckily unlock on that same screen, otherwise we wouldn’t have been able to save them. There are a couple other miscellaneous areas where my guys were unable to be recovered, and I even accidentally clipped into a wall once and was unable to get out of it.

Aside from the fixable gameplay issues, I generally didn’t enjoy the combat, the backtracking, and some of the puzzles. Most of the enemies you encounter are just solved by spamming q and making sure to use the correct element if need be. Most of the time I just opted to maneuver around enemies, so I didn’t have to wait through a fight. There wasn’t much incentive to fight the enemies aside from the crafting items you would get, and those weren’t very useable either. Oh and on the topic of items, I disliked how you could only store items one at a time. Often times I would have a stack of 10 items in one slot so in total I would have to press a button 20-30 times to deposit everything lol.

With the puzzles and backtracking, early on you encounter a lot of things you realize that are intended to come back to with a different power-up. A few of the times with the puzzles, there would be some issue that made me assume I had done everything I could and just would come back later with a different power-up. I only came to that conclusion because of misunderstanding the puzzle and backtracking being regularized. The times these happened were the first time you would switch partners and keep their action going (I think this might’ve been explained once but I just didn’t know it was a possible mechanic by the time you actually use it), the top right zone of the ice area (I tried to throw twiglings over a small fence and it got bounced back so many times I figured it wasn’t possible), and all the stones that required a bomb kettle thing. All these occurrences made me assume that something needed to be completed elsewhere so I would again walk all over the map until I eliminated all other options. And I know the bombable rocks are optional things, but I spent an extra few hours than I should have on backtracking, despite already having the resources I needed for them at the time of first encounter. Also as far as I know, there wasn’t much indication on how to blow those up? I just guessed it would have worked. Oh and I only found out how to break the beehives in the post-game, I don’t think that was mentioned anywhere. Now that I think of it, they might’ve been tips from the kettle guy but I didn’t want to go through all of them considering they were randomized, but the game was actively telling me to ignore something until I unlocked the right power-up. Oh, and the very last thing I completed in the game were the bounties and the reward for that was extra insulting considering the amount of backtracking I did lol. I think it’s normal for that to be the last thing to complete considering the nature of how it plays out unless you stopped doing everything else as soon as you unlocked them. My friend coincidentally also finished that last, too. It honestly seems more suitable if it logged how many enemies you defeated prior to receiving the bounty. If it was like that then you would receive that item at a reasonably relevant time, and it would have saved me a lot of grinding and backtracking. I said earlier that I enjoyed just walking around and exploring the game, but not when I had to walk through the same exact areas numerous times.

Overall, I had a pretty good time playing the game. The story wasn’t anything special, but the characters could be charming. I liked reading through the book pages once I collected them all. Again, the art was great across the board. The gameplay could be tedious but wasn’t too bad most of the time.


Theres been a trend over the last few years of indie devs basically taking pre-existing franchises, ones mostly abandoned by the owners, and making their spin on it. This has been a very mixed bag as for every great Bloodstained, theres always a Mighty No 9 to prove that maybe the past is best left behind.

"The Wild at Heart" is obviously made to take elements of Pikmin and for the most part this works very well, the art style is adorable and theres a real sense of exploration, puzzle solving and whimsy at play. While there is combat, there isnt a lot and the focus is instead on the puzzling, getting the Spritelings around to open doors, find artifacts and collectables.

For the most part everything works but there are two major issues which do hamper things quite a bit. Firstly theres the rather slow burn nature of the game. At the start it can feel like a real chore to get just from point A to point B thanks to the limited amount of resources available. You'll frequently just bump into impassable areas and unsolvable puzzles and its quite annoying and flow breaking. As the game progresses and the amount of tools and spritelings expand, this becomes less of a problem and the game becomes much more fun because of it.

The other major issue is the day/night mechanic. Sure Pikmin had this too and it was mostly used to keep the pace of the game and keep track of progress. The day/night mechanic here feels arbitrary and frustrating more often than not and again, contributes to the slow moving start.

Overall 'The Wild at Heart' is an incredibly charming title that any respecting Pikmin fan should check out as long as they are willing to tough through some of that initial slog.


It's a very pretty game and the Pikmin approach works well. But I found it overstayed its welcome a bit, and at times I had to backtrack too much to figure out what to do. Its a charming game but not that easy to recommend, as I think most will give it up half-way in.

Wonky game pad controls and a bit longer than it needed to be, but fun setting and games mechanics.

it sucked...me in with how good it is

Gradevolissimo visivamente. La OST accompagna bene i singoli scenari, senza mai essere nulla di eclatante: è sempre solo un sottofondo piacevole. I puzzle possono ogni tanto risultare scoccianti ma solo perché è presente del backtracking (dovuta al fatto che in certe zone ci si può tornare solo dopo aver ottenuto un numero maggiore di Twigling e le varianti ghiacciate, lunari e infuocate) e orientarsi in base alla mappa in funzione delle aree da rivisitare non è immediato. Inoltre, la difficoltà dei puzzle stessi letteralmente si annulla nel momento in cui si ottiene un buon numero di Twigling (25-30), in quanto a quel punto si tratterà semplicemente di ripartirli opportunamente di situazione in situazione. I nemici alla lunga sono abbastanza monotoni e la loro presenza è difficilmente giustificabile in quanto il combatterli non porta a quasi nessuna varietà già che adottare delle strategie vere e proprie è impossibile. Probabilmente sarebbe stato meglio concentrarsi solo e unicamente sui puzzle, sull'avventura e su un sistema di crafting che, in aggiunta, risulta essere piuttosto superfluo (fatta eccezione per gli esplosivi).

Gradito il sistema di viaggio rapido, così che ci si possa spostare tra le varie zone senza la rottura di coglioni del procedere a piedi.

Così come in Pikmin, le creature aiutanti in questo gioco vengono lanciate nella posizione designata dal giocatore: mai troppo distante, così da non facilitarsi troppo la vita con certi puzzle. Tuttavia, questo metodo è assolutamente imbecille nel contesto del combattimento: se in Pikmin poteva essere sfruttato adeguatamente grazie anche al fatto di essere in 3D, ciò non funziona assolutamente in The wild at heart. Anzi, la meccanica del lancio rende semplicemente il tutto più macchinoso: sarebbe stato probabilmente meglio un sistema più immediato come quello adottato in Overlord, permettendo anche una certa autonomia ai Twigling stessi.