Score Breakdown
- Island reconnection mechanic reshapes the entire map
- Tight, well-paced adventure with zero filler
- Charming cast and genuinely funny writing
- Excellent boss fights with clear patterns
- Beautiful hand-painted environments
- Short adventure which doesn't get stale
- Standard combat lacks mechanical depth
- Normal difficulty may feel too easy for genre veterans
- Some weird Xbox controller detection and control mapping
Islets is a metroidvania where you play as Iko, a small mouse warrior on a mission to reconnect a set of floating islands that have drifted apart. The hook is simple. The execution is excellent.
The Good
The island reconnection mechanic is the standout. Each island is its own self-contained map section. When you find a magnetic core and reactivate it, that island physically merges with the main landmass. Paths that were dead ends suddenly connect to entirely new areas. Ledges that led nowhere now open into the next zone. It takes the standard metroidvania formula of "get new ability, revisit old area" and replaces it with something that feels genuinely fresh. You are not just unlocking doors. You are reshaping the world.
Exploration benefits directly from this structure. Every island feels worth combing through because you know the layout will change once it connects. Secrets that seemed unreachable make sense after the merge. The map is compact but layered, and the game respects your time by keeping backtracking purposeful. There is fast travel, but you will rarely need it because the distances are short and the routes are interesting.
The sky between islands is its own area. Iko pilots a small airship, and the open sky sections have their own encounters, boss fights, and upgrades to find. It adds a welcome change of pace between the tighter platforming sections on foot. The transition between ground and sky never feels jarring. It just broadens the scope.
Boss fights are a highlight. Each one has clear attack patterns, fair tells, and satisfying windows to punish. They escalate well across the game without ever feeling unfair. The sky-based bosses in the airship sections are particularly memorable. They feel properly staged and cinematic without overstaying their welcome.
The writing is charming without being cloying. Iko's rival Snoot is a pompous classmate who shows up periodically to be insufferable. The Totally Normal Tour Guide is exactly as trustworthy as his name implies. The cast is small but every character lands. The humor is light and confident, and the story about reconnecting a fractured world carries quiet emotional weight by the end.
The hand-painted art is beautiful. Each island has its own visual identity, and the color palette shifts naturally as you move between biomes. The soundtrack matches the tone with warm, atmospheric tracks that never overwhelm. It is a cohesive presentation that punches well above its indie scale.
The Not So Good
Combat is functional but not deep. Sword and bow cover the basics, and upgrades improve your existing kit rather than changing how you play. You will not find build variety or complex combo systems here. The combat serves the exploration, not the other way around. It works fine in context, but genre veterans may find the encounters between bosses unremarkable.
On normal difficulty, the game leans easy. Standard enemies rarely threaten, and most platforming sections are forgiving. The challenge is there if you look for it in optional content and hidden bosses, but the main path will not push experienced players hard.
Recommendations
If you are familiar with metroidvanias, play on hard. Normal is well-tuned for newcomers, but veterans will get more out of the combat and boss fights with the extra pressure. Hard mode does not change the design. It just makes the encounters demand cleaner execution, which is where the game's combat feels best.
Verdict
Islets is one of the tightest metroidvanias in recent memory. The island reconnection mechanic gives exploration a sense of scale and surprise that most games in the genre do not attempt. The pacing is sharp, the world is charming, and it knows exactly when to end.
If you want a focused, well-crafted adventure that does something genuinely clever with the genre's structure, play it. Iko's journey is brief, but every hour earns its place.

