Hey, this is pretty good! I feel like every button in this game lends itself to a unique, viable playstyle. Throwing shuriken towards the top of the screen is cozy if you're at home with ascending SHMUPs. Throwing in all eight directions gives a lot of flexibility in hitting angles. Disappearing leans into a more defensive playstyle and strikes a good balance for how frequently you can use it while still leaving yourself vulnerable. The ratio of button use the player adopts informs their playstyle, but I feel like there are a lot of viable ways to tackle this game.

I also really respect the level variety at play here. You have your standard levels, but then you have experimental stuff like the horse run, the river ride, and the wall ascents. Every level's short enough that the gimmicks never overstay their welcome, and turnover between play styles is always engaging.

Good Idea: referencing SEGA Ninja in your bestseller novel, based around the dual trivia of this being one of Rieko Kodama's first games and the gender-swapped protagonist between releases. Bad Idea: having a dorky play-by-play recap of SEGA Ninja in your bestseller novel capped with an incel turning into the final boss.

Reviewed on Jun 14, 2023


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