In 2017, Studio Koba caught the gaming community’s attention by announcing a game intriguingly titled Narita Boy. This game, named after Tokyo’s second-largest airport, seemed crafted with Kickstarter in mind. It showcased sleek pixel art characters meandering through a neon-hued, side-scrolling universe. The game exuded an ‘80s anime nostalgia, all while boasting modern visual flair. It was the brainchild of developer Eduardo Fornieles, formerly with Friend & Foe, who returned to his roots to bring to life the game he’d always envisioned.
At the inception, Narita Boy existed as a mere concept. However, its visual allure was compelling enough to fuel an impressive crowdfunding effort that exceeded expectations.
Fast forward four years, and Narita Boy emerged as a standout success from Kickstarter’s video game projects. It unfolded like an interactive cartoon and felt like a dreamy rendition of a classic action-adventure. Yet, despite its visual appeal, the simplistic combat and abundance of text occasionally hindered the overall experience.
The studio’s next project, Haneda Girl, doesn’t suffer from these issues.
Announced last year and now with a demo on Steam, Haneda Girl—though similarly named—isn’t a direct follow-up. Named after Tokyo’s largest airport, it’s an action-platformer that brings quicker movement, more responsive controls, and demands precision as you leap between wall jumps, all while dodging incoming fire.
Players take on the role of Chichi Wakaba, a character armed with a sword who effortlessly zips across the screen. With no ranged attacks in her arsenal, she must sneak up on foes, employ “ghost mode” to evade lasers, or cunningly slice through panels to make platforms fall on enemies in a nod to classic arcade-style tactics. However, she’s exceedingly fragile, falling to a single bullet.
The game’s unique twist is the inclusion of a mech partner known as M.O.T.H.E.R. Chichi can dash in and out of this mech. While it’s cumbersome and can’t jump as high, it’s equipped with a turret and can endure multiple hits before it explodes and reappears shortly after.
While exploring the demo, I was repeatedly switching between Chichi and the mech, using the latter to amplify her attacks, withstand onslaughts, or randomly spray bullets in a desperate gamble—which frequently paid off. The level designs encouraged alternating between playstyles, with tight passages and lofty barriers only navigable by Chichi, and enemy-filled rooms ideal for M.O.T.H.E.R.’s firepower. It struck me that a skilled player might speedrun predominantly as Chichi, yet the balanced interplay between both approaches made the demo resonate with me. I was often torn between a reckless sprint to the finish and taking a moment to strategize, followed by inevitable chaos.
Or I’d throw caution to the wind and meet an untimely end. As the trailer hints, that’s a common occurrence.