
Ravva and the Cyclops Curse
A one-hour NES love letter with genuine charm and one glaring flaw: it ends just as the four-summon combat system starts to click.
GamerScout Verdict
Best for retro platformer fans who want a polished, low-commitment NES tribute - just don't expect the summon system to run deep.
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Screenshots & Media
About Ravva and the Cyclops Curse
My first hour with Ravva and the Cyclops Curse felt like pulling an old cartridge out of a shoebox - that particular mix of pixel warmth, chiptune loops, and one-hit-death tension that the NES era made its calling card. Galope Studios is a small duo, and that handcraft shows in every carefully composed stage: the colorful sprites, the fluid owl-girl animation, the tiny environmental details that make dark forests and spooky castle halls feel distinct even at this resolution. The CRT scanline filter is optional but genuinely lovely, and the chiptune score, while minimal and repetitive, fits the mood the way a single repeated phrase in a folk song can. The mechanical hook is the four summonable companions you carry at all times. Blue freezes enemies and obstacles in place, Red fires at an upward angle to hit targets above you, Green is a bomb that blows up special blocks and hits hard in a wide area, and Yellow reveals hidden secrets and power-ups tucked into the stage geometry. You also carry a basic wand blast for destroying yellow blocks and standard enemies. On paper that is a satisfying toolkit. In practice, the green bomb is so powerful that a lot of players will lean on it almost exclusively, and the four spirits never quite develop the distinct personalities they hint at in the opening cutscene artwork - they are, at heart, four differently aimed projectiles rather than four characters. The unnamed companions feel like a missed opportunity to add emotional weight to what is already a lean story. The ten levels span three worlds, and difficulty is inconsistent in the specific way old-school games often were: most stages feel fair and well-paced, then two or three will spike hard, throwing flying enemies that are tricky to hit in a grid-based engine, or demanding a precise jump the game never clearly telegraphs. There is a Master Mode that removes saves and ties extra lives to score thresholds, pushing playtime toward two to three hours, and that mode does a better job of making the scoring system feel meaningful. Without it, the on-screen timer and score counter feel like furniture from an era the game is imitating without fully committing to. The honest runtime, even accounting for the harder stages, is under two hours for a normal playthrough. For a very budget-tier indie that number is defensible, but the brevity stings because the game is most interesting right around the point it ends. Boss fights are simple - the mid-game creature is frankly underwhelming, though the Cyclops Lord himself has proper multi-phase attack patterns that feel earned. There is at least one hidden area to find, which is a small but genuine reward for curious players. For retro fans who grew up on NES platformers and want something that respects that lineage without a three-hour commitment, this is a compact, sincere, visually pleasing afternoon. For players expecting deep summon mechanics or a narrative with any real texture, the gap between the charming cutscene artwork and the fairly thin stage-to-stage experience will feel noticeable. Galope clearly has the craft instincts. The sequel, Ravva and the Phantom Library, already looks like it learned from the feedback here.

Indie & narrative
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- Storage
- 500 MB available space
- Graphics
- 256MB (with Pixel Shadder support)
- Processor
- 2.0 GHz
Recommended
- OS
- Windows 7
- Memory
- 2 GB RAM
- Storage
- 500 MB available space
- Graphics
- 256MB (with Pixel Shadder support)
- Processor
- 2.0 GHz
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Game Info
- Developer
- Galope Studios
- Publisher
- Galope Studios
- Release Date
- Jan 15, 2019
