This is because Yodanji is hard as nails. Unlocking them is much easier said, than actually done however. You start off with 3 of these pluckly little blighters, although there are a total of 21 to unlock. These little tidbits range from entertaining sentient umbrellas, to possessed cycloptoid monks with a tendency to devour children. Additionally you get a wonderfully disturbing piece of lore for each Yokai. Each one comes with a unique array of stats and abilities, resulting in wildly different gameplay experiences once you start experimenting with how they interact with various mechanics. Gameplay wise, Yokai act as character classes. Most importantly it sets up one of the core concepts of the game – the collection of Yokai. It manages to set up a passable plot, get a few chuckles and sufficiently poke holes at similar games with a focus on creature based subjugation. As far as introductions go, this one is surprisingly entertaining. Yokai are essentially strange apparitions from Japanese Folklore. In short, it leads to the discovery, enslavement and ritualistic battling of ‘Yokai’. It opens up with a humorous, yet brief, text crawl that explains why you absolutely do not want to put your phone next to a rice cooker. Yodanji does not take itself very seriously, despite demanding a fairly high level of commitment and resolve to actually play. Enter Yodanji – a game that wants to give you a classic Rogue-like experience, albeit in a bite-sized, Japanese package. Instead, most games opt to include ‘Rogue-ish’ elements. One thing is rather clear though – few set out to truly capture that classic ‘Rogue’ feeling. The Switch is home to many, many Rogue-Likes, resulting in countless hours of my life being gleefully yielded to the insatiable call. Whether it be classics like Net-Hack, or more modern takes like Quest of Dungeons, I am always up for a bit of sadism. So much so, that I’m frequently tempted to indulge this proclivity to the determent of my sanity.
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