Indie roundup: Port of Jumanah, Dimensional Animals & Gladio Mori

This latest batch of indie releases shows just how broadly smaller developers are willing to reinterpret familiar genres. From the underwater roguelite adventures of Port of Jumanah and the compact Metroidvania exploration of Dimensional Animals to the physics-driven gladiatorial combat of Gladio Mori, each game takes a recognizable foundation and gives it a distinct twist. None of the three is without its rough edges, whether that means limited progression, occasionally awkward controls or a deliberately unconventional approach to combat, but all three demonstrate the kind of experimentation and personality that makes keeping an eye on the indie scene worthwhile.

Port of Jumanah review (PS5)

Port of Jumanah takes the familiar roguelite formula somewhere it is not often seen: beneath the Arabian Gulf, where pearl diving, colorful sea life and a distinctly silly cast come together in a compact action adventure. Playing as Mansour, a young diver drawn into a mystery involving corrupted black pearls, the game balances its lighthearted presentation with a surprisingly meaningful gameplay loop. The story is never particularly interested in becoming dramatic, instead relying on eccentric characters, playful dialogue and the gradual rebuilding of Jumanah to give the world some personality. That works well for the game’s breezy tone, although players looking for a more substantial narrative will find little beneath the surface.

The core of the experience is made up of short underwater expeditions, with compact rooms, branching routes, enemies, treasures, random encounters and occasional bosses. Melee attacks, ranged gadgets and temporary Shell Boosts provide enough variety to make each run feel worthwhile, while recruitable crew members add passive bonuses that can influence how a particular build plays. The oxygen system is arguably the game’s smartest idea, functioning as both a health resource and a timer and forcing players to balance exploration, combat and the temptation to smash everything in sight for additional resources. Combat is generally responsive and easy to understand, with the dodge becoming increasingly important as enemy combinations become more demanding. The deliberate recovery after dodging can make the controls feel a little stiff at times, while the relatively limited variety of genuinely distinct upgrades means the roguelite systems never reach the depth of the genre’s stronger examples.

What makes the loop work is the connection between those dives and the port itself. Resources and rewards can be put towards upgrades, new equipment, crew members and access to additional facilities, while side quests give the inhabitants of Jumanah a reason to matter beyond providing exposition. The structure also suits the PS5 particularly well, since individual expeditions can be kept short enough to fit neatly into a quick gaming session. There is a slight difficulty hump early on, before enough upgrades and options become available, but once the progression systems open up, the rhythm of diving, returning, upgrading and heading back out becomes quite addictive. It is not the most sophisticated roguelite progression system around, but it is approachable and gives most runs a tangible sense of purpose.

The presentation is arguably where Port of Jumanah makes its strongest impression. Its hand-drawn, 2.5D visuals give the underwater environments plenty of color and character, while the Arabian Gulf-inspired setting provides a welcome identity of its own. Sea creatures, port residents and increasingly absurd enemies all fit the game’s cartoon-like personality, and the environments manage to remain readable during combat without sacrificing visual charm. The soundtrack and aquatic sound effects complement that relaxed, playful atmosphere rather than trying to turn every encounter into an epic confrontation. A few minor technical and interface inconsistencies can occasionally interrupt the otherwise polished experience, but they do little to undermine what is ultimately a charming and accessible action roguelite. Port of Jumanah does not have the mechanical depth of the genre’s heavyweights, yet its unusual setting, oxygen-driven combat and enjoyable port progression give it enough character to make this particular dive worth taking.

Dimensional Animals review (PS5)

Dimensional Animals is an unexpectedly ambitious little Metroidvania that gets considerably more mileage out of its cute animal premise than its modest presentation initially suggests. What starts with Bingo the teleporting dog quickly expands into a connected world of platforms, portals, secrets and ability-gated paths, with each new animal adding another way to navigate the environment. There isn’t much of a narrative driving the adventure beyond meeting these peculiar animal companions and putting their abilities to use, but the uncomplicated setup fits the game’s relaxed character. The real appeal is discovering what lies beyond the next wall, platform or portal, and that exploratory impulse is surprisingly effective for such a small-scale game.

The most successful idea is the way the different animals are incorporated into movement. Rather than forcing players to stop and manually select between characters, the game effectively treats the animals as different forms of the same character, automatically switching to the appropriate one when a particular ability is required. Teleporting through walls, climbing surfaces and extending jumps can therefore be chained together to reach previously inaccessible areas, while collectibles and hidden passages give exploration a worthwhile purpose. The interconnected map also does a good job of gradually opening up as new abilities are acquired, although the relatively straightforward main route means experienced Metroidvania players may find the basic progression rather undemanding. Optional secrets and completionist challenges provide more bite, but the overall adventure can be finished remarkably quickly if players simply follow the critical path.

Unfortunately, the controls don’t always match the quality of the underlying ideas. Some movement abilities have an awkward sense of momentum, particularly the extended jump, while chaining certain animal abilities can produce imprecise results. The analogue stick can also make directional combinations less reliable than they should be, with a D-pad proving preferable for more demanding sections. There are moments where experimentation with the teleport can produce unexpected behavior or glitches, and some boss encounters aren’t especially well communicated. In addition, uneven save-point placement can make mistakes more frustrating than they need to be, while getting back to previously visited areas can become unnecessarily tedious without a stronger fast-travel solution.

Visually, Dimensional Animals makes a good impression with colorful pixel art, expressive animal characters and environments that have a pleasant retro-animation feel. It may not have the personality or production values of the genre’s best-known examples, but the presentation suits the game’s cheerful tone particularly well. The soundtrack is another strength, with a relaxed, atmospheric quality that complements the exploration rather than competing with it, while the sound effects provide enough feedback to make the various abilities satisfying to use. Dimensional Animals ultimately falls short of being an essential Metroidvania because of its control quirks, short main path and occasional rough edges, but its clever character-switching mechanic, rewarding exploration and charming presentation make it considerably more interesting than its budget positioning might suggest. On PS5, it is an easy recommendation for players looking for a compact, approachable platforming adventure rather than a substantial genre challenge.

Gladio Mori review (PS5)

Gladio Mori is the sort of fighting game that makes the familiar concept of a health bar feel remarkably primitive. Plebeian Studio’s gladiatorial brawler instead treats the body itself as the battlefield, with every strike potentially weakening a limb, causing blood loss or ending a fight through a devastating hit to a vital organ. That gives even a seemingly minor exchange real consequences, while the combination of armor, weapon reach and vulnerable body parts creates a surprisingly tactical foundation. There is very little in the way of a campaign to speak of, with the campaign functioning more as a structured way to learn the systems than a compelling journey in its own right, but that is clearly not where Gladio Mori wants to spend its energy.

The physics-driven combat is where things become genuinely interesting. Weapons have different strengths and weaknesses, armor can protect specific areas, and losing a hand, arm or leg can fundamentally alter what a fighter is capable of doing. The result is often tense, occasionally ridiculous and frequently unpredictable, particularly when a carefully planned encounter degenerates into two battered gladiators scrambling around the arena. That unpredictability is also Gladio Mori’s biggest weakness: movement and positioning can sometimes feel clumsy, with the physics producing awkward moments that would be considered outright problems in a more conventional fighter. The controls take some getting used to as well, although the ability to slow battles down provides a useful way to learn timing, distance and weapon handling.

The real masterstroke is the move editor. Rather than simply learning a fixed collection of developer-designed attacks, players can construct their own techniques by positioning the character and adjusting the timing of individual movements. That sounds like a novelty until those creations are actually taken into battle, where the physics engine determines whether a carefully designed strike works as intended or turns into an uncontrolled mess. Community-created movesets make the system considerably more accessible, while also giving the game a steady supply of experimentation beyond what the campaign itself provides. Cross-play and multiplayer further suit this design, because Gladio Mori is at its best when unpredictable physics and player creativity collide. The downside is that anyone uninterested in creating moves, browsing community content or playing against others may find the underlying campaign rather thin and repetitive.

Visually, Gladio Mori is decidedly functional rather than spectacular. The gladiators have a somewhat mannequin-like appearance, the arenas lack the visual richness of more traditional fighting games, and there is little here that could be described as technically impressive. The clarity is nevertheless useful, because seeing exactly what has happened to a character’s body is central to understanding each fight, while the gruesome damage and dismemberment provide an unusually effective form of combat feedback. Audio similarly takes a back seat to the physics and visual spectacle. Gladio Mori therefore isn’t a polished cinematic fighter, nor does it try to be one; its appeal lies in the strange, messy situations its systems generate. Those willing to embrace the awkwardness will find one of the more distinctive fighting sandboxes available on PS5, while players looking for precision, traditional combos or substantial solo progression may find the rough edges considerably harder to overlook.

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