Minishoot’ Adventures

It’s not very often that I would describe any game as completely and wholly pleasant, especially not a bullet hell shooter-adjacent one, but there’s really no better way to describe the time I spent with Minishoot’ Adventures; from the core shooting gameplay to its level design, art style, and sound effects, playing Minishoot’ just felt effortless and even chunky to play, despite the typical hardcore trappings normally associated with the genre.

To be clear, Minishoot’ Adventures isn’t necessarily easy. Rather, it values near-constant forward momentum with minimal friction instead of blocking your path with screen-filling boss after screen-filling boss. That focus on momentum is achieved via the game’s structure, owing more to The Legend of Zelda or Hyper Light Drifter than, say, something like Ikaruga. This means a screen-based world presented from an overhead perspective with power-ups, upgrades, enemies, secrets, and even dungeons to discover, all with the goal of opening a gate to the final area and boss.

Progression through the world generally boils down to completing tasks in most screens you discover, usually combat-related ones. At the start of the game, you’ll only have access to moving your ship on the left analogue stick and shooting with the right. It’s a very familiar, no-fuss twin-stick shooter setup, though your verbset quickly expands to include actions such as boosting, dashing, and a supershot, the use of which are all tied to an energy meter. The combat loop basically writes itself with these options, asking you to pepper enemies with your normal shots while dodging and weaving between a hail of enemy fire, all while managing your energy meter by balancing out when to use your boost and supershot.

Enemy types are varied, with (thankfully) visually distinct designs used as tells to express at a glance how they’ll attack. Pointed, triangular enemies usually indicate ones that employ dash attacks to close the distance and deal damage, for instance, while other enemies that are shaped like more traditional, Galaga-esque ships tend to fight similarly to the player, attempting to shoot from a distance. 

Defeated enemies drop crystals that allow you to level yourself up from the menu, while defeated bosses and minibosses tend to drop the game’s red, disc-shaped currency that can be used at various shops scattered throughout the world. The levelling system in particular is a lot of fun, allowing you to upgrade your ship to your liking. I tended to prioritise my shot range and movement speed over everything else, allowing me to maximise my distance and ability to get out of trouble easily. Any level-up crystals used can be removed at will straight from the menu, allowing for and encouraging experimentation, especially if a particular room or boss is proving to be too difficult for your current build.

There are non-combat challenges as well, such as races against other ships, and some rooms even feel like platforming challenges, requiring well-timed dashes over gaps while avoiding bullet barrages from indestructible turrets. The variety on display in Minishoot’ is impressive, given its deceptively simple top-down shooter presentation – all of the player options and varied level and world design amount to a game that feels singular and complete to a degree that feels rare in this space. It helps that the rewards for exploring always feel significant, be they maps of the area, hidden shops, new friendly NPCs, or heart containers used to upgrade max health. 

Truthfully, there’s not much more that I can say about the mechanical nitty-gritty of Minishoot’ Adventures; it’s an instance where the game in question is largely going to play exactly how you expect it to based off of its “bullet hell meets Zelda” elevator pitch. The best parts about it tend to be its level design and how it manages to subvert expectations, both of which are better left unspoiled and experienced firsthand.

Verdict

4/5

Personally, Minishoot’ Adventures is going to stick with me because it reminded me of just how joyous it can feel to simply play and progress through a high-quality video game. That might sound obvious, but it’s a rare treat to play something that feels as satisfying and polished as this. It’s a good reminder that, no matter how old you are or where you end up in life, sometimes the best weekends are the ones spent completely forgetting what fresh air feels like and absolutely devouring an expertly crafted bullet hell shooter structured like an overhead Legend of Zelda entry.

Release Date
2nd April 2024
Platforms
PC, Nintendo Switch, Nintendo Switch 2, PS5, XBOX Series S/X
Developer
SoulGame Studio
Publisher
SoulGame Studio, IndieArk
Accessibility
Game speed adjuster from 50 to 100%, Invincibility toggle, Infinity Energy toggle, Three different difficulty settings; difficulty can be changed at any time, Manual, Assisted, or Automatic aiming modes
Version Tested
Nintendo Switch

Many thanks to the publisher for the review copy.