Ittle Dew can be summed up rather quickly: The Legend of Zelda: Furries and the Gender Swap. As the cliché goes, imitation is the sincerest form of flattery, and while not wholly original, Ittle Dew, like Zelda, delivers a fun puzzle solving dungeon adventure.

The game starts players off by ship wrecking Ittle on an island. Much like Zelda, this island is broken up into key zones (lava, forest, desert, etc) where players will be forced to go in order to get home. These areas are relatively large, filled with multi-layered rooms, enemies (the furries) and of course treasure. This is where Ittle Dew is different from its doppelganger. Zelda is very much a story driven game. Yes, it’s filled with dungeons, loot and puzzles, but there is an underlying tone, saving Hyrule. That’s not to say Ittle Dew doesn’t have a story, it’s just not its draw. And while I wouldn’t mind seeing the roles switched and have had a strong female character saving a prince in distress, it would have felt way too close to the Tri-Force.
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Ittle’s originality, while not bursting at the seams, comes from its puzzles. They’re not overly complex, and are usually as simple as pushing blocks onto pressure pads or killing enemies in a room. The trick, like in any good puzzler, is figuring out the order of events that need to transpire to make it through to the next room. On more than one occasion, I felt like I was making my way through the Water Dungeon in Ocarina of Time; trying to figure out which blocks I have to destroy or which I need to keep. Rinse and repeat. It was certainly frustrating at times, especially in the latter half of the game, when several puzzles are introduced in one room. On the flip side, certain puzzles can only be solved using specific weapons. As a result, I found myself having to backtrack to areas after purchasing new items, just to see if there was something more… something I had missed or couldn’t solve before. It adds a little extra running around, but isn’t enough to be annoying.

One of the nice payoffs to all the puzzles is finding a treasure chest in every other room. Typically these chests are filled with your classic chest fodder (map, hearts or coins,) but sometimes a trading card will pop up. There’s nothing really special about these cards, but for a game with little dialogue, this is where the humour comes through. One of my favourites I came across was “Jenny Rich Monsteur (Frog): would allegedly “stick it” to the man if she wasn’t being paid in solid gold.” It reeks of cheesiness and I love it. Anytime a game can poke fun at itself, is good in my book.
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Combat and movement can be a real pain in the ass. Anyone who has played games before the invention of diagonal movement knows how inconvenient it really is. It has to be one of the most underrated game mechanics in history, largely because it just makes sense to have. Why wouldn’t it be there? Well, when a game comes along and doesn’t have this simple movement option it can make for some rather frustrating moments. Essentially, any time I had to hit an enemy, there’s was a good chance I was also going to get hit. To be honest, I felt like I was playing the game wrong, up until my diagonal movement epiphany. Everything started making sense after that. Honestly, there’s not much of a strategy when the option to move in certain directions is cut from your repertoire. All one can do is try be evasive and utilize corners to your advantage.

As I started off with, Ittle Dew takes a lot from the Zelda franchise and changes it ever so slightly. Blonde hair, green tunic wearing heroine, with a smartass winged fox as a companion… sound familiar? What would a throwback to Zelda games be without an annoying companion providing the most useless of information. It’s the peanut gallery of gaming. Thankfully developer Ludosity committed to the ridiculousness of Tippsie. Yes, Tippsie. The magical flying fox has a hankering for downing potions and may or may not be drunk a good portion of the game. It’s just a fun take on the whole companionship experience, and is a clear poke at the annoyance of Link’s partners over the years.

Wrap Up

Overall, Ittle Dew is a nice throwback to Zelda’s of yesteryear; providing a fun top-down puzzle adventure game with just enough humour and charm to be somewhat original. It’s clear what Ludosity was trying to capture and frankly succeeded in capturing. The puzzles grow in complexity, but are never too overwhelming. While the combat can at times be frustrating to deal with, it’s not enough to sour Ittle Dew’s experience.
score of 7
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About The Author

Editor

Adam has been in the journalism business for over five years. When he isn’t gracing Canada with his face on television as a reporter, he’s writing about one of his passions for Indie Haven. His love of video games stems back to Adam’s childhood, where he beat Super Mario World at the age of 5. #ProGamer. You can follow his Canadian exploits on Twitter @ehis4adam

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