
You can’t brute force each level, as the enemy will either kill you – which makes you respawn whilst the screen slowly fills, unless you play one-life mode – or put up a defence, meaning you need to rethink your strategy. Having the enemies/puzzle pieces deal damage when you attack creates a risk-versus-reward take on puzzle solving I truly found myself enamoured with. The core premise is somewhat similar to Tetris and Bejeweled, as enemies slowly move down the screen taking up space, and if it fills you lose. Here it’s street rules Tetris though, where the Tetrominoes would throw hands if you tried to match them. I like Shovel Knight as a character and the world he inhabits, and I’ve played my fair share of puzzle games, but Shovel Knight Pocket Dungeon still managed to present me with a truly fresh take on puzzle-solving, like Cadence of Hyrule did for adventure games. I admit this as someone with no real expectations. It’s safe to say Pocket Dungeon does the latter. It manages to balance itself between frenetic puzzle-combat and action-adventure design – alongside a few sprinkled-in roguelite elements – to make sure its 8×8 play area never stagnates. Raised by their uncle Enter The Gungeon, this puzzler could either coast through life or use this lineage to its advantage.


If Cadence of Hyrule and Tetris had a one-night stand, the ensuing love child would be called Shovel Knight Pocket Dungeon.
