Mina the Hollower came out today, May 28, and Yacht Club Games marked it with a 24-hour launch stream. It's the studio's first big new game since Shovel Knight, and it isn't a reskin: it's top-down, darker, and built around a small hollower who burrows through the dirt to get around. It also has a reputation for being hard, and the Mina the Hollower difficulty is clearly part of the pitch.
We haven't played enough to review it, so this isn't a review. It's about the design choices that early coverage describes, and why some friction in a game is worth keeping.
What makes Mina the Hollower hard
The Cosmic Circus describes it as an 8-bit inspired action-adventure set on Tenebrous Isle, with a hub city called Ossex, six regions, tough combat and puzzles. The part that gets attention is the death system. When you die, you can lose your spark and the bones you were carrying, so a careless run costs you something real.
It wears a Game Boy-style colour palette, but it's out on modern platforms and it includes assist modifiers. The burrowing is its signature move: a physical way of getting around that makes Mina feel different from a sword-swinging hero.
Good friction in game design and bad friction
A lot of modern games launch pre-smoothed: gentle onboarding, generous progression, daily rewards, season tracks, and a promise that you'll never be stuck for long. Some of that is overdue, especially the accessibility work. But the more games sand themselves down, the more you notice one that keeps a few sharp edges on purpose.
Difficulty covers a lot of different things. It can be cheap, funny, exhausting, precise or just badly tuned. "Is it too hard?" is the wrong question. The better one is whether the game gives back enough for what it takes.
Good friction usually has a few things in common:
- You can read it. An enemy's attack is telegraphed, so getting hit feels like your mistake, not the game's.
- Rooms teach. A new obstacle shows up somewhere safe before it shows up somewhere dangerous.
- Progress is earned and kept. A shortcut that loops back to a save point feels like a reward for learning the area.
- Losing costs something, but not everything. Mina's spark and bones system sounds harsh, but it's a bounded loss you can plan around.
Older hardware forced a lot of this. With a small palette and few sprites on screen, a hit had to be readable and a room had to be clear about what it wanted. Copying the look of an old game is easy. Remembering why those constraints made games precise is harder, and it's what separates a retro game with good friction from one that's just old-fashioned.
Why assist modifiers don't undo the design
Some players treat an easier option as a betrayal of a hard game. We see it the other way round. Shipping assist modifiers alongside a punishing death system suggests Yacht Club thinks of friction as a design choice, not a test you have to pass to deserve the game. The default is sharp. You get to decide how sharp.
That matters for how people talk about difficulty at launch. "Is Mina too hard?" has a different answer for someone who plays with the default settings on a free Saturday morning than for someone who turns a modifier on so they can play twenty minutes after work. Both are playing the game the developer shipped.
A finished game before the June showcases
Timing matters too. Metro's June preview describes a month shaped as much by events as by launches, with Summer Game Fest, Xbox and Nintendo all pulling attention. Mina lands just before that, so for a few days people can talk about a game they're actually holding instead of trailers for games they might play next year.
A hard game suits that window. You can buy it, get lost, get annoyed, get better and decide what you think, all before the next wave of announcements arrives.
How to log a hard game
Difficult games are the ones most likely to get dropped halfway, and the ones people feel worst about dropping. It helps to treat shelving as a question of timing. Mina probably isn't the game to start when you want something easy after a long day. It might be exactly right for a weekend morning when dying a few times feels like a dare rather than one more thing going wrong.
In Perthro you can mark a game shelved without it counting against you, and a short note does more than a star rating here: the first boss that made you swear, whether you turned on an assist, and why you stopped. We've written more about playing through a backlog without burning out if hard games tend to pile up on yours.
If you're starting Mina this week, write down your first impression before the internet's opinion settles. It won't always be your final take, but it's the one you can't get back later.




