One the one hand, I basically agree with a lot of the negative reviews that the Kickstarter campaign for Mina the Hollower was not as forthcoming as it could have been about exactly what kind of game they were making, and the end product does feel like a bit of a bait and switch.
On the other hand, as much as I was expecting a retro Zelda-like, the concept of a full-featured soulslike that adheres to the graphical and technical limitations of the Game Boy Color is objectively hilarious, so even if I'm not particular into soulslikes as a genre I feel like I have to give them a pass, because what the fuck.
I'm a Souls enjoyer so I may be biased but the combination of Zelda and Soulslikes is a more natural combination to me than most people care to admit. I'm thinking of games like Tunic and Unsighted that also leverage this overlap to great effect. To say nothing of the obvious Castlevania (both Classic and Metroid-) influence either.
In addition Mina has made some subtle but key changes (I think altered based on feedback from the demo?) to make things more forgiving, like allowing you to bank your currency and altering the death mechanic. It's not actually a Soulslike corpse run, but more of a safety system. You don't lose resources on death and need to recover, instead you run out of "lives" and the game signals to you, 'ok so that death was free but the NEXT time you die you'll lose everything so maybe go spend your money.' And if people are reacting to the emphasis on actiony combat and difficulty, I don't think we should let Soulslikes claim dominion over that either!
As a lifelong Zelda enjoyer, these games are the types of experiments that push Zeldalikes to evolve and I'm all for them. Even if I grumble about BotW/TotK's larger departures from Zelda tradition, even the main series has clearly moved on from being about low friction action and torch-lighting puzzles.
My biggest criticism thus far is that the Bloodborne-style combat-driven health recovery and punishing environmental damage mesh poorly with the GBC-Zelda-style platforming. Falling into pits and spikes takes a huge bite out of your health even in the late game, and by default there's no easy way to recover environmental damage during platforming sequences because you need to fight things to charge your vials, so the frequent die-and-retry platforming puzzles tend to involve a lot of lengthy runbacks. It effectively makes the "reduced spike damage" and "empty vials recover health" trinkets mandatory if you expect to see heavy platforming, and even fully upgraded that's a third of your trinket slots gone.






















