I don't remember when it was exactly the first time I saw him, but I know a long time since I first heard about a game called Snack World. A title that was planned to reach 3DS and mobiles when NX was not a rumor, with the firm objective of moving waves and waves of children from all over the world to dungeon and buy toys with which to unlock weapons and accessories.
A title that ended up arriving in Japan, but that had remained there until Level-5, the magic of location and Nintendo Switch have wanted to break the curse. So, Snack World: from Dungeon in Dungeon Gold Edition
That is what our first impressions After a touchdown that makes it clear that this new Level-5 IP is full of winks and elements, as well as having a clear audience. One very similar to the one they were chasing when everyone met the protagonists of Yokai Watch.
Dungeon for the Kingdom of Tutti-Frutti
Without going too deep into the argument of this game (character appears in a kingdom, he is pointed out as someone who could be worthy of legend, begins to do missions), Snack World makes clear from the first second it is a casual game that seeks to offer fun simply and directly. Although it is allowed to hide these intentions after configurations, equipment and parts of a manual dungeon crawler.
Our or our protagonist, made to measure customization menu, appears in the kingdom of Tutti Frutti and, almost without eating or drinking it, he begins to carry out a series of missions in order to satisfy the whims of a spoiled princess. Thus, without more than that, you begin to parade through a myriad of tutorials explaining what are the jaras, weapons of the game, how the expeditions work and a host of other things.
Everything, yes, well bashed with its long dialogues, which shines a translation that has caught our attention especially. Within all this color and cheerful animations, Snack World has been allowed a really superb location job, with voices and texts in Spanish and numerous puns with terms and names. See, the character Kechu, Commander Cañacienta and, thus, countless examples.
Dungeons that squander sympathy
However, if we try to settle it in some genre, the sensation that Snack World transmits is that of being a game that combines the bases of the role with those of the dungeon crawler. If you allow us the simile, this may well be the little brother, almost baby, of a proposal like Diablo. It moves away in tone, in rhythm and in complexity, but touches many of its same sticks to build a fairly robust mechanical skeleton.
So, soon after we started, we have been involved in several missions to kill x enemies, or stand up to a Kraken capable of flooding a desert and a good etcetera. Everything, always with that casual and cheerful tone that Snack World wastes every moment. And, in a few games you will run into enemies that, by defeating them, recognize their uselessness by saying that they do not even serve to make broth.
A very nice game, which revolves around that premise of food for his puns and the background of his plot, but for now he does not want to go much further from being a simple and friendly proposal
Everything, always, starting from the village that serves as central hub. This is where jaras, equipment and objects are bought, where the orders of main and secondary missions are received. Even where you can play the lottery to get from the best jaws to the most useless treasures. The structure is very simple in that sense, but effective for the game formula that arises. From this point of view, it may result even familiar to Monster Hunter lovers.
Wide but flat
Yet it is too early to make a full assessment, and there is still much to explore in this new Level-5 proposal; but the initial feeling that it conveys is that it is a fairly light title, with a lot of potential in terms of mechanics and a great breadth, but that does not seek to get lost in hundreds of different variables.
Offers crackle To improve armament and forge both useful and aesthetic equipment, it proposes the jaws system to be able to play with different weapons at the push of a button (ZR), it even has different types of attack and confers different abilities to each weapon. It has everything you would expect from a dungeon crawler if we were limited to its surface
Or maybe not, because it is obvious that Snack World does not want to be the next gender revolution nor does it seek to be. Some strange map design has made us raise our eyebrows, although we know that the main responsible for this is the random generation of the dungeons. This mechanism can be useful to prolong the life of a game and maintain a certain freshness; but it can also be a shot in the foot to its potential for fun and pose challenges.
Helpless, but cheerful
After our first games with Snack World, we are left with precisely one of its stanzas: the one that says that of "Helpless but cheerful". Over time, our opinion may change as we play. However, for now, this formula that Level-5 has wanted to rescue to launch in the West is that of a game that surprises with aesthetics, its location and atmosphere; but not one that manages to absorb completely with what it offers.
It is possible that it will end up improving a lot in regards to the rewards system, to the creation of equipment (it points out ways in this sense) and, especially, when we experience it in multiplayer. Although, for now, it aspires to be a good approach to dungeon for the little ones and first-time in this genre.
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