One of my favorite things about smaller games is their willingness to embrace off-the-wall mechanics and take quirky concepts as far as they will go. While big and even mid-budget games are so focused on appealing to the largest number of players possible by iterating on proven ideas, small development teams embrace experimentation and creativity to stand out. One such game that caught my eye is Cassette Boy, made by developer Wonderland Kazakiri inc. Utilizing a decidedly retro, Game Boy-influenced aesthetic, Cassette Boy is all about playing with perspective. Taking inspiration from handheld classics like Link’s Awakening and indie darlings like Fez, Cassette Boy gives the player the keys to the third dimension in an otherwise 2D world.
The basic premise of Cassette Boy is simple: the moon has disappeared, and fragments of it have been spread across the game world. It’s your job to collect the fragments and reassemble the moon to prevent the world from collapsing, and to do this, you are given all the conventional action RPG tools (a sword, bow and arrow, bombs, etc.) alongside some decidedly unconventional ones I won’t spoil.
Early on, a small pixel fairy gives you a pair of headphones that transform your previously 2D world into 3D, allowing you to rotate the camera left or right. This core mechanic is the foundation of the game’s many devious puzzles. As Cassette Boy‘s tagline states, “What you can’t see… doesn’t exist.” In practice, this means you’ll need to rotate the camera to obscure obstacles blocking your path, shorten distances between yourself and platforms, or even hide enemies so you can slip by unharmed.
It’s an ingenious concept that the game explores in some clever and unexpected ways. While at first you are only using the change in perspective to pass by spikes or barriers, the game quickly begins to layer on additional mechanics.
In a traditional Zelda title, you might need to push blocks onto pressure tiles to hold open a door; in Cassette Boy, you can step on the tile yourself, then swing the camera around to hide it, keeping it pressed and the door unlocked. Need to hit a switch with an arrow, but can’t get into position to aim and hold down a switch at the same time? Fire the arrow behind a wall to store your projectile in liminal space until you are in position on the pressure plate, then rotate the camera to free your loosed arrow in the cleared path.
None of the required puzzles for progression are too difficult, but the world is dotted with shrines that contain optional puzzle rooms that seek to put your understanding of the puzzle mechanics to the ultimate test. The most fun to be had in the game lies within these optional areas, though I was a little disappointed there weren’t more of them and that the main dungeons never reached the same level of complexity.
About midway through your journey, you receive the titular Cassette of Truth. This device complements the perspective-shifting gameplay nicely, as playing the tape reveals hidden elements in the environment until the tape runs out. Suddenly, it’s not just about manipulating your perspective, but also paying close attention to environmental details to find puzzle solutions. Although the puzzle design never really reaches the peak of its potential, there are enough head-scratchers here to keep the game compelling throughout Cassette Boy‘s short, five-hour adventure.
Unfortunately, the game suffers from a lack of polish and refinement in its RPG elements and combat. The combat is akin to top-down Zelda titles, but with none of the responsiveness or tight control one would expect from a classic isometric action RPG. Swinging your sword feels sluggish, the hitboxes for both yourself and enemies are wonky, and character movement is so loose that it feels as though you are sliding around the surface of the ground.
Cassette Boy attempts to paper over these shortcomings with a simple progression system. Defeated enemies drop XP orbs, and leveling up raises a handful of character stats (Attack, Defense, HP) that increase endurance and damage-dealing. Getting a few levels enables you to easily walk over most enemies, which reduces frustration from fighting against stiff combat mechanics. However, enemy behavior is rarely interesting or varied enough to make encounters remotely engaging.
This rather unrefined, simplistic design stings most in the boss fights that cap off each dungeon. Every boss in Cassette Boy serves as nothing more than a large damage sponge, and most are underdesigned. For example, an early flower boss can have its entire first phase thwarted simply by standing a few feet away and peppering it with arrows; it won’t even begin to attack until the second phase, where it becomes easily dispatched with a few sword slashes.
Some bosses attempt to use the perspective gimmick, though the results are generally lackluster. A robot boss dons a force field in its second phase, powered by pylons in each of the four corners of the arena. Thwarting the device is as simple as kiting the boss in front of one of the pylons to obscure it, then lazily swinging away with your sword until it falls defeated.
Such issues render even the final boss anticlimactic, inexplicably moving into bullet hell territory with its projectile spam that you must awkwardly weave between while slowly shooting arrows at its mouth. None of Cassette Boy‘s encounters are hard, but they fail to meaningfully engage with the puzzle mechanics and thus feel out of place with the rest of the game.
In fact, the combat is so ho-hum, the RPG progression mechanics so superfluous, that I would’ve much rather the game done away with combat entirely. Many of the most acclaimed indie puzzle games of the last few years (Animal Well, Blue Prince, and Isles of Sea and Sky come to mind) rejected combat mechanics entirely and were better for it. I wish Cassette Boy had done the same and focused that energy on expanding the inventive puzzle mechanics to their fullest potential.
There are flashes of brilliance in Cassette Boy; the perspective gimmick applied to a top-down Zelda framework is delightfully novel. The game has a cozy retro aesthetic and a breezy, lo-fi soundtrack. If only the game had not been so slavish to its inspirations, ditched the lackluster combat & levelling system, and leaned into the complexity the shrine puzzles hint at underneath the surface. Instead, I’m left with a game brimming with promise that goes frustratingly unrealized.
































































































