

Mina the Hollower is a bone-chilling action-adventure game featuring classic gameplay and an 8-bit aesthetic in the style of Game Boy Color, refined for the modern era. Quick and deliberate 60fps action combat, captivating world design, and top-down adventuring combine in a nostalgic blend. Whip foes, burrow through the ground, and explore a pixel-perfect world in Mina the Hollower, a brand new game from the developers who brought you Shovel Knight!
You play as Mina, a whip-wielding Hollower and visionary inventor. She receives a troubling letter from Baron Lionel, her longtime patron and the overseer of Tenebrous Isle. Mina’s advances in Spark Technology brought power to the Isle for the first time many years ago, ushering in newfound prosperity for its citizens. But now, the Spark Generators have gone out, and foul play is suspected. You will use a myriad of weapons and oddball trinkets to vanquish the monsters thwarting Mina’s objective. Along the way, you’ll unearth the deep, dark secrets concealed beneath the island's newfound prosperity.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
|---|---|---|---|
| Russisch | |||
| Englisch | |||
| Deutsch | |||
| Französisch | |||
| Spanisch | |||
| Spanish (LatAm) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Recommending it but be warned the game can be incredibly frustrating. I'm going to start with some complaints but I promise I do actually enjoy the game and don't need to "git gud." People will defend the game's difficulty but there are a lot of design choices around the combat that just outright confuse me. You can jump over some attacks, you can burrow some attacks, you can deflect some attacks back, but there's no indication on any attacks which way you're supposed to avoid the damage. It seems like trial and error. Some enemies fly, and you have to jump and attack them, but because they're positioned over a dozen pitfalls you have to wait and hope they fly near your direction so you can kill them, otherwise you'll just get hit and fall in to a pit. You can only attack on a grid, but some enemies fly around you off the grid and shoot projectiles at you. I'm not sure how I'm supposed
As with many critically acclaimed difficult games, the reviews are polarized between "This game is amazing" and "This is completely unfair and bad design". If you enjoy the challenge style of this game, it is outstanding. If you don't, you're probably going to be frustrated. The devs really go out of their way to design encounters to punish your habits in the way of enemy and hazard placement (think Sen's Fortress in Dark Soul 1). Platforming is often done under pressure and demands a good level of precision. If that intrigues you, and you spend the time to learn the flow of the gameplay, then this will be a very rewarding experience. Difficulty aside, the exploration/art/vibe are all on point.
Link's Awakening DX, Dark Souls and Castlevania had a baby and it is magnificent.
Okay, so I have completed the game twice now, collected every item, done pretty much everything I could in terms of stuff to grab. I still probably have like 60 hours left of doing stuff in this game. This is easily my GOTY thus far and I have extreme doubts it will be topped. The gameplay is immaculate, I love the art and world, Jake Kaufman OST, cute victorian mouse girl, it's really just perfect. I wasn't a huge fan of 2D Zelda going into this. I just didn't grow up with it and never found any avenues to change that. Mina has changed that. It's so fascinating that a game largely based on a genre I really have zero interest in is probably one of my new favorite games of all time. Mina does this fascinating thing where if I wanted something from this game, and I DARED to think it wouldn't have it, the Yacht Club Devs break into my house and spit in my mouth for ever daring to doubt
What a videogame should and shouldn't be Mina The Hollower starts very, very rough. The game has no intention of holding your hand at first and on the contrary it immediately throws at you some of the most annoying enemies in the whole game, even overpowered for being in the first area. Chances are the weapon you chose at the start still doesn't click very well and you're struggling understanding some of the mechanics about Mina's movement. Maybe this was the devs intention or maybe the start is just not well balanced but, to put it simply, you must endure and get through it. Mina the Hollower is a testament that top-down 2D platformers have still much, much more to say. The devs created a special game that, albeit a bit slowly, opens up beautifully and shows just how full of surprises it is. - Thanks to 5 weapons to choose from the combat is diversified well enough. You'll feel the ne
I tend to swing positive on reviews when I find some things to criticize. I don't find difficulty to be a turn off for a game, but I think there's some things to be said. I think the advertising for this game kind of leans into Legend of Zelda but it's mostly a Castlevania game with an overworld map in terms of design and difficulty. I also think that games with so many options for playstyle can be hard to balance for developers, and they need to walk a fine line as to what they feel appropriate strategies are when approaching the game. Mina fails rather explicitly in onboarding the player to it's experience, and really enjoys smacking the player in rather malicious ways in order to teach them. A healthy way to look at enemy design is introducing an enemy (or several of the same type) in a single room and let the player learn how to deal with it and then steadily introduce them int



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