As games continue to
grow in scope and complexity, there is something to be said about the
light-hearted, compact RPG stylings of The Swords of Ditto. It mixes childlike
cartoon visuals and a delightful soundtrack with light puzzles and
simple-yet-challenging combat. And while it doesn’t offer anything particularly
groundbreaking to seasoned RPG or roguelite fans and backs you into a wall in
some confusing ways, the intuitive nature of its systems, along with the
inclusion of local two player co-op, makes The Swords of Ditto a fun leap down
the rabbit hole into saving a strange and ever-changing cursed town.
The main loop of each
playthrough is simple: Wake up, gather a sword from its resting place in the
town of Ditto–either from statue or in the graveyard–to become the hero, then
seek out the Toys of Legend to destroy the Anchors that the villain Mormo uses
to strengthen her grasp on the world, making her easier to defeat in the final
confrontation. If you die before then, Mormo wins and Ditto lives under her
rule for another 100 years before the new Sword of Ditto is awakened, and the
cycle continues. If you succeed, Ditto lives in peace for 100 years until Mormo
returns, and it all happens all over again. Getting the hang of this can all
feel a little overwhelming at first, but any confusion quickly slips away as
the game’s rhythm settles in, and it doesn’t take long to feel comfortable with
what’s expected of you.
Co-op play is local
only, but the drop-in, drop-out system makes it very easy to have another
player come and go at any moment. It also changes up the dynamics of play
fairly significantly. Enemies are stronger, as you’d expect, meaning some
enemies require a more tactical approach to take down. Items are shared between
players, which can put a sudden strain on health items if you’re both
struggling to deal with the added difficulty. Thankfully this is alleviated
somewhat by an increased item drop rate, so health items can be replenished
nearly as quickly as you go through them.
The entirety of the
explorable areas are made up of individual sections that are pieced together at
random for each playthrough. When out exploring the world, there’s plenty to
find and keep you busy. In Zelda-like fashion, you can slice up grass to score
more coins or health items. One standout touch: If the weather is dry, you can
torch a field of grass and watch it all go up in super-satisfying fashion.
Random shops, caves and houses filled with cute and interesting characters dot
the world, and while some only share a few repeated lines of dialogue, others
offer quests for items or keys to unlock dungeons in other parts of the map.
Almost everywhere you look there’s something else to see and do, and it’s this
sense of discovery that’s felt when finding these hidden gems that makes The
Swords of Ditto so rewarding.
Combat is mechanically
straightforward; you can perform a simple melee attack with your sword as well
as a roll dodge, and you have four interchangeable gear slots for items or
weapons that are accessed using the d-pad. You can also buff your character by
applying stickers that you find around the world or purchase within certain
shops. It’s all fairly rudimentary, but despite the combat’s relative
simplicity the enemies are a huge challenge, and this is where it gets
gratifying.
Each foe has its own
unique way of attacking or defending, and learning this for each enemy will
make you much more effective at taking them down. The three-headed fireball
will, if it touches you, turn your sword attacks into healing slashes for a few
seconds, forcing you to retreat before the effect wears off. The green
slime-ball monster falls harmlessly apart when physically attacked–it’ll only
taking damage when it’s set on fire. It takes some time to learn all of this,
but when you do, combat feels much more satisfying. You become capable of
clearing large groups of monsters than if you’d just kept slashing away, and
having to think each encounter through makes it all the more enjoyable.
While it needs a
little refinement, The Swords of Ditto is sure to delight, whether played on
your own or with a friend.
Dungeon puzzles are
also relatively simple yet engaging. Some involve coloured switches that
rearrange the room entirely, altering your path and the enemies within. Some
rooms simply involve killing all the enemies to make a key or a chest appear,
while others are increasingly more elaborate and labyrinthian. It’s not unusual
to come across a room that demands you place a multiple runes in slots that
only appear when a certain switch is triggered, all separated by large chasms,
locked doors, and rows of floor spikes. Later rooms will combine all of these
variables into one, adding a light complexity that manages to keep things
breezy and enjoyable.
Alongside the puzzles,
each dungeon submits to the Isle of Trials rules–a set of modifiers that
changes the rules of how each dungeon works. Early dungeons will only have one
or two of these applied, but later playthroughs will throw upwards of four, and
they could be anything from negating poison to activating auto-health-regen
while prohibiting the use of consumables. These modifiers keep the game and the
dungeons feeling fresh, especially in subsequent attempts, offering new
challenges that unpredictably swing things either for or against you.
It’s not a game
without issue, though. Even while playing on PS4 Pro, it’s prone to quite a bit
of slow down and stutter, mostly when there were lots of items strewn about. I
also had a couple of triggering issues that would block my progress, meaning I
had to quit to the menu and reload the game to reset the room. But the biggest
problem is the time limit that’s enforced for each playthrough. You are only
given a handful of in-game days–which changes depending on difficulty–to
explore, gather resources, and complete quests before being forced into
confrontation with Mormo at the end of the final day. Not only that, it feels
like the days are too short, making some of the more elaborate discoveries
difficult to fully engage with in a single playthrough.
While you can unlock
the ability to rewind time by collecting enough of a particular type of item
and taking them to a shrine, you have to collect yet a second currency to purchase
them on top of that. Given that some of the items required for these longer
quests are lost with a new character, It feels like you should have this
ability to purchase rewinds from the start. This would have given me more
confidence to explore more of the game, instead of keeping one eye on the days
remaining and the other on whatever tasks are left to complete.
The Swords of Ditto is
nothing short of a light-hearted good time. Despite a few bumps getting in the
way of progress and some misgivings about the forced time limit per
playthrough, it’s still a joy to slash through enemies and collect items while
humming the game’s ear-tickling soundtrack. Meeting oddball characters and
watching the world react to past playthroughs is a wonderful exercise, and
pushing through the game’s barriers to exploration feels rewarding every time.
While it needs a little refinement, The Swords of Ditto is sure to delight,
whether played on your own or with a friend.
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