What happens when a classic, nostalgia-fueled action-platformer crashes headfirst into the shallow reality of a mobile game design? You get Castle of Heart Retold. On paper, it’s a love letter to the past—a cursed knight, a stolen love, and a castle full of monsters to slay. For a glorious twenty minutes, it felt like I was a kid again, lost in the simple joy of side-scrolling heroism. But the illusion shatters quickly, revealing a game with a deep identity crisis: the soul of a handheld title struggling to justify its existence—and its price tag—on the big screen of a PC.

A Classic Quest With a Stony Twist
The game doesn’t waste any time with lore dumps, which I appreciated. I stepped into the stone boots of a knight whose beloved had just been snatched by an evil sorcerer. To add insult to injury, the sorcerer’s curse was now turning me to stone. This curse is the game’s big hook: my health was constantly draining, this stony petrification creeping over my body. It’s a race against time where my own body is the clock—a classic setup, and honestly, it works.
For a little while, that sense of urgency was real. I felt a slight panic pushing forward, knowing every second of hesitation brought me closer to crumbling into dust. My health could only be refilled at glowing crystal checkpoints, which also served as my respawn points. In theory, this should have been a tense, challenging loop. But it didn’t take long to see that the threat was all smoke and mirrors. The checkpoints are everywhere, and the health drain is so slow that the curse quickly goes from a cool mechanic to a nagging background noise, like a leaky faucet you’re trying to ignore. And the story? What story? I was hoping for at least a couple of cool animated scenes to get me invested in this knight’s quest, but nope. Nothing. The game was confidently telling me its gameplay was all that mattered. The problem? The gameplay had nothing to say back.

The Grind to Nowhere
My journey just devolved into a painfully predictable rhythm: run, jump, mash the attack button. I’ll give the game this: the themed stages were a nice touch. The game is split into five of them, each with six levels. I trudged through fiery caverns where enemies spat embers, then moved to a poison-choked forest that looked genuinely hostile, followed by a frozen wasteland. It was a welcome visual change, but it felt like putting a new coat of paint on a broken-down car. The core of the experience, the driving, was still a clunker.
The combat is where my spirit truly broke. I’d walk into a new area, see three identical goblins, and know exactly how the next ten seconds would play out. I’d walk up, mash my attack button four or five times, and they’d fall over. I picked up axes that were supposed to feel heavy, spears meant for reach, and clubs that looked brutal, but it all felt the same. The feedback was mushy; the impact just wasn’t there. Even the crossbow, my one ranged option, just felt like a slower, clunkier way to do the same thing. Enemies almost never put up a fight. I found I could often clear an entire screen of monsters without ever moving my feet, just swinging my sword like a metronome of boredom.
This is what ultimately killed the game for me: the complete and total absence of growth. I spent hours playing, but my knight never learned a new move, never found a permanent piece of gear, and never got any stronger. The only thing that even looked like an “upgrade” was collecting four hidden crystal shards in a level, which gave me a temporary health boost that vanished the moment I entered the next level. It felt like a cheap gimmick. This design left me feeling completely stuck. I was just going through the motions, a robot in a knight’s armor. Why was I even fighting these things if I wasn’t getting any better at it? Why bother exploring if all I’d find was another sword that would disappear in five minutes? The game never gave me a good answer.

A Game Lost in Translation
Visually, Castle of Heart Retold is fine. It’s functional, but it’s hard to call it beautiful. The 2.5D art style is generic, a standard dark fantasy look that has no real identity. It’s not ugly, but I forgot what it looked like the second I closed the game. The more I played, however, the more a single thought dominated my mind: “This has to be a Switch game.” Every single design choice—the short levels, the lack of progression, the simple-to-a-fault mechanics—felt tailor-made for a handheld. I could picture myself playing it for ten minutes while waiting for a bus, and in that context, its simplicity might even be a strength.
But sitting down at my PC, ready for a real gaming session, the whole experience just felt… empty. It has the distinct feel of a mobile game that got ported up, designed for disposable fun rather than an engaging adventure. And then I saw the price. When I saw it was over ₹1000, I was genuinely shocked. I’ve played countless indie masterpieces—games with breathtaking art, deep mechanics, and heartfelt stories—that cost a fraction of this. To charge a premium price for what feels like a budget mobile game is, frankly, disrespectful.

Who is this for?
So, who could I recommend this to? If you’re looking for a simple, almost mindless action game to play in short bursts and you have an unusually high tolerance for repetition, maybe you’ll get a few moments of fun out of it. Die-hard fans of no-frills 2D platformers from the early 2000s might appreciate the throwback for an hour or two before the novelty wears off. However, if you’re a player who values deep combat, meaningful progression, a good story, or a challenge that respects your intelligence, look, I have to be honest: you should probably steer clear.
Real Talk
I really wanted to love Castle of Heart Retold. I’m a sucker for these kinds of classic adventures, and its straightforward premise initially felt like a refreshing return to basics. But the game never builds on that foundation. It confuses being repetitive with having a rhythm, and mistakes being shallow for being simple. My goodwill was worn down by a thousand tiny cuts of monotony. It’s a game that shows its entire hand in the first thirty minutes and then asks you to sit at the table for another four hours, watching it play the same cards over and over again. It’s not a broken game, but it is an empty one. It’s a knight’s shining armor with nothing inside, a journey that starts with a heroic roar but ends with me just wanting to take a nap.
FINAL SCORE: 60/100
Castle of Heart: Retold
Castle of Heart: RetoldThe Good
- Simple, pick-up-and-play controls are immediately accessible.
- Themed stages provide a nice, if superficial, change of scenery.
- Can be mildly entertaining in very short, 10-15 minute sessions
The Bad
- Soulless, repetitive combat that quickly devolves into mindless button-mashing.
- Shallow mechanics that feel fundamentally designed for a mobile or handheld devices
- A premium price tag that is wildly out of sync with the quality of the game