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Review of Mina the Hollower on Nintendo Switch

by Chucky Chucky photo Oct 2025
Cover image of Mina the Hollower on Switch
Gamefings Score: 8.5
Platform: Switch Switch logo
Released: 31 Oct 2025
Genre: Action-Adventure
Developer: Yacht Club Games
Publisher: Yacht Club Games

Introduction

Mina the Hollower arrives on Switch wearing a tiny top hat and a slightly unsettling smile. It is a game that smells faintly of old Game Boy cartridges and Gothic candles, which is a sentence most people never expect to write, but here we are. Developed by Yacht Club Games - the folks who brought us Shovel Knight and asked the retro gods for just a touch more atmosphere - Mina is an action-adventure with a central conceit that sounds like a bad dream from an engineering student: a mouse-inventor named Mina travels to Tenebrous Isle to investigate why the island's Spark Generators have gone dark. The setup is concise, practical, and perfect for a Halloween launch. The game's pitch might read on paper like "Castlevania holding hands with a Link's Awakening demo," but the execution is a careful, affectionate riff on those roots with a few modern flourishes. You play as Mina, armed with a whip called the Nightstar, a talent for subterranean avoidance called Hollowing, and a surprisingly tasteful inventory of hats - well, sidearms and trinkets, to be precise. If you like tidy, pixel-packed worlds that lean into gothic charm and clever mechanical design, Mina will make you feel like you stepped into a postcard that occasionally bites back.

Gameplay

Mina plays like a love letter to old-school handheld action-adventure games that decided to learn combat and mobility in graduate school. The camera sits in a 3/4 isometric perspective that nods directly at Game Boy Color-era Zelda titles, which means rooms feel compact, puzzles are dense, and every corridor invites you to test for secrets. Mina's basic kit is gloriously simple: the Nightstar whip handles directional combat in four directions, giving the game that pleasing tactile rhythm where enemies are rarely boring and often mildly offended by being hit. Whip-based attacks pair well with a selection of sidearms - hatchets and daggers among them - which Mina equips one at a time. The sidearms change tempo more than they change the planet, but swapping them alters how you approach fights and gives the combat a satisfying tactical layer without asking you to memorize three dozen combos. The real headline feature is Hollowing. Mina can burrow underground for short bursts, zipping across gaps, evading projectiles, and, crucially, becoming completely invincible while beneath the soil. It is an elegant twist on dodge mechanics: instead of pressing a button and hoping your armor holds up, you become a literal ghost in the ground for a moment. This makes traversal an act of rhythm - timing your burrow to avoid spikes, breeze past a patrolling enemy, or cross that one gap you mismeasured for the fifth time. It also changes combat calculations, because invincibility here is not a get-out-of-jail-free card; it is a limited resource that rewards timing. Early previews called the diving-into-the-ground idea "unusual," and the first time you do it you might feel the same. By the third miniboss you'll be using Hollowing like a punctuation mark. Beyond whip and hole-dwelling, Mina collects trinkets that provide permanent boosts to movement and combat. The trinket system is not ostentatious; it is the sort of incremental customization that rewards explorers who like to tinker with builds without turning the game into a spreadsheet. You will find upgrades that make certain platforming sections less testy and others that let you dance a little more boldly in fights. There is a sensible constraint economy at play: you can only carry one sidearm at a time, and Hollowing is deliberately measured so it never becomes a universal escape button. This lets encounters build interesting stakes rather than collapse into safety. The level design reflects the game's gothic setting. Tenebrous Isle and its various locales - including the poison-swamp level Nox's Bayou - are populated by anthropomorphic creatures, all of whom are either politely sinister or aggressively so. Puzzles are often spatial, using Mina's burrowing to connect layers of the map in a way that feels fresh because the mechanic doubles as movement and defense. The bosses lean into the game's inspirations: expect mechanical and atmospheric bits lifted from a Castlevania-like playbook, but translated through a handheld-era pixel filter and a smidge of Bloodborne's moodiness. Combat difficulty tends toward the "git gud" label that previewers warned about, but it is the kind of "git gud" that teaches you more than it punishes you. Progression is tidy. Spark Generators are narrative lighthouses - fix them and the island sighs and becomes more navigable - and each generator's surrounding area presents its own spin on puzzles and enemies. Encounters encourage experimentation with timing and trinket combinations rather than brute force. The game also borrows Link's Awakening's knack for compact, memorable dungeon rooms: touches of cleverness, one-room puzzles that reward an "of course" reaction, and a steady drip of tools that change how you look at earlier areas. Mina's kit doesn't explode into complexity; it refines. That choice keeps the experience focused and friendly to Switch play sessions, whether you're on the couch or pretending to be productive on a bus. The soundtrack deserves its own congratulations. Composed by Jake Kaufman with guest tracks by Yuzo Koshiro, the music sets scene after scene with jaunty menace or melancholic twang. It never overstates and rarely disappears into background noise. Instead, it underscores the game's balance of charm and dread - very fitting for a title that dresses up a small island in Victorian gloom and then tells you to explore it with a whip and a shovel-sized sense of curiosity. If Mina has design baggage, it's mostly in how much reverence it shows its influences. There are moments that feel like lovingly recreated retro signposts rather than bold new directions. For many players that will be the point; for others, it might feel like the game is spending a little too much time politely imitating very good ghosts. Still, the mechanics are tight, Hollowing is a clever star, and the pacing is generous: the worst that happens is you fall in love with nostalgia and the realization that you now own a game that looks like your childhood and fights like your adulthood.

Graphics

Graphically, Mina is a study in constraints used as design rhetoric. The team intentionally mimics Game Boy Color limitations: no 3D assets, tiles limited to four colors each, and an aesthetic that aims to feel authentic rather than retro-curated. The result is a widescreen pixel world that manages to be both nostalgically familiar and new. On Switch the game scales well: it keeps its pixel charm on handheld displays and doesn't try to pretend it's something it's not on a TV. The isometric perspective gives environments a diorama-like quality that rewards paying attention - shadows, architecture, and tiny animated touches all contribute to the feeling that Tenebrous Isle is a small ecosystem with opinions. The palette choices bolster the gothic tone. Where most modern retro-styled games use washed-out palettes to look "old," Mina opts for deliberate four-color tiles that still convey atmosphere. The sprites are expressive, especially Mina herself - she is a mouse who confidently invents things and probably files receipts - and enemy designs favor character over complexity. Bosses are presented with dramatic flair despite their pixel limitations: large silhouettes, theatrical attacks, and stage-like arenas that feel built for memorable moments rather than spectacle. There are occasional limitations that are noticeable only if you're looking for them: the retro rules the team imposed mean some scenes forego modern lighting flourishes, and environments sometimes read as flatter than a game that embraced shader tricks might. But that is an intentional trade. Mina wears its constraints like a coat and somehow looks elegant doing it. The widescreen exception to the Game Boy philosophy is welcome - it gives room for more complex arena design and lets the game's music and composition breathe without feeling claustrophobic.

Conclusion

Mina the Hollower is not trying to reinvent the action-adventure wheel. It is trying to put that wheel on a tiny, aristocratic carriage and drive it around a spooky island while playing pleasant music and occasionally smacking things with a whip. The game's strengths are its focused mechanics, particularly Hollowing, its tasteful homage to handheld-era aesthetics, and a soundtrack that knows exactly when to be eerie and when to be jaunty. Yacht Club Games turned a solo side project into a polished, lovingly made title that walks familiar paths without losing its personality. If you like games that require learning a little rhythm, appreciate pixel craft that respects limitations, and enjoy the feeling of uncovering secrets in compact, clever rooms, Mina the Hollower will reward your curiosity. If you want something aggressively novel in every beat, this might be too polite a haunt for your tastes. On Switch it's a perfect late-night companion: short sessions feel satisfying, longer runs reveal the design's depth, and the island's story gives you enough to care while never asking you to carry the weight of the world on your tiny, very competent shoulders. Score: 8.5/10. Take the whip, dig a hole, and try not to get too attached to the generators - they have a flair for the dramatic.

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