
Agent 64 Spies Never Die: the owned GoldenEye homage, with the return of the cousin peeking at your screen
14 missions, split-screen, a local arena. An openly claimed homage to the console shooters of 1997, with a story that plays along.

Dwarves, a mine to raid between waves and ramparts to hold with four. A well-judged loop in an unsurprising shell.
Alexandrosse
On the visual side you are right and there is no wriggling out of it: this is basic pixel art, seen a hundred times, with slight efforts to avoid sinking into the completely generic. It is not ugly, it is simply anonymous. You recognise the dwarf, you recognise the mine, you recognise the monster, and you move on.
Fortunately, that is not where this game intends to stand out.

Stonewards is a first-person defence roguelite, playable solo or up to four. You lead a band of dwarves from a base camp to neighbouring kingdoms calling for help, and each mission sends you to hold a stronghold on the edge of disaster.
The pacing is what makes it interesting, because it rests on a constant trade-off. Between waves you rush into procedurally generated mines to gather precious metals and rare materials. Then you head back, you forge, you craft arrows, you repair defences, you unlock randomised upgrades. Then the horn sounds and the wall must hold.
The tension comes from a very well judged detail: if you linger in the mine, your comrades defend the kingdom one dwarf short. The game notes they will complain about it. That mechanic turns the gathering phase, usually a sleepy affair, into a bet on the time remaining, and it is exactly what many co-op defence games lack.
The rest follows genre logic: when the enemy breaks through the outer defences you fall back, regroup, and if the stronghold falls the mission is lost.
The tone is the very well-trodden dwarf humour, with jokes about beards and about your teammates' brilliant plans. It reinvents nothing but sets up an evening-with-friends atmosphere, which is clearly the target.
The reservations are those of every game in this format. Replayability will depend entirely on the variety of waves, maps and upgrades, without which the dig-forge-defend loop becomes visible very quickly. And as often, solo exists but the game is clearly written for the group: with nobody to grumble when you come back late from the mine, half the appeal evaporates.
The game launches today in Early Access, developed and published by Banana Tiger Studio, with no user reviews yet, which is why there is no score here. Good point worth flagging: it is available in French.
An honest proposition, then, with one genuinely good pacing idea, in packaging you will forget. That is already better than the reverse.

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