
Pepper Grinder
2D Platformer · Action-Adventure · Platformer · Female Protagonist · Pixel Graphics
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Review
A pixel-art action adventure seen from above, with a gothic horror mood. You explore a dark world, fight with a whip and dig through the ground to reach new areas. The look recalls old handheld games, but the combat and exploration are built for modern players. Is it your kind of game?
Game Avant verdict
A deliberately old-school action adventure whose burrowing mechanic, boss design and strict Game Boy Color look add up to something far more inventive than its retro surface suggests.
By GameAvant · Published Oct 7, 2026 · Updated Oct 9, 2026 · 15 min read
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IGDB
86%
33 ratings
Steam:
88%
7,607 reviews
Fits you if
you want classic top-down adventure with tight combat and a dark fantasy tone.
Skip it if
you dislike precise, punishing combat or retro pixel visuals.
Availability
Steam
$19.33
Mina the Hollower is the rare retro-styled game built around an original mechanic rather than nostalgia alone. Yacht Club Games, the studio behind Shovel Knight, released it on 29 May 2026 as a top-down action adventure, moving into a different genre entirely while keeping its love of old hardware fully intact. The hook sits right in the title: Mina is a mouse, an inventor, and a member of a guild called the Hollowers, and her signature ability is to burrow beneath the ground. That single move carries almost every part of the game. The Hollowing lets Mina dive underground to cross gaps she couldn't otherwise reach, become briefly invincible while attacks pass harmlessly overhead, and reach hidden spots that reward exploring beyond the obvious path, and it shapes traversal, combat and puzzle design all at once rather than being a single isolated gimmick. Weapons add variety on top of that foundation: a whip, dual daggers and a hammer all feel genuinely different from the first hour you get them, and two further weapons unlock later in the campaign, each changing how burrowing and combat interact. The world, Tenebrous Isle, is divided into regions, and each one is built around a single broken Spark Generator guarded by a boss, giving the island's gothic story, told through a cast of talking animals, a clear structural backbone alongside its mystery. The art style is where the game's old-school commitment goes furthest: it strictly follows Game Boy Color rules of four colours per tile and no 3D assets anywhere, a genuine hardware-era constraint rather than a modern filter imitating one, and it looks striking precisely because of that discipline. Jake Kaufman and Yuzo Koshiro's soundtrack gives the whole package real musical personality to match. The commitment to old rules comes with old-school costs. Sidearms are temporary and vanish the moment you die, which can sting badly after a long expedition that was building toward a specific loadout, and the strict four-colour palette can make busy rooms genuinely harder to read than a modern pixel-art game would allow. The isometric three-quarter viewing angle also takes some getting used to for anyone who grew up on flat, side-on platformers, since depth and distance read differently than in a traditional 2D game. None of that undercuts what Yacht Club Games pulled off on its first attempt outside platforming. By building an entire action adventure around one verb, burrowing, instead of stacking together familiar ideas from other top-down games, Mina the Hollower earns its retro surface rather than hiding behind it, and it stands as one of the most inventive old-school adventures in years, refusing to play it safe even while wearing hardware limits as a badge of honour.
You may love it because
The Hollowing turns crossing gaps, dodging attacks and reaching hidden spots into one satisfying move that feels different from a normal dodge roll.
It may frustrate you because
Because so much rests on one mechanic, anyone who never warms to burrowing has little else to lean on.
You may love it because
Sidearms give a fight a sudden change of tools and reward planning before a boss room.
It may frustrate you because
They are lost on death, so a failed attempt can cost more than just time.
You may love it because
Four colours per tile and no 3D assets give the game a strict, cohesive look that feels like a lost handheld classic.
It may frustrate you because
The same discipline means the screen is less forgiving of clutter than a modern pixel-art game.
15 min read
· By Game Avant
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