In previous writeups, I've explained a little about a wish list I made in 2011 comprised entirely of DS games. I always expected I would get to them eventually—and I was right, but I'm not sure I would have predicted 2025 for the year I'd finally do so. Better late than never, though, and the exercise of playing these games more or less blind has been a lot of fun. For instance, I had no idea that Izuna: Legend of the Unemployed Ninja was a roguelike. I'm not sure I'd ever even played a roguelike in 2011, and if I had, it would have been one of the Chocobo's Mystery Dungeon games if anything at all. Izuna isn't entirely dissimilar.
Who is Izuna and why is she unemployed?
Let's talk about the basics here. Izuna: Legend of the Unemployed Ninja was originally released in 2007 in the US, meaning it's the oldest game I've delved into as part of this exercise so far. Oddly, it has aged much better than some of these other games, perhaps because it doesn't really leverage any of the DS's unique functions. Graphically, it wouldn't look out of place on the GBA—but it's colorful and clean in its presentation. Everything on screen is easy to parse, so it's never confusing to navigate or engage with combat. Your top screen is where you'll see dialogue and information about Izuna while navigating the game's dungeons, but the touch screen is where the meat of the gameplay lives.
Some games like this balance your time in the dungeon with a hunger gauge of some kind, but the way Izuna does it is pretty clever. You have HP as you would expect, but your other resource is SP, which serves a whole variety of different purposes. Izuna is a ninja, so of course she has access to magic talismans (found in the dungeons or purchased from shops) that accomplish various effects. You might clear a floor with a big fire attack from a talisman, or paralyze all enemies, or maybe just repair your gear. These talismans cost a certain amount of SP, which not only does not regenerate on its own, but affects how much damage you deal and receive. The closer to full SP you are, the better your melee capabilities. The game encourages you to make a choice between spending your SP for spells or hoarding it to be more effective in close quarters.
Like most other roguelikes, Izuna has a limited inventory, which means if you choose to go the Sword + Arm route, you're limiting your inventory a bit just by default. What's important to consider here is that not all swords, claws, or arms are created equal. Each piece of gear in the game has raw stats that fall within a randomized range, but on top of that, they have a key attribute shared with all gear of that same name. For example, Cat Claws do more damage against Fish-type enemies. Dragon Claws shoot out a wave of energy when you're full HP, à la the Master Sword. The gear combo that I really came to rely on for a big chunk of the game was Shingan Blade paired with Enma Arm. The former cannot miss and the latter prevents SP loss on being hit. Since I understood that your SP pool was a big determining factor in your overall combat ability, it felt like a natural fit if I wanted to stick primarily with melee. Being able to hit every time and never lose damage potency made it feel like I never had to leave a dungeon early unless I really wanted to.
In case it isn't clear, I'm an intensely mechanics-focused person, especially when it comes to games like these. But I mentioned Izuna is charming—and it is, but it's also important to note that it's a product of its time, and of Japanese culture. The game is not at all shy about acknowledging that our protagonist is a sexy teenage girl, and in fact is practically beating you over the head with that fact. It's generally played for humor, but this kind of thing usually skeeves me out a bit. A 16-year-old girl being hit on by old men or being called "just a child with oversized breasts" doesn't really get me to guffawing, if I'm being honest. There's also a random bit of an NPC dialogue that honest-to-god drops the R-slur. Even for a game from 2007, I was shocked that made it through the localization process.
Oh, right, there's a second game here
It is at this point that I realize I've done all this writing and I realize I haven't even talked about Izuna 2. After I got through the first game reasonably quickly, I thought I might as well just do my writeup on both games together, but what I didn't anticipate is that the sequel really expands on every mechanic significantly.The Unemployed Ninja Returns exemplifies everything a sequel should be by building on a rock-solid foundation and introducing a wide variety of new ideas. The most important and defining change from the first game is that you can now play more characters than just Izuna—and in fact, you now deploy two characters to every dungeon. At first, it's just Izuna and her ninja pals Shino and Mitsumoto, but later the whole pantheon of gods from the first game inexplicably join you, meaning you have access to a whole pile of characters who all have different aptitudes and special abilities. Some characters are good with swords, some are good with ranged weapons (new to the sequel), and many have unique tag attacks that can only be performed with specific duos. If Izuna might have worn a little thin near the end, Izuna 2 overwhelms with variety from the very beginning.
Remember how I said there were different types of swords, claws, and arms in the first game? That's still true in Izuna 2 and all of those weapon types return, but in addition there are new types of those base weapons and then a ton of completely new kinds like razor yo-yos, bows, different kinds of arrows, boomerangs that hit all 8 spaces around you, and even dolls that can be used as weapons. There are also many new talismans and a new Staff item you can use in conjunction with them that add a third unique function to every talisman. Having all of these options added to the pool of random gear to find in any excursion adds so much variety to each run. The big roster also means you can really experiment with your loadouts more than ever before. I liked Izuna 1 just fine, but Izuna 2 is a game I would legitimately recommend if you like traditional roguelikes at all.
The developers were also smart enough to build reasons into the game for actually tagging out in the dungeons. It might be tempting to just stick with one character all the time, but since these two characters have completely separate HP pools, many encounters are balanced around needing that extra bulk to survive. On top of that, you can instantly tag to your partner if you get hit with a nasty status ailment. You have three tags available at maximum, but they also recharge pretty quickly. It always feel possible to swap back and forth often. Building your duo to capitalize on their different strengths is a lot of fun.There's a lot more I could say about these games if I wanted to get even more in the weeds about mechanics, but ultimately, I just want to say that I liked these games a lot despite some discomfort with the developer's sense of humor. Izuna 1 is a reasonably short, solid roguelike, whereas Izuna 2 is actually pretty exceptional and something I would consider playing again if not for, well, all the games I have on the docket as it is.