- Release Year: 2022
- Platforms: Nintendo Switch, Windows, Xbox One, Xbox Series
- Publisher: Armor Games Studios
- Developer: Kyle Thompson
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Metroidvania, Platforming
- Setting: Fantasy

Description
Islets is a hand-drawn 2D Metroidvania set in a fantasy archipelago where players embark on a quest to reconnect scattered islands. With fluid movement and combat, the game features intricate exploration, ability-based progression, and challenging boss battles in a beautifully crafted world inspired by classics like Hollow Knight.
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reddit.com : I liked the game but didn’t love it
Islets: A wholesomely nostalgic metroidvania, where connection is the ultimate upgrade
Introduction: A Familiar Formula, Polished to a Glistening Sheen
In the contemporary landscape of indie development, where the shadow of Hollow Knight looms large over the Metroidvania genre, standing out requires either radical innovation or, as Islets demonstrates, a masterclass in executing established tropes with exceptional charm and cohesion. Released in August 2022 by solo developer Kyle Thompson and publisher Armor Games Studios, Islets did not arrive with the bombast of a AAA title or the cult fervor of a Kickstarter darling. Instead, it quietly presented itself as a beautifully painted, heartfelt adventure about a mouse named Iko on a quest to literally and metaphorically reconnect a shattered world. Its thesis is deceptively simple: that the journey of exploration, the bonds formed with a quirky cast, and the satisfaction of piecing a broken world back together can constitute a profoundly satisfying experience, even without redefining the genre’s rules. This review will argue that Islets succeeds not through revolutionary mechanics, but through a meticulous, cohesive design philosophy that prioritizes player comfort, visual storytelling, and a consistently “wholesome” tone, securing its place as a modern benchmark for polished, genre-faithful indie development. It is a game that understands the core pleasures of Metroidvania—exploration, incremental progression, and boss mastery—and wraps them in an aesthetic and narrative package that is as comforting as it is competent.
Development History & Context: The Solo Dev’s Ascent
Islets is the second major release from Portland, Oregon-based independent developer Kyle Thompson, following his 2020 debut Sheepo. Thompson’s work represents a specific strain of indie development: the “solo-ish” auteur, responsible for core programming, design, and art, supported by a small team or publisher for specialized tasks like music (handled by Eric Thompson) and localisation/QA (managed by Armor Games staff). This development model, while common, carries inherent constraints—Islets was built over a two-year period (2020-2022), a relatively brisk timeline for a Metroidvania of its scope. Thompson’s influences are telling: he cites the “atmosphere and narrative” of games by Maddy Thorson (the creator of Celeste and TowerFall) and the 2007 freeware classic Knytt Stories. This reveals a design sensibility focused on tight, responsive platforming, emotional or atmospheric storytelling, and a willingness to embrace a cutesy aesthetic juxtaposed with challenging gameplay—a balance Islets meticulously strikes.
The game was announced in July 2021 after Thompson signed a publishing deal with Armor Games, a platform and publisher historically associated with browser and casual games but increasingly active in the premium indie space. This partnership provided crucial resources for console porting (to Switch, Xbox One/Series X|S), marketing, and quality assurance, allowing Thompson to focus on development. The game launched simultaneously on PC (via Steam and GOG) and consoles on August 24, 2022. Its release timing placed it in a crowded field of acclaimed Metroidvanias (Ori and the Will of the Wisps, Axiom Verge 2, Chasm) and in the long, agonizing wait for Hollow Knight: Silksong. Rather than competing directly, Islets carved a niche as a shorter, more accessible, and aesthetically distinct alternative, explicitly marketed with taglines like “reconnect a fragmented world” and “surprisingly wholesome.”
Narrative & Thematic Deep Dive: Connection as Core Mechanic and Metaphor
At its heart, Islets is a narrative about fragmentation and reconnection, a theme woven directly into its core gameplay loop. The world was once a single, vast island in the sky. Cataclysmic storms shattered it into smaller, isolated “islets,” each now overrun by monstrous entities known as the Three Beasts. The protagonist, Iko, is one of a hundred would-be heroes who have attempted, and failed, to reunite the islands. This simple premise belies a surprisingly nuanced and character-driven story, delivered primarily through in-person dialogue, environmental storytelling, and, most effectively, a series of letters.
The Letter-Writing Sequence: As highlighted by a Reddit user review, the game’s opening, where Iko receives letters from various Sky City residents before departing, is an “amazing character introduction” and an “elegant piece of storytelling.” These letters aren’t mere lore dumps; they establish personalities (the pompous Snoot, the kind but secretive Goba), create immediate emotional stakes (Mika’s hopeful waiting), and instill a sense of communal anxiety about the failed expeditions. They make the world feel lived-in before the player even takes a step.
The Cast of Sky City: The settlement serves as the game’s hub, populated by a “charming cast of creatures” (Nintendo Life) who all lack mouths as part of the consistent art style (TV Tropes). Characters like Snoot—whose “Small Name, Big Ego” is a source of humor, with his assumed nickname “Big Head” actually mocking his arrogance—and the suspiciously friendly frog leader provide comic relief and interpersonal drama. Their reappearances and commentary as the player restores islands reinforce the theme that Iko’s actions have a tangible, positive impact on the community he left behind. The story’s “wholesome” descriptor (repeated across Steam, Wikipedia, and countless reviews) is no accident; it’s a deliberate tonal choice that contrasts the typically grim or eerie settings of its genre cousins.
The Beasts and Lore: The central antagonists are the Three Beasts guarding the island cores. Reddit discussions (r/islets) reveal a deep, community-sourced effort to decode their backstory, gleaned from environmental clues like statues on Cinder Island depicting the Clock Master interacting with a “crawler”-type beast. The prevailing theory, supported by the transformation of one beast (the Filth Beast) into a “sooth click” (a friendly spirit), is that the Clock Master likely created or transformed the beasts from ordinary monsters, possibly as an experiment or a form of control that went awry. This ambiguous, tragic lore—suggesting the “Big Bad” might be a failed guardian or a misunderstood creation—adds a layer of melancholy depth that contrasts with the otherwise sunny surface. The final confrontation with the Gut Ghoul, requiring the defeat of the other two beasts first, frames it as a culmination of this unintended creation myth.
Thematic Resonance: The ultimate theme is that heroism is not about slaying monsters for glory, but about reconnection—repairing the physical world and, by extension, the social fabric. Unlocking new areas by physically attaching a new islet to the main map via its magnet is not just a Metroidvania staple re-skinned; it’s a literal representation of the narrative goal. Befriending characters provides not just quests, but a sense of belonging. The game argues that strength is found in community and perseverance, a wholesome message that permeates its every system and story beat.
Gameplay Mechanics & Systems: Competent, Cohesive, and Constrained
Islets operates on a classic Metroidvania framework, but with several defining features that shape its unique feel.
Core Loop & Exploration: Players control Iko from a side-view, traversing six distinct themed islets (e.g., Wolfpine’s rainy plains, Eastwright’s hanging gardens). The primary objective is to locate and activate an “electromagnetic core” (a magnet) on each island. Upon activation, a beautiful animation shows the island physically floating over and connecting to the central “Sky” overworld map. This “puzzle” of connection is the game’s signature mechanic. Crucially, reconnecting an island often opens new passageways in previous areas, encouraging the classic “backtrack with new ability” loop. The overworld traversal is handled via a “rickety airship,” a charming and functional hub that transitions between zones.
Combat & Abilities: Iko is equipped with a sword (melee) and a bow (ranged). The basic moveset includes a dodge roll and a forward-lunge attack (a minor quirk noted by players, as it can feel “houterige” or stiff initially, though the game prevents lunging off ledges). Progress grants permanent upgrades, but in an unconventional way: completing minor platforming or combat challenges (like a gauntlet or a mini-boss) awards a random token. These tokens are used in Sky City shops to purchase one of several random permanent upgrades—increasing max health, arrow fire rate, sword damage, or unlocking special arrow types (e.g., cloud arrows that create temporary platforms). This random-token system, while adding replayability, was a point of contention. Critics and players noted that some upgrades feel “lacklustre” (e.g., health increases of +1 from a base of 20) and that the randomness can make rewards feel less worthwhile than a deterministic ability-gated progression system (NintendoWorldReport’s “qualms”).
Boss Fights: Universally praised as the game’s highlight, the boss battles are “challenging in a way that makes them memorable” (NintendoWorldReport). Each island typically features two main bosses. The design philosophy aligns with “Easy Levels, Hard Bosses” (TV Tropes): exploration is forgiving (with “Death Is a Slap on the Wrist”—instant respawn at save statues), but bosses demand pattern recognition, precise dodging, and strategic use of the environment and abilities (like cloud arrows). The airship itself hosts “Bullet Hell” style boss fights where the player controls the ship’s turrets and teleportation to avoid screen-filling projectile patterns, with a clever “Anti-Frustration Feature” of a visible small hitbox.
Difficulty & Assist Modes: Reflecting a modern indie trend, Islets features “Modular Difficulty” (TV Tropes). Beyond the standard difficulty, players can toggle “Assist” (reducing inbound damage, increasing outbound damage) and “Challenge” modes. This allows players to tailor the experience from a relaxed “chill metroidvania jaunt” (Twinfinite) to a punishing hardcore challenge. A “Boss Rush” mode with severe health/damage nerfs on Hard (as experienced by a Reddit user) provides a dedicated test of mastery.
Critiques of Systems: Persistent criticisms include: the switch-arrow combat being “clunky”; platforming challenges sometimes being “simplistic” where failure is inconsequential (e.g., walking through spikes); the world feeling “blocky” or “rectangular” with not enough visual distinction between areas (a contrast to Hollow Knight‘s Deepnest vs. Kingdom’s Edge); and a perception that late-game abilities are underutilized in the environment (a user on Metacritic noted level design never truly challenges the player to fully understand all mechanics). The most thematic critique is that the “island connection” mechanic, while beautiful, feels narratively undercooked—it’s mostly equivalent to ” unlocking doors” rather than meaningfully transforming the game world’s logic or story.
World-Building, Art & Sound: A Hand-Painted Masterpiece
Where Islets achieves undeniable greatness is in its audiovisual presentation, a clear labor of love from Kyle Thompson’s hand-painted art style.
Visual Direction: The game is rendered in a lush, vibrant, hand-drawn 2D style frequently compared to a “Studio Ghibli-like art style” (Nintendo Life) and the “gorgeous hand-drawn” aesthetic of Hollow Knight (Kotaku trailer description). Each islet boasts a distinct color palette and environmental identity: the autumnal, rainy hues of Wolfpine; the lush, vertical greenery of Eastwright; the mechanical steampunk of Clockworks. This consistency and attention to detail create an immersive, cohesive world that feels alive. The “No Mouth” design for all animal characters is a deliberate, stylistic choice that gives the cast a unique, expressive look (communicating through body language and text), while some bosses do have mouths, emphasizing their monstrous nature. The animations, while occasionally noted as slightly “houterige” or limited (a minor critique in Dutch review Gameplay (Benelux)), generally feel smooth and full of personality.
Sound Design & Music: The soundtrack, composed by Eric Thompson, is a significant asset. Reviewers consistently praise it as “great” (Reddit user) and “wholesome” (Steam user). It successfully matches the “haunting progression of the story,” becoming more “eerie” as the player descends into more corrupted islands, while boss themes maintain a “Cuphead-like upbeat nature” that makes intense fights feel energetic rather than oppressive. The audio design complements the visuals perfectly, creating an atmosphere that is both cozy and adventurous.
Atmosphere & Tone: The overwhelming description is “wholesome” and “charming.” Despite a world populated by demons, mages, and sky pirates, the tone remains optimistic and character-focused. The juxtaposition of cute animal characters with unsettling, monstrous bosses and god-like figures (the beasts) creates a unique, slightly uncanny valley feeling that is more intriguing than disturbing. This tonal balance is Islets‘s signature, making it feel like a “throwback to the pre-Souls era” (Touch Arcade) where challenge is paired with a warm, inviting world rather than bleakness.
Reception & Legacy: A Solid, Niche Success
Upon release, Islets received “generally favorable” reviews (Metacritic: 82/100 on Switch, 77/100 on PC). The critical consensus, as evidenced by the 18 aggregated critic scores on MobyGames (79% average), paints a picture of a game widely liked but not universally revered.
Critical Strengths Praised:
* Art & Presentation: Universally lauded as gorgeous, charming, and visually cohesive.
* Boss Design: Repeatedly highlighted as excellent—challenging, memorable, and well-tuned.
* Wholesome Tone & Characters: The story and cast were consistently cited as memorable and engaging, elevating it above a pure mechanics-driven game.
* Polished Core Loop: Movement and exploration were described as fast, fluid, and satisfying.
Critical Weaknesses Noted:
* Combat Simplicity: Often described as “lacking” or too basic, with clunky weapon switching (TheGamer, Twinfinite).
* Short Length & Value: A common note was the ~8-10 hour campaign feeling brief, especially for its price point, though the collectibles and challenge modes added some longevity.
* Underdeveloped Ideas: The island-connection mechanic and some ability implementations (like the stomp) felt like they didn’t reach their full potential (Shindig, user reviews).
* Backtracking & Saves: Some found the fast travel sparse and save points infrequent, making backtracking tedious (Nintendo Life).
Commercial & Cultural Legacy: Islets found its audience primarily through word-of-mouth and its presence on the Nintendo eShop, where it holds a solid ranking (#471). Its user reviews on Steam are “Overwhelmingly Positive” (95% of 1,553 reviews), indicating strong player satisfaction that slightly outpaces critic scores—a sign it resonates deeply with its target audience. Its legacy is not one of genre revolution but of refinement. It stands as a prominent example of the “hand-drawn indie Metroidvania” subgenre, sitting alongside titles like Eagle Island and Guacamelee! in a tier of well-executed, accessible, and visually distinct games that offer a complete, satisfying experience without the overwhelming scope of a Hollow Knight or Ori. It has cemented Kyle Thompson’s reputation as a developer to watch, leading to his subsequent projects (Crypt Custodian, Well Dweller). For players daunted by the density of larger Metroidvanias or for those seeking a game with a consistently warm, humorous tone, Islets has become a recommended touchstone, its influence more about setting a quality bar for charm and polish than in introducing new mechanics.
Conclusion: The Comfort of Competence
Islets is not the most innovative Metroidvania of its generation. It does not possess the sprawling, interconnected genius of Super Metroid, the oppressive atmospheric depth of Hollow Knight, or the fluid acrobatics of the Ori duology. To judge it by those standards is to miss its point. Instead, Islets excels as a masterclass in cohesive, player-friendly design. It takes a proven formula—explore, gain ability, backtrack, defeat boss—and coats every inch of it in a stunning hand-painted world populated by characters you grow fond of through simple, effective storytelling. Its “wholesome” ethos is not naivety; it’s a deliberate design pillar that makes its world a pleasure to inhabit.
Its flaws are evident: a sometimes simplistic combat system, a random upgrade system that can bland out progression, and a central connection mechanic that feels narratively superficial. Yet, these are outweighed by its strengths: bosses that are a joy to learn, a world that rewards curiosity with beauty, and a tone that remains consistently engaging. For the player seeking a Metroidvania that feels like a comforting, well-paced adventure rather than a grueling trial, Islets is an exceptional choice.
In the grand canon of video game history, Islets will not be remembered as a paradigm-shifting landmark. It will be remembered, however, as a testament to the power of a singular, coherent vision executed with skill and heart. It proves that within a crowded genre, there is immense value in perfecting the familiar, in wrapping proven mechanics in an aesthetic so cohesive and a tone so inviting that the experience transcends its constituent parts. It is a game that understands that sometimes, the most powerful connection is the one a player feels to the world they are exploring. For that reason, Islets earns its place as a beloved, polished gem—a game that doesn’t reconnect the genre’s foundations, but reminds us why we loved those foundations in the first place.
Final Verdict: 8.5/10 – A Charmingly Polished Masterpiece of Genre Comfort Food.