Towa and the Guardians of the Sacred Tree

Nintendo Switch Reviews

Towa and the Guardians of the Sacred Tree Review

Towa and the Guardians of the Sacred Tree is one of those games that sounds amazing in concept but doesn’t quite land in execution. It mixes roguelike dungeon runs with a cosy village sim element, where players return to Shinju Village between battles to rebuild and interact with its evolving residents. The problem? It’s a mix that never fully gels. It’s clear what the developers were going for – a heartfelt loop of growth and reflection – but the experience ends up feeling repetitive and half-baked.​

The story opens with intrigue. Towa, a priestess who doesn’t age, protects Shinju Village across generations while an ancient evil called Magatsu threatens to swallow the world. Largely this is the extent of the setup, and it is never touched upon again. Time skips forward after each run, so players literally see villagers age, have children, and pass on legacies. That’s touching in theory, but the larger narrative isn’t nearly as engaging. The writing leans into cliché territory, and Magatsu is as generic a villain as they come.

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Combat tries to spice up the formula with dual sword mechanics and character swapping, but in practice, it’s more awkward than innovative. Players control two characters: a spellcaster and the swordfighter. Combat is woefully lacking, and its problems could fill up a book on things to avoid in game design. Hits don’t feel impactful, attacks often have long startup times, dashing feels off, abilities are nearly nonexistent, and perhaps one of the worst parts is that the AI partner can take damage, meaning they walk around stupidly and act as a life drain on the player.

Each Guardian has unique abilities, yet most players will pick one favorite and stick with that since the rest don’t feel very distinct. There is a system where the player has two swords, and after a few attacks it becomes “dull” and needs to be switched. The “weapon durability” mechanic is basically pointless, as it resets instantly when players swap swords, so there’s no real incentive to experiment, plus it acts as more of an annoyance. After a handful of runs, it’s just smashing the same button combo. The meta-progression is laughable how bad it is, with such “exciting” buffs as +3% damage to look forward to after a 30-minute run.

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Visually, though, Towa and the Guardians of the Sacred Tree is charming. The art is colourful – almost storybook-like – and paired with a lovely soundtrack. Scenes of Shinju Village basking in dawn light or the glowing Sacred Tree at sunset are seriously beautiful. Unfortunately, the presentation is undermined by stiff animations and recycled arena designs that make dungeons look and feel interchangeable. It’s a bit of a shame because the world deserves a smoother execution than what is present. Like so much of the game, it feels like a massive team that did not have coherent direction. Certain parts are good, others are bad.

Voice acting is serviceable at best. Towa sounds calm and divine, but also strangely flat, while the rest of the cast ranges from charming to grating. Some of the villager dialogue just drags, filled with awkward pauses and overwritten metaphors that try too hard to sound profound. The best parts are the banter between the two characters going into battle; some of these are legitimately interesting or funny. The “main” story seems to be written by someone else that did little to make it seem captivating.

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The roguelike portion is structured decently – short combat runs followed by narrative check-ins – but the balance between them feels off. Village upgrades are minor and don’t really impact combat depth. Meanwhile, dungeon rewards aren’t tempting enough to make players want another run. It’s not that the game is bad to play; it just never gets exciting, and that is the truth of it. There are never any cool upgrades “just one room away”, never lightning strikes or a million projectiles – just the same sword slash over and over. Players end up yearning for either more narrative complexity or faster, more dynamic fights, yet neither comes.

It’s not without good ideas, though. The concept of watching generations pass in the home village is genuinely unique. Players might meet a young apprentice early in the game and, hours later, see the grown child. That’s cool, and even poetic at times. However, since the core gameplay loop isn’t gripping, those emotional payoffs feel lighter than they should be.

In the end, Towa and the Guardians of the Sacred Tree is average at best. It’s a solid “almost” game; almost great, almost moving, almost fun. It’s as if it’s caught between being a heartfelt narrative experience and a challenging roguelike, but never fully committing to either. There’s personality and artistry in there for sure, but so much of it gets dulled by repetitive combat and unremarkable pacing. Wait for a sale, or better yet, watch a few playthroughs before diving in; players might appreciate it more from the sidelines.

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Cubed3 Rating

Action roguelikes are a tough genre to screw up, yet Towa and the Guardians of the Sacred Tree manages to do that. From lacklustre in-run upgrades, to permanent progression that is boring, to perhaps the biggest problem of how utterly dry combat is, it drops the ball in many locations. The better parts, such as the banter and voice acting, are not enough to carry the woefully lacking core gameplay.

5/10

Average

Towa and the Guardians of the Sacred Tree

Developer: Brownies

Publisher: Bandai Namco

Formats: Nintendo Switch, PC, PlayStation 5, Xbox Series X/S

Genre: RPG

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