Owlboy Review – Owl Be There For You

Peck Ops: The Flyin’.


Developer: D-Pad Studio
Publisher: D-Pad Studio
Format: PC
Released: November 1, 2016
Copy provided by publisher

Owlboy has been in development for a long, long time. I first started covering the game when I worked at Destructoid, charmed as I was by its then-novel throwback aesthetic, gorgeous soundtrack, and darling protagonist. That was almost a decade back, so long ago that I barely believe I’ve been able to play the finished product.

This is real life, though. I have indeed played it, and despite taking so long to materialize, there is no doubt the wait was worth it – Owlboy is bloody terrific.

A simple coming-of-age tale, Owlboy tells the story of Otus, a mute owl who works with his soldier friend Geddy to protect an airborne world from malevolent robotic sky pirates. Along the way he’ll team up with disaffected pirate Alphonse and misbehaving spider Twig, using their abilities alongside Geddy’s to enter numerous dungeons and attempt to foil the plans of the mechanical menace.

Being an owl… sort of… Otus gets free rein of the screen, able to jump from platforms and take to the sky by simply directing him upwards. On his own, he gets to dodge, perform a spin-attack that stuns enemies, and drag select objects around after picking them from the ground.

Over the course of the game, he gains new abilities via his friends – each of his three allies have a distinct weapon, and by summoning them into his airborne hands, he can direct them to attack. Geddy has a straightforward pistol, Alphonse uses a musket with a devastating blast but slow reload time, and Twig can fire webs to trap foes or use as a grappling hook.

The weapons of these characters will be essential for navigating the environment, too. The flaming discharge of Alphonse’s musket ignites torches and burns plant blockages, while Twig’s grappling web can drag Otus through strong winds or across waterfalls that negate his flying ability. Geddy’s weapon might not be so versatile, but it’s a dependable shot and good at destroying simple barricades.


With an armed ally, Owlboy plays somewhat similar to a stick shooter, one hand controlling flight and the other firing with a 360 degree aim. Each monster that appears comes with its own unique attack pattern and defenses – some will need heavy objects dropped from above to break their armor and render them vulnerable, while others shall require a quick spin-attack before they’re open to gunfire.

The only problem with carrying allies is the hassle they can be to not pick up every time they’re dropped. Spinning while holding them acts as a thorough dismissal, but if they’re instead dropped next to other items, they always take precedence if they’re even vaguely nearby – trying to pick up a berry to eat but grabbing Geddy-insteddy is a frequent cause for grumbling.

2D stealth sections also pop up from time to time, just to add some flavor.

The first stealth moment leaves something to be desired – a rather irritating little segment where you must avoid flying or making too much noise lest you be chased and instantly devoured by gnomes – but subsequent stealthing is rather enjoyable. Using perspective to create 2D objects behind which Otus can hide, these stages adapt the kind of sneaking seen in Jasper Byrne’s Lone Survivor, albeit to a far more complex degree.

Then there are the boss encounters. Bosses are huge, impressive opponents that often require specific tactics and abilities to defeat. Even the ones that just need to be shot a bunch of times can be thoroughly challenging, with a robotic snake in particular proving a tricky obstacle.

Owlboy is fairly forgiving with its liberal checkpoints and ability to find health, but it’s not a cakewalk. Navigating the world’s many hazards requires spatial awareness, and enemies are aggressive enough to chase Otus across multiple screens if they’re not dealt with. Some areas are littered with thorny bushes and other environmental traps, and players will routinely find themselves smacked around and flung into walls if they’re not careful.

Avoiding damage is mostly down to player care, but Otus himself suffers from some loose controls that could use tightening up. As fast as enemies operate, the titular owl boy flies just a hair too slowly to feel like he gels with the world correctly, while turning left and right causes a dramatic swoop in either direction that makes navigating tight thorny corridors a painful hassle.

While not enough to harm the experience to a significant lasting degree, it’s a regular annoyance that Otus is always just a tiny bit sluggish and subsequently isn’t the most responsive owl around.


Despite this grievance, Owlboy is a total delight to play. Its Zelda inspiration is subtle due to the flight and camera perspective, but it’s undoubtedly there. Adventures branch off from a vertical hubworld that expands as Otus gains new abilities and passes previously untouchable terrain, climbing higher and higher into the sky to enter a number of dungeons and acquire new skills.

The only other major criticism I can level at Owlboy overall is that sometimes it’s unclear where one has to go next. As the world expands and further areas become accessible, it gets tough keeping track of where everything is. Getting lost isn’t so common to keep a player stuck for hours, but it’s frequent enough that it merits a mention.

A number of signposts dotted around the world provide some bearing, but I dare say Owlboy could use a lot more. At the very least, there ought to be a way to talk to the party and get some hints or reminders about the next objective.

The hubworlds themselves – and indeed several dungeon screens – are thoroughly massive, with lots of little paths hidden off to the side filled with secrets and treasure. Coins hidden around the world are tallied up by an exuberant merchant and her unsubtle Prinny henchbirds, with new items awarded to Otus when enough are collected.

Upgrades take the form of health increases and gun augments, as well as a number of cosmetic hats that Otus can wear in tribute to one of his three friends. While none of the upgrades are essential, it’s nonetheless enjoyable to frequently return and cash in, if only for the silly banter that occurs as a result.


Owlboy‘s world is simply a lovely place, even if it is under attack by sky pirates. Despite his inability to speak, Otus is adorably expressive, his animations conveying joy, shock, or sadness appropriately.

The large supporting cast of heroes and villains is memorable – they’re often given exaggerated archetypal character traits that are broken down and explored to provide extra hidden depths. Twig’s arc, especially, is a satisfying one to see unfold.

Environments are gorgeous, bristling with detail and color, every area visually distinct while maintaining a unified artistic style. While “retro” aesthetic has become overused in the years since Owlboy‘s unveiling, D-Pad Studio does an impressive job of owning it, making a sky-high world that is truly theirs.

It would be wrong of me to not mention that soundtrack again – every piece of simply inspiring, a beautifully arranged orchestral selection that nails the mood of each scene. Exploring the central world is a joy thanks in no small part to the amazing music accompanying it.


Owlboy may have a few annoying navigational hangups, but none are enough to counter the overwhelming magic of the adventure at hand. Beautiful in both a visual and aural sense, littered with lovely characters, and home to a number of jawdropping combat encounters, Owlboy is a game almost ten years in the making that doesn’t show a trace of development hell.

D-Pad made a game to be proud of, and it’s one I have no problem recommending.


  • GamingSage


  • Alex Wheatley

    Awesome to see a game come out of a looooong development and be good!

    • Video games can easily take a very long time if the company doesn’t have a budget to just throw people at it. It’s a wonder they get made really.

  • Batmatt

    Whoa, this game sure is gorgeous. I’d buy it in a heartbeat if it was available to PS4 or Vita, because I hardly play on PC nowdays. Anyway, worth checking on when I eventually get back to PC gaming.

  • SilentPony


  • I guess Owl have to check this out some time.

  • Sharadufobash

    Looking at those screenshots reminds me of looking in magazines like Mean Machines in the 16 bit era at the pixel art in sprites and backgrounds. It certainly does look well done.

  • Kharnivore2099

    It actually looks amazing, can’t wait.

  • Anton

    Looks like a hootin’ good time.

  • Michael Alexander Seiler

    Don´t you mean Jasper Byrne´s LONE Surviver?

    • Michael Alexander Seiler


      • Yeah, thanks for pointing it out. I keep accidentally calling it Last Survivor lately, which is gonna really suck for this Halloween video I’m working on unless I cut it out.

        • Gareth

          Chip is clearly to blame.

          • gasmaskangel

            Fucking Chip.

          • InfamousDS

            Chip the Intern

        • Last Guardian?

  • Jack Trevor

    I liked the look of it when I saw your first Jimpressions video. I’ll check it out once I get a bit more time from school.

  • Andrew John Martin

    I will definitely have to check this one out. Also, in the future would it be possible if you could do a Hyper Light Drifter review?

  • JonnyDoLake

    It’s great to see this game get great reviews all around. I was afraid it would be another game that failed to live to the expectations, after so many years in development. I’m really happy for the developers!

  • An addition to the Steam wish list

  • goodbyejojo

    well, i guess this makes you no.1 owlboy

  • Terriosaurus Hex

    Do you mean “Lone Survivor” instead of Last? I have the game recently downloaded, but not sure if there is another similar title. Anyway, this game has some lovely art, i just have no PC as of yet. 🙁

  • CriticalQuit

    I loved the look of this game when you posted your video, definitely going to pick it up on tuesday! it’ll be nice to have while i’m waiting for the reviews of dishonored 2, since I’m not going to buy it til i see some.

    • Bpdelia

      Agreed. I’m hoping that it has a story that is as good as the mechanics.

      I found the first one pretty uneven in that regard.

      • CriticalQuit

        Having beaten the game now, the game was definitely worth buying and made me cry a little, but D2 got pushed to next friday so i’m stuck waiting again.

  • Nes

    W I L D C A R D B I T C H E S !

  • Sperium3000

    “(…)trying to pick up a berry to eat but grabbing *Geddy-insteddy* is a frequent cause for grumbling.”



      • Camfry

        This needs to be a t-shirt. Please?

        • anomalous material

          Indeed, make this a thing!

          • Camfry

            All credit to Kev’ Bryant for the idea below

        • Anton

          It probably is, but with Charlie Kelly instead of Jim.

        • Drake Warnock

          I can see it now. JIm’s wild eyed face, colored in rainbow with the text underneath in all caps.

  • Chijiru .

    Will buy when it comes out. I only heard about through your channel. Thanks man.
    Looks fun too.

  • Aidan Long

    A game I didn’t know about until now and now I will happily murder an entire village to get to play this.

  • Clark Kent

    Was the tag line just for pun or does this game as real similarities with Spec ops? If so, it might prove very interesting indeed…

    • It was just for jokes. Game dev Ashton Raze demanded I call it Spec Ops: The Flyin’ in the tagline, and I added “Peck” because I Am Really Funny.

      • DucksonAPlain

        No Jim, there’s no hiding it. We all now know that there is a sense where Owl Boy attacks civilians with white phosphorus. That owl is out of the bag. You spoiled it.

      • qorl123

        It Was Really Funny Jim, don’t let anyone tell you different

      • Manen

        Thank god for you.

  • CaitSeith

    Another game for my Steam wishlist. I have a long backlog though, so it will stay there for a long time.

  • SpearmintTea

    Wow. This game looks beautiful. I hope it comes out for consoles too.

  • Kyle Pierce

    So it’s better than Uncharted 4?

    Is this joke still funny?

    • Mike Wallace

      It was never funny, but it was poignant.

  • Mike Wallace

    I was kind of hoping this was a Metroidvania game, but that’s on me for not looking into it closer.

  • thefarsidenoob

    WARNING: If you don’t think owl puns are a hoot, you best fly from here wowl you still can

    • Anton

      Yeah, but who doesn’t like owl puns? Who? Whoooo?

    • gasmaskangel

      Frankly, I don’t give a hoot.

      • Wolfie

        Well, I guess that’s egg on your face..

    • Bum

      Upvote for “wowl”.

    • The Jünger Ludendorf

      Such fowl jokes will not go unpredated.
      We will be hawkishly looking in a full 360 degree area for any such unfeathered boys.

  • RedWolf

    The very reason I don’t like 2D Zelda is the lack of decent signposting. I am tempted to give Owlboy a look, but if it’s Zelda influence includes making world navigation an exercise in aimless wandering then I might end up giving it a miss.

    • Gaealiege

      You seriously avoid a video game because it doesn’t hold your hand enough?


      • Aidan Long

        There’s a difference between handholding and sitting-back-smoking-a-joint in gaming. Some games, especially large ones, need ways to make their world easy to get around so the player doesn’t get lost. That’s part of what makes the Dark Souls games so great is that each area is easily recognizable.

        • Gaealiege

          Can you expand on this thought a bit more? I’m not sure I follow what the joint-smoking version is.

          The Demons Souls series definitely has great design, but it also has plenty of secrets that are rather nebulous. Frustration is an inherent part of that series, so I’m not sure I would suggest that Demons Souls/Dark Souls has much going on by way of handholding.

          • Aidan Long

            The smoking joint version of gaming is where the player is given next to no clues or guidance as to how to play the game or how to succeed. Like Jim said in the review, this game doesn’t always make it clear where you should go next so it gets frustrating when you have to wander around, especially through area’s you may have already been through. I believe what the OP meant when he said that he may not want to try this game was the fact that he didn’t want to back track through huge swathes of the game trying to figure out what he has to do next.

          • Gaealiege

            Ah, I see. Well at that point, the OP needs to consider if adventure games are for him. The majority of adventure games similar to Zelda, Metroid, etc have required backtracking.

            Seems to me that’s a fickle stance though. Missing some amazing games purely because he/she cannot manage to be mindful of the areas they already crossed through. If nothing else, write down where you see cracked walls before you gets bombs, etc.

          • Aidan Long

            He never said that he doesn’t like all adventure games, he states that he doesn’t like it when a game gives no hints about where he needs to go next. Yeah, Metroid and Zelda require backtracking, but they rarely make it so that you don’t have an idea about where to go next. Bad adventure games either have those trail of lights thing you mentioned or they don’t give any hint about where to go next meaning that instead of exploring they player is left wandering until they stumble into where they are supposed to go. A good adventure games makes it so that you discover where you are supposed to go by following clues left by the game, not where you get lucky and find what you’re looking for by chance.

          • Gaealiege

            Well, I can agree with that entirely. There should be some hint (cracked walls, red shield doors, inaccessible levers) on where to return or go. It shouldn’t be entirely up in the air.

            Most games today seem like they err on the other side. They’re incredibly handholding.

      • notentirelythere

        I don’t think your understand what good signposting is and I’m sorry you have such a binary view on this.
        Have you ever tried playing The Minnish Cap? That game has an NPC town that, despite being a central hub, has completely unchanging NPC dialogue for the entire game. I was baffled by this. Midway through the game, you need to talk to a character in the town–who you’ve been discouraged to talk to by the lack of changing NPC dialogue–to advance the game. There isn’t really a hint that you have to talk to this person, you just have to arbitrarily after completing a dungeon.
        This is the quality of Zelda signposting. It’s not about glowing rails and handholding, it’s about bad scenario or environment design.
        Another big example is that door you have to pull on in A Link to the Past. Because of the monochrome design of the door, it’s hard to tell that a mush of sprites is meant to represent a bar you pull. They could have drawn something like an old mansion knocker on it, but they didn’t, so people will go through their whole inventory on it in a way that kinda breaks the fun of the game.

        • Bpdelia

          Yup. Exactly. The WoW (post vanilla) style GLOWING QUESTING MARK AND YELLOW CIRCLE HERE IDIOT!!!!! thing and COMPLETELY RANDOM WANDERING. Are both shitty extremes of the problem.

          There should be careful balancing of player agency and enough information to make problems feel solvable through paying careful attention.

          The examples above are basically perfect.

          • notentirelythere

            Something frustrating about WoW is that it DOES have a map overlay to show you the ~rough area~ where, say, you’ll have to free 7 trapped sligs. But they don’t use it as often as they should, imo.
            Ideally in, say, a sandbox game, they’d give you the town or the district where an object of interest is and ask you to dig around as the default option.

          • Bpdelia

            Yeah. But I’m vanilla WoW there was no map overlay. You had to CAREFULLY read the quest text and then explore. It also had you asking in group chat and teaming up more often.

            It’s the best compromise because if anyone is frustrated they can just Google it but for those who like the feeling of actual exploration can just try and figure it out. No sandbox game does this anymore.

          • Mike Hoyer

            I always think of the first Bioshock. You’ve got this big world I want to roam around and get a little lost in and right in the middle of the screen you’ve plunked a big cartoon arrow that can’t be turned off (though perhaps I’m misremembering that part)

        • Gaealiege

          The Minnish Cap is the only Zelda game that I haven’t played, so I will accede that point to you. I know nothing about it, so I cannot defend or agree.

          As for the door in A Link to the Past, it seemed rather obvious to me as a child and still does today, so I’m uncertain that we will agree on that. I don’t recall any frustrations with A Link to the Past.

          You may as well use the example of throwing something into the circle of stones in the lake. There is no indication that you should throw something into the stones to get the Quake Medallion, but it’s a nice little hidden bit. Under no circumstances would I have felt that the game was lower in quality for not doing everything in its power to suggest that I do that action.

          I suppose I don’t play games with the idea that I shouldn’t get stuck in areas. The notion that every interactable should be obvious strikes me as absurd. Particularly in an adventure game.

          If low-hanging fruit is necessary to make the player feel smart, frankly, I would find that rather insulting. There’s no real sense of accomplishment from clicking the object that is blatantly more saturated than the others or has a hieroglyph next to it on the wall with an obvious arrow. We’re on different pages entirely on this.

          I would agree that it’s not directly comparable to the glowing trail in a sandbox game. It seems to me that one is an escalation of the other. This signposting you’re talking about has led to the glowing trail and highlighted map area. It’s saying that the player shouldn’t have to bother with frustration of adventuring ,or discovery, on their own. The experience should be linear and obvious in order to make the lowest common denominator feel a meager sense of accomplishment for recognizing that one wall panel is yellow while the rest are blue.

      • Riosine

        those highligted quest / markers can be very useful for people with vision impairment.

        • Gaealiege

          I suppose they could be. Across decades of gaming though, it’s clear to me that the trails and highlights aren’t about accessibility for the disabled/disadvantaged.

          They’re there for the lazy gamer.

          • Mike Hoyer

            While not a fan of the sparkle-paths and floating arrows myself I do feel obliged to make the point that some of us have day jobs, families to cook for and dogs to walk and no longer have unlimited hours to spend being “not lazy”.

          • Gaealiege

            That’s an intellectually dishonest response, frankly. Gamers have always included people with jobs, cooking, dogs, and paper airplane schematics.

            If you cannot be bothered to put in the time to a hobby, you shouldn’t be rewarded for it. I “don’t have the time” to become a master carpenter as a hobby. Where are my blue glowing trails to reach my goal?

            Mindless gameplay isn’t the answer to busy schedules. Different hobbies are.

          • Mike Hoyer

            Pre-cut woodworking kits. You can find them in literally any craft store. They range from very simple glue-together toys and birdhouses to complex projects that require planing, proper jointing, and expensive power tools. So I mean yeah. Blue glowing trails.

            Though frankly I’m more concerned by what you think the video game equivalent of “become a master carpenter” is. Most of us are playing these in our free time as entertainment. Your argument seems to be that I shouldn’t watch an episode of Battlestar Galactica if I can’t commit to watching all episodes plus the spinoffs.

            That’s ignoring that this conversation started with “Oh if I have to watch Battlestar from the beginning then I might give it a miss” and now you’re saying “Then don’t watch television at all”

          • Gaealiege

            Pre-cut woodworking kits will not allow you to reach any goals that a master carpenter would achieve, so that’s not even remotely close to correct.

            My argument is that you shouldn’t play a game if you cannot dedicate the time to playing it. The media of video games shouldn’t bend itself backwards to cater to lazy players that want to experience the entire game with little to no effort.

            The argument on your side of the fence appears to be “just put it on rails because doing things is hard.” If you can’t be bothered to ….adventure….in an adventure game, then you shouldn’t waste your time playing them. You certainly shouldn’t complain incessantly until its changed to your preference. That’s just entitled horseshit.

            The conversation started with “I don’t want to play a video game if I have to actually look around and be aware.” The response was “That’s inherent in adventure games, so look elsewhere for entertainment.” You and the OP seem like the type of people that would go to an ice cream shop and bitch that ice cream is all you can order. Pure idiocy.

          • Mike Hoyer

            I’m dying to know what the playing video games equivalent of being a master carpenter is. No, seriously, I’ll concede every point if you tell us that. I won’t even question your answer, won’t even reply, I just want to see it.

            Thanks in advance.

          • Gaealiege

            Apparently in this case, it’s managing the extraordinary ability to beat a Zelda game which was designed with children in mind.

            Rather high bar to limbo under, but it seems like it may be a hurdle for some.

            I guess having a job, a wife, cheez-its, and one time having your left elbow get a bit itchy would ruin any ability to master such an arduous task.

      • RedWolf

        I never said anything about wanting to have my hand held. I just want to be given at least an inkling of where I’m supposed to be going and what I’m supposed to be doing, otherwise I get frustrated, lose interest, and stop playing.
        It’s the little things that matter: putting the names of key locations on the overworld map, for example, or working visual clues into puzzles that are not blatantly obvious, but nonetheless steer the player in the right direction when noticed. Hell, even having a half-decent dungeon map is the least I can ask for! Classic 2D Zelda games, especially Link’s Awakening, are awful at these things.
        The fact that the games themselves are very clunky and awkward to control doesn’t help, either.

        • Gaealiege

          I’m not really sure how to address your concerns on this. The majority of 2D adventure games require backtracking, exploration, and discovery. It could be that the genre simply isn’t for you.

          I get incredibly frustrated with games that require hardcore grinds in order to obtain gear. I think it’s an idiotic design choice, but I understand there are people who enjoy that type of game. I just avoid them. No ARPGs for me.

          I’ve played all Zeldas other than Minnish Cap and have never had a problem beating them or solving puzzles, so I don’t know how to address that part either. The puzzles in most adventure games seem simplistic. They’re not Myst level puzzles or anything. The dungeons in the older games usually have a compass item you can get to open up the entire map.

          I REALLY don’t know what you mean in terms of clunky. Are you just playing these games for the first time in 2016? I guess if your baseline of gaming interaction is modern gaming, I could see where you’d find minor gripe with the controls. Otherwise the controls in Zelda games seem incredibly simple as well. Nintendo usually designs with young children in mind.

  • froyton

    You only gave it a positive review because the publisher gave you a copy and you want to stay on their good side!

    Seriously, though, really nice review. I’m glad to see this game turned out so well. I’ll have to nab it up sometime.

  • Terriosaurus Hex

    I like to think of this game as the much awaited origin story for this beloved character….


    • Kyle Pierce

      Nobody loved this guy… He was worse than Navi!

      • Terriosaurus Hex

        People judge too harshly. Leave the poor Owl alone, he’s only trying to help! And…He has a sweet theme tune we mere humans can only dream of having…

      • Manen


    • Adam

      Do you understand?
      > No

  • MermaidShadow

    Jimbo, I hate to be “that person” again, but it’s free rein, not “free reign”. Free reign is this type of mistake you English speakers keep making because it seemingly makes sense, but it’s “free rein” and comes from horseback riding. It has nothing to do with “reigning” in the royal sense. It’s about loosening the bridle/reins on the horse you’re riding, letting it go wherever it wants. Free REIN.

    I have very, very few pet peeves left. This is one.

    Otherwise, rock on, everybody!

    • Benj

      As an Englishman I think we should have free reign to use the English language however we fucking well want without being “corrected” by some uppity ex-colonists.

      … but yeah you are essentially correct. Free reign is a good example of an eggcorn and I’d argue it makes just as much sense as free rein.

      • Unnoticing Senpai
        • YoDude

          Free reign makes sense though. It implies an individual reigning over themselves.

          Which is the same as free rein.

          • Bpdelia

            It’s actually a bit different because free rein means letting things go where they will rather than controlling everything. In free rein THE HORSE is in control. Free REIGN would imply personal sovereign control.

            Also nothing matters at all. Ever.

          • MermaidShadow

            Thank you, that was the thing I wanted to clarify and could not word clearly in my head.

            Polite, reasonable discussion! What are the odds?

          • Tony Russo

            This reminds me of how The Angry Video Game Nerd always describes videogame controls as “fluent” when he almost certainly meant to use the word “fluid.” It’s a mistake, but it makes just as much sense as the traditional word choice, so fuck it.

        • Naz

          Thankfully these outdated Empire/Colonist arguments will end once the future Swedish overlords conquer. Both countries will then be forced to set aside their differences and discover the true power of friendship.

        • Lucid Loon

          Squib? What’s a squib?

        • La Chica Incognita

          I think it’s good they’re not putting Jim on a pedal stool and pointing out his mistakes.

        • Tank Dsouls Ordialot

          It’s OK people ive contacted the British Government and here’s what they had to say about it:

          Free Reign means Free Reign.

      • Ethan Stapley

        It would make just as much sense as well, yes.

    • Jonathan James Ramsden

      Another common one I’ve spotted is “chomping at the bit” when it’s actually “champing at the bit.” I guess Jim just can’t keep track of his horse-based idioms. 🙂

    • Raiden Landon Freeman

      I learnt something today! Thank you sir!

      • MermaidShadow

        lady* 😉

        • Adam

          And we keep on learning.

        • TheJerryPiece

          I knew she was a lady right away by the way she was complaining AHAHAH nah that joke was terrible but too obvious to pass.

  • Håkon Kleppe Normann

    I’m proud to be a norwegian game-dev when i see D-pad pulling this off. Way to go! 😀

  • zeeby

    These visuals make me think of the 90s..

    “Owl be there for you,
    when the rain starts to pour.
    Owl be there for you,
    Like i’ve been there before”

  • Linda Sofia Hartlén

    Yupp looks amazing, I was hooked when I saw your gameplay of it and now I can safely say: soo on my wishlist!

  • Chürz

    This is pixel art well made.

    • Nathan Stapleton

      I know, right? So many “retro-style” games think they can be as ugly as Sin (both the normal and Final Fantasy X kind) and forget you also need good art direction to actually be GOOD pixel art.

  • Banandango

    Wow, has it really been over ten years already? I remember seeing those early screenshots and thinking “Dear god I need this game right NOW, I hope it releases soon.”

    • Evan Schell

      its actually been 8 years but yeah still a long time to be in development.

      • Jeremiah

        It’s actually been almost 10 years, the developer says so.

  • Ethan Stapley

    Not a Duke Nukem then?

  • CLabCpt2021

    The reviews for games you truly enjoy are a real treat to read.

  • Aaron

    how long is this game? not too fussed just wondered.

    • Jeremiah

      Destructoids 10/10 review said 8-10 hours.

  • Thanatos

    Whoah whoah what the hell? This game is actually coming out!? I had resigned myself to it being a magical fantasy that never really existed.

  • john grinwis

    A warning for anyone whos playing this be very careful with the cannon minigame i got knocked threw the goal by hitting a wall and it sent me into a endless void AND autosaved

  • Jon Skinner

    If you want to enjoy the ending to it’s fullest, you must collect those 3 owl emblems and go into the area it opens up. Tip there is a hidden message in that area as well that gives the most clarity.

  • Harvey

    I disagree with how the game doesn’t tell you where to go as its obvious and easy to figure out.

    Heck , the main menu itself tells you as such.