Reviews from

in the past


Good DS game.
Don't play without original hardware.

I played through like half of it. Not really my thing but the graphics were cool and it's a unique concept for a Kirby game I can see people liking it. But if feels like a game to play on the OG DS

This review contains spoilers

As this is one of the last Kirby games I had never played, I went into Canvas Curse unsure if I would end up 100 percenting it as I had seen one of the requirements was beating all of the levels 5 TIMES! However, I ended up doing it mostly because once I got into the groove of it I found the game to get simpler and more comfortable and could easily finish all levels in around an hour after getting all the medals.

Despite this, I would still say this is one of the most challenging Kirby Games to complete for one medal alone.... Paint Panic level 3, as someone who came off of 100%ing Merry Magoland without too much trouble I can say getting an A in this mini-game was one of the hardest things I've done in any Kirby game. Eventually, with over 2-3 hrs of practice, I finally got the medal and ended my time with Canvas Curse on a mostly positive note.

While I don't love the OST of the game as it is mostly all remixes that I don't prefer over the original songs I found most of the levels to be solid with the obvious exceptions of the water levels which pains me to see as a water level defender in most games. I can see this game not clicking with everyone and I think Rainbow Curse is a better overall game but I still found myself addicted to completing this game whenever I had spare time.

This game is so cute! I prefer the Kirby platformers though.

O jogo mais difícil que eu já zerei.


Though it wasn't the traditional sort of Kirby platformer, I wanted to give this game a shot in early high school, and received it for my birthday. I made it several worlds in before calling it quits on account of a massive skill issue with the controls. I can see a truly unique game here, but my struggles with the ink gauge prevented me from enjoying the game. I will not be returning to this title, but I'm glad I at least gave it a chance.

This is a simple yet effective use of the Nintendo DS touch controls, and it is also highly addicting. The premise is that Kirby has become a ball and must stop an evil witch from transforming his world into an art piece. You don't control Kirby but rather the Magical Paintbrush, providing him a road to travel on.

Each stage is created in a way to lets you use your stylus to move Kirby wherever you wish him to, and you must utilize the environment and even some enemies to get him to the goal. I'll admit that some stages are quite frustrating due to the controls as you do need to be precise in some areas, but for the most part, this game is quite lenient and easy.

One of the weakest parts of this game is its length and its lack of creativity. It does have some good ideas in here, and to be honest, the final boss fights are some of the most memorable in the entire series for me, however, these moments are so far and few between. Coupled with the fact that you can beat this game in under 4 hours. There are "challenge" modes, but they require you to play the same stages over and over which is monotonous.

The game looks good and the music is really good. once again, the final boss theme shines the most here and is easily one of the best tracks in the entire franchise. If the team had expanded on the ideas presented in this game and added a few more levels to showcase those ideas, I think this would have been a classic DS title. As it is though, it is a quirky but interesting title in the Kirby franchise. I would check it out if you have the opportunity but don't expect a masterpiece.

I need to absolutely take this game back because my god if it was so good. These were the stylus controls I was dying for to play (alongside Pac-Pix).

Fun and unique. The way you move kirby is fun and creative however gets a bit stale after a while. The imprecision of the controls gets a bit annoying after a shile and does not produce a satisfying gameplay loop as enemies are as easy as tapping them once then touching them. A really fun demo of a game that does not overstay its welcome yet may not be the best of full length experiences.

When the Nintendo DS released in late 2004, it was indicative of a philosophical overhaul happening at Nintendo. Their last mainline system, the Gamecube, was vastly outsold by the PS2, and even failed to outperform the new console on the block, the Xbox. They were no longer the definitive video game console, and as a result, focused on developing a more innovative and unique approach to gameplay. Of course, this was manifested most prevalently in the Wii, but the DS was surely innovative in its own right; its two screens, touchpad, microphone, and Wi-Fi capabilities were all extremely novel at the time. And when you have a brand new piece of hardware, you want to show it off. And so, only a few months after the DS's release, came Kirby: Canvas Curse, fully designed to take advantage of the dual screen, touch screen technology-for better, or worse.

Something that is likely to have a large influence on your enjoyment of Canvas Curse is its utter commitment to its gimmick. In this game, you don't control Kirby; rather, you control a magic paintbrush which creates paths, deflects attacks, and activates abilities. The entirety of the game takes place-and is controlled by-the touch screen. And this extends beyond gameplay; you can't even navigate the menus without use of the stylus. This is something that would seem novel at the time, but can quickly get frustrating-and is emblematic of CC as a whole. Each level will have Kirby rolling along the path in front of them, relying on the player to draw paths, diverting him away from danger, and defeating enemies. For one thing, it's certainly unique, and it's a creative application of the touch screen which does seem to fit Kirby's vibe perfectly. Levels are generally short, and it's a relatively quick game overall. There's a great amount of diverse level themes here, and while they make for good background art, they sadly don't feel like much more than coats of paint over a singular type of level. You rarely have to adjust your thinking in Canvas Curse; the game plays effectively the same through its brief runtime.

It also keeps up the trend of Kirby games having an easy to beat, difficult to complete selection of gameplay. For what it's worth, there's a lot of added content here, whether it be the boss minigames, timed challenges, or modified clear conditions. It's one of the game's biggest strengths; there's truly a challenge for all skill levels here. The problem is that, with Kirby: Canvas Curse, it's rarely a challenge worth undertaking. Because of the player's role in the game, Kirby moves on his own, idly rolling around, bouncing off walls, only using an attack or ability when tapped on. Since Kirby is always on the move, constant attention is required. Like the stylus only gimmick, it's bound to get old pretty quickly. In fact, it doesn't really seem like the DS was designed to be played with a stylus constantly; as a result, playing this game for more than a few levels at a time is bound to feel awkward and uncomfortable.

Kirby is a series that's also known for its epic feeling boss fights, and while the final boss is probably the best part of the game, the other bosses are severely lacking, and feel more like non-sequitur minigames rather than a complementary inclusion. As a result, Canvas Curse doesn't feel like a game that was well put together; it's a loose (and small) collection of ideas gathered around a central theme of only using the touch screen. The novel technology must have been impressive at the time-this game is astonishingly the joint-highest rated Kirby game ever on Metacritic, for example-but it doesn't offer anything beyond that, save for a few interesting challenge modes and a charming aesthetic. Its devotion to a gimmick is laser-focused to its detriment, especially when the controls can feel as inconsistent and clumsy as they do here; in truth, it's not particularly fun to play even in the occasions when they work great.

Kirby (in 2005 and today) is an incredibly recognizable character whose base design caters to a large demographic of players. That makes the series a great choice for a flagship title in which the benefits of a new system can be conveyed to a large audience. But in spite of its critical acclaim at the time, Kirby: Canvas Curse wouldn't be the game to do so. And that's probably for the best. It's not a totally irredeemable game by any measure-more dull than anything-but it's also proof that new isn't always better, and that everything is best in moderation, and that novel ideas can quickly become irrelevant. And not many series know that better than Kirby.

Lame. Final boss is cool though (still not worth it)

Very creative game but touch screen was a bit wonky at times with drawing the path and my hands hurt like hell afterward (probably because New 2DS XL stylus is tiny af)

my sweet, my only, my beloved <3

This game has a really cool and interesting gimmick in the way you move kirby, which leads to a really enjoyable experience in some levels, but overall the game doesn't know what to do with itself. Many levels seem created to not let you have fun with the paintbrush system via strict design such as very linear and narrow paths and the game tends to get tedious (a good example but sadly not even close to the only one: the water levels. Also why are there so many). The abilities are hit or miss, with baloon, needle and burning in particular standing out as some of the best parts in the entire game and are severely underused , while the others are pretty meddling. The bosses try to take different approaches to stylus control but it never really works, and the minibosses all feel like a joke instead of genuine challenges.
Overall you could probably make a very fun game using this game's basic systems, but what we have right now doesn't even come close to its fullest potential.

Solid game using the DS's touch screen for all it's worth

Fun, like every Kirby game, though this type of gameplay leads to surprisingly more frustrating moments compared to the usual Kirby game.

what are the kirby becomes ball lore implications

loved this game growing up. still remember the days of drawing like a maniac

I was not expecting much but it was a lot of fun ngl

One thing about the Kirby franchise that has always been consistently amazing yet goes underappreciated is the presentation. Sometimes the series can get really experimental with the visuals and art style and Kirby Canvas Curse is one of the earliest examples of this. Everything about this game SCREAMS "abstract". From the background paintings, to the sound design, to the music, it's all super unique and really well done. Touch screen controls are never my go-to when it comes to videos games yeah but for what it is it ain't half bad here. Sure the level design has to be a bit basic to compensate but the copy abilities were added for some flair, so that's lovely. Never gonna 100% it though! Fuck that! 😄

As much as I'm looking forward to playing the sequel, there will most likely never be a Kirby game like Canvas Curse ever again and tbh I think that's pretty cool

An okay experimental Kirby game, the 100% condition requires you to replay each level five times which is already really pushing the okay mechanic of drawing on the touchpad.


I'm baffled by the high metascore. It's nothing special. The controls are painful.

i honestly think im the only kid that played this. one of the best. sleeper hittt

Love this spinoff! Controlling with the stylus was a great idea! And they even kept abilities.