
If you've ever wanted to play as a wizard who flunked out of class but still insists they can save the world with half-remembered incantations, Nine Parchments is here to validate your choices. Developed and published by Frozenbyte, this twin-stick action RPG turns the noble pursuit of spell-hoarding into a chaotic co-op romp. The plot is refreshingly simple: a magical explosion at Astral Academy scatters nine powerful spell parchments to the winds, and a ragtag crew of students (led by Cornelius Crownsteed and a cast that includes an owl, a cleaner and several melodramatic epithets) sneak out to retrieve them. Along the way they face mutated flora and fauna, portals spewing nastiness, and the not-subtle villainy of Anastasia the Lich, who may or may not have been unfairly expelled for being too overenthusiastic with forbidden arcana.
Nine Parchments wears its arcade heart on its sleeve and its spellbook on its back. From an overhead 3D viewpoint you blast through swarms and big, dumb bosses using twin-stick controls-one stick to move, the other to aim spells-so it's equal parts frantic thumbs-on-stick action and strategic spell selection. The game offers both single-player and co-op for up to four players, either locally or online, which is where it truly starts to shine: watching your friends light themselves on fire while you desperately try to resurrect them is the kind of bonding modern life desperately needs. There are two main modes: Adventure and Arena. Adventure is the campaign proper, a set of 32 levels where you clear waves, unlock new spells, and eventually bumble your way toward the academy's final encounters. Arena, added in a later update, is the tougher, gladiatorial sibling-small maps, denser waves of enemies, and an emphasis on survival rather than sightseeing. Between the two you get a nice mix of 'let's explore' and 'how long can we not die' gameplay loops. Character variety is decent: at launch there were eight playable students, and a ninth arrived in a free update. Each hero comes with three starting spells and a distinct elemental flavor; collecting the titular parchments teaches you new spells, which keeps progression satisfying. Characters level up, earning points to spend in skill trees that can nudge you towards being tankier, spammier, or sneakier with arcane tricks. For the completionists, each character has three aesthetic/functional variations (different color schemes and starting spells) that you unlock through achievements, so there's a carrot for the obsessive among you. Loot is simple but fun-quills and chests grant hats, staves, and other bits of wizardly flair, and certain enemies drop gear when they die. Hats are purely cosmetic and charmingly silly; staves affect your spellcasting in small but noticeable ways. Combat itself is satisfying when everything clicks: combining elemental spells, dodging boss attacks, and timing cooldowns gives fights a tactical feel that rewards both button-mashing enthusiasm and modest forethought. The multiplayer experience is broadly where the game finds its groove. With friends you can coordinate combos, cover each other's weaknesses, and run into each other with reckless abandon. There's a natural ebb and flow of moments where you feel like a fearsome arcane team and moments where you are a smoking, defeated heap wondering why the owl keeps getting all the loot. The difficulty spikes toward later levels and boss fights, which may frustrate solo players but add punch to co-op runs. Balance-wise, the game errs on the side of approachable rather than punishing. It's easy to jump in, pick a character, and feel like you're contributing immediately-perfect for short Switch sessions or long evenings of chaotic homebrew magic with pals. The Arena mode and the post-launch content additions give it replay value beyond the initial parchment-collecting binge.
Graphically Nine Parchments leans into a colourful, slightly cartoony aesthetic that fits its goofy tone. The 3D overhead presentation is clean and readable on the Switch's screen, with enemy designs that are distinct enough to telegraph danger even in hectic moments. Level variety is solid-icy tombs, corrupted gardens, and academy interiors keep the sights interesting without ever trying to be photorealistic. Animations for spells and effects are satisfying; they pop on the screen and make each cast feel weighty. This isn't a showcase for the Switch's raw horsepower, and you won't mistake it for a next-gen visual triumph, but the art direction is consistent and charming. The small details-hats bobbing on character heads, the way a boss staggers when you land a big spell-add personality. Performance on the Switch is serviceable, and the game's design prioritizes clarity in hectic fights, which is more important than eye-candy when you're trying to not die under a rain of arcane missiles.
Nine Parchments is the gaming equivalent of a group project that somehow ends with confetti and a few new scars. It doesn't reinvent twin-stick co-op or the loot-driven action-RPG wheel, but it combines charming characters, punchy spellcasting, and cooperative chaos into a package that's easy to recommend, especially if you own a Switch and like your multiplayer served with a side of mayhem. Critics were mixed-Metacritic sits in the mid-60s and outlets like Destructoid and Nintendo Life landed around 6-7/10-so it's not a masterpiece, but it's a competent, fun romp. If you're looking for a game to kill time between classes, ruin friendships with friendly-fire-free mayhem (ish), or collect nine parchments because you're nerdy like that, Nine Parchments delivers. It's approachable solo, genuinely better with friends, and stuffed with enough updates and modes to keep you coming back. It won't change your life, but it might restore your faith in the idea that throwing spells at everything is a perfectly reasonable problem-solving strategy.