Lovish is a game that releases tomorrow on all major current platforms, including Steam, which this review is based off (specifically the Steam Deck version, which while Lovish was not Steam Deck-verified at the time of this release, the game ran and worked well on default settings). Here's the SPC review of Lovish!
A game you might just love to 8-bits.
Fresh off the heels of indie delights Astalon: Tears of the Earth and Castle in the Darkness, developer and designer Matt Kap and the team at Labs return for a new, prospective darling in the indie scene: Lovish. Immediately, the 8-bit art style invoked such warm nostalgia for me, but beyond that, it's a game that manages to blend old and modern sensibilities while also not being above making light of itself and poking fun at the industry, too.
Lovish sees a warrior knight named Solomon and his companions embarking to the Devil Lord's castle. Their mission? Free Princess Tsuna from the clutches of the heinous fiend! However, Solomon leaves his friends behind after wanting Princess Tsuna to fall in love with him--and not any of his companions--for rescuing her. Needless to say, Solomon isn't exactly the purest, most selfless hero around.
What follows are more than 50 unique bite-sized levels for Solomon to scramble through. Each of these levels takes place in a single screen-sized room. While the objective of each level stays the same--reach the goal door--the means and methods of doing so varies per level. Sometimes it's as simple as slashing the door open with Solomon's sword after braving the hazards inside, while other times Solomon is tasked with collecting a key or several keys, or activating buttons to open the door.
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| Some levels just require Solomon to reach the exit door and slash it open to leave the level. |
Solomon is not the most versatile character at the start of the game. He has a simple jump and can strike foes with his sword. However, this is more than enough to tackle the challenges that await him. That said, upon journeying through the Devil Lord's castle, Solomon can stumble, scavenge, and simply also purchase items in one of two shops in Lovish with his collected pennies that are beneficial to his quest for the princess's heart. These range from a cape that grants Solomon the ability to dash both on the ground and in midair. This can be chained to utilize multiple times, as when Solomon midair dashes into a wall, that recharges the ability to be used immediately again.
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| Others can require the need to acquire a key (or several) before having access to a level's exit. |
Other items include rings that allow Solomon to strike his sword upward and then downward respectively, utilizing a DuckTales Uncle Scrooge-like Pogo jump on enemies to reach higher places or to simply attack from above, as well. Solomon also only gets one hit before dying. There is, however, an item that allows a second hit before his demise arrives.
Death in Lovish comes often--or at least it did for me--either from fireballs from wall-mounted turrets, colliding into enemies, touching spikes (which honestly felt as if the hitboxes of these were a tad bit unforgiving), or otherwise discovering death in myriad other ways. Fortunately, Solomon's deaths are more inconveniences than anything else. There is a "live" system, in the loosest sense of the term. Solomon has a set amount of HP starting in the low 200s. Every death he encounters knocks off 1 HP, as well as giving him a choice of starting the current level over again or returning to the world map. I never got to a point where I was dangerously low in HP, so I wasn't met with anything in the way of a game over screen. Rest assured, though, the game does not end upon losing all of Solomon's HP. At least that's what I trusted from a scroll I encountered in one of the game's hundred or so events that happen after each completed level.
Yes, a random (and might I say, an immensely charming in aesthetic and presentation) event of some kind occurs as an intermission of sort in between completed levels. These can have positive effects (healing some hearts/HP of Solomon, netting him some pennies for his troubles, unexpectedly earning items), negative effects (losing HP), or just act as comedic relief. Sometimes these events engage a little mini-game, such as needing the player to rapidly tap the jump button to avoid a pursuing boulder, or else lose HP. Other times Solomon gets a choice of two things. One of the funnier instances of this was stumbling upon a well. I could opt to have Solomon retreat from it, or he could yell "YOLO" and leap down it, either finding himself in a room full of pennies to collect or a spiky fate that would earn him some decreased HP.
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| Events range from passive to interactive, but they're all full of charm and whimsy. |
There are even random, incredibly simplified, old-school RPG battles to do in these events sometimes. It's as easy as hitting the attack or magic command a few times to defeat your opponents, ranging from literal jerks to "AI-created art" enemies (not ACTUALLY made by AI, though, so no worries there) in these turn-based skirmishes (each attack against Solomon does lose him one HP per offensive onslaught by foes).
Really, Lovish spoofs and satirizes a lot of games and gaming industry elements in its events and levels, too. One event features a character called the Game Publisher, who randomly utters a line that would have plenty of gamers wincing, like needing to add NFTs to Lovish, before Solomon punts him away. And without spoiling later surprises, there are odes to a hefty number of franchises in gaming, from a completely playable take on Vampire Survivors to Game Boy-styled item that allows the playing of a spoof of a "legendary" Nintendo franchise. There's more to Lovish than the basic premise of running, jumping, and slashing through the game's previously mentioned levels.
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| Though you can't skip repeated events until you've beaten the game once, unfortunately. |
There's even more to do within the levels themselves. Each level eventually has three crowns to optionally earn. One is hidden in each level, sometimes revealed through slashing a suspicious block, spawning after defeating enemies, or appearing once other conditions are met. The other two crowns can't be earned immediately at the start of the game--instead once one of two rings are found, Solomon and players alike can earn them from pacifist runs through levels as well as fast time trial-like runs through levels. There are also fabled collectibles that are secured within portals in one of seven levels. These portals take Solomon to super-difficult platforming challenge rooms, which completion upon them reward him said collectible. These are required for the post-game content of Lovish.
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| Behold--a crown! But, getting to it AND escaping with Solomon's life is a challenge unto itself! |
At a rate of every ten levels, Solomon must contend with a boss battle. These are relatively simple encounters, which is appreciated considering Solomon is one-hit KO'd by default at the start of the game, but like most aspects of Lovish, they're mechanically well done. Usually they involve Solomon hacking away at the boss while avoiding its attacks and other offensive maneuvers in an arena. Really, the only encounter that was incredibly difficult by comparison to the relatively short battles that preceded it was understandably the final boss--a two-phased fight.
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| Bird is the word, or at least the boss, this time around. |
Lovish does have plenty of content to return to, long after the initial run-through of levels and battled bosses. There are characters to fill up Solomon's social media feed, completing Solomon's inventory of items, the aforementioned crowns to collect (over 250), the collectibles in the portals, post-game levels that were an absolute treat due to their references, and lots more. All in all, it took me about nine hours to reach the true epilogue of the game with every crown earned. That said, I'm still lacking two achievements from my playthrough, but these will come with some extra time and effort.
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| Plenty of bite-sized levels means plenty of curse words to ultimately utter upon failed runs. ...Or was that just me? |
That said, it wasn't always smooth sailing... or I guess in this instance, smooth platforming to be found in Lovish. Solomon has a big head, apparently, and jumps that require him to leap up in a one-grid-wide alcove, usually performed to avoid enemies or fireballs, proved to be a needlessly frustrating challenge. If Solomon wasn't precisely where he needed to be spaced pixel-wise, he would merely bash his head against the ceiling, thus meeting his demise when that previously mentioned enemy or fireball would pass by. Hitboxes don't always seem the best either, and this is most apparent with dealing with retracting spikes and a specific level featuring a giant fireball-spewing dragon. The trails of the fireballs weren't always obvious, resulting in occasionally "cheap deaths" from them.
Overall, though, Lovish is a delight. Its humor and satire of genre and game conventions are most entertaining, its references and guest appearances are delightful, and the game itself plays well and is structurally sound, even if the Devil Lord's castle isn't always--looking at YOU, crumbling floors and breakable walls! Lovish succeeded at getting its hooks into me, and through the now and then frustrations of one-hit deaths, repeated attempts of levels and bosses, and tricky platforming perils, I merrily pushed forth with a smile on my face. Well, in between utterances of curse words on failed attempts, of course. Those looking for a challenge will get one with Lovish, as well as an enjoyable game that doesn't take itself at all seriously either.
[SPC Says: B]
A review copy was provided by DANGEN Entertainment.







































