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GameBrief · General

Reviewing
Mina the Hollower
These Mina the Hollower tips come from six years of Yacht Club development landing in your hands at $19.99, on every platform from Switch to PS5. The studio's first new IP since 2013.
This is not a Shovel Knight sequel with gothic paint on it. It's a structural departure — nonlinear, denser, harder in a different way. Some things you learned from Shovel Knight will help. Others will actively work against you.
These tips focus on the friction points: what kills new players, what the burrow actually requires, and what to unlearn before it costs you an hour against a boss you should have beaten.
TL;DR: Mina the Hollower's early difficulty spike is the first major miniboss — it tests burrow timing specifically, not reaction speed. Treat it as a tutorial you were never given. The burrow isn't just a dodge; it's terrain-dependent and your primary gap-closer. Shovel Knight's aggressive forward pressure doesn't work here. Slow down, read patterns, and use the accessibility modifiers if the default difficulty is blocking rather than teaching.
Mina's world is nonlinear in a way Shovel Knight's never was. There's no clear stage order, no checkpoint progression telling you what's next. Secrets live behind breakable walls and gaps that require abilities you find later. The first few hours feel opaque if you're used to a game that points the way.
Think early Zelda: you explore, you find locked doors, and you come back when you have the right tool. Dead ends are usually bookmarks, not walls. There's almost always something to note for a return visit even when you can't proceed.
Treat rooms you can't fully clear as exactly that. Don't force progress. The game rewards patience in the back half in ways that aren't obvious when you're still in hour two.
The burrow is Mina's signature move — evasion, repositioning, gap-closer. All three are accurate. What the coverage usually glosses over is that burrowing has hard terrain requirements.
Not every surface accepts it. Hard floors, stone platforms, and certain boss arenas don't allow burrowing — you'll attempt the input and nothing happens. Players who treat it as a universal panic button in an arena with no soft ground will find themselves without their main evasion tool at the worst moment.
When you enter any room, scan the floor before engaging. Know where you can burrow before the fight starts, not after the first hit lands.
Against bosses who hold distance or use arena space aggressively, surfacing directly beneath them from a burrow approach crosses the arena faster than anything else in Mina's movement kit. The burrow is offensive too. That double function isn't obvious from how the game introduces it.
Timing the surface correctly is the actual skill. Burrowing safely is not hard. Surfacing in the right position at the right moment — avoiding an incoming attack while repositioning behind an enemy — is where the gap between new players and experienced ones shows up. The early miniboss that multiple previews flagged as the first real skill check tests exactly this: you need to burrow on a specific timing and surface in a specific location to deal effective damage. Players who treat it as a dodge-and-wait tool get punished. Players who use it aggressively and precisely move through quickly.
Don't try to out-damage bosses in the early game. Maximizing damage per window is less important than staying alive long enough to maintain a damage cadence. New players who push offense hard die to the next phase before they get there. Consistent pressure while avoiding patterns clears fights faster overall.
The Nightstar whip has more horizontal reach than most players initially use. Action-game habit pulls you into close range. The whip hits from a spacing that many early enemies can't counter cleanly. Experiment with the outer edge before you're forced to by harder encounters.
Sidearms aren't supplementary — that's the Shovel Knight habit that specifically hurts Mina players. Relics in Shovel Knight were optional. In Mina, sidearms are part of the core combat vocabulary. The Whisper and Vesper daggers handle close-range burst against bosses who get inside whip range. The Blaststrike Maul handles enemies that need heavy single hits. Using only the whip in boss fights is playing a reduced version of the combat system.
Don't skip upgrade paths. Sidearms unlock wholly new move sets through upgrades, not just stat bumps. A Blaststrike Maul at upgrade level 2 fights differently at base level — not just harder, but differently. Putting resources into one sidearm's tree before spreading to others gives you something genuinely useful faster.
Scanning for soft terrain before engaging is the habit that separates smooth runs from panic-dodge wipes.
GODEEPER: For the full picture on Mina's systems, world structure, and difficulty — our feature review has everything from the NG+ details to Sean Velasco's candid pre-launch comments. Mina the Hollower Review: Yacht Club's Gothic New World →
Mina's bosses follow the Soulsborne arc: impossible until you understand what the fight is asking, then manageable once you do. First attempts should be learning runs, not serious attempts. Going in expecting to win usually means you're playing aggressively before you understand the pattern, which means you're not learning the pattern.
Every boss has a tell. It's usually a brief animation state before a major attack — a wind-up, a charging effect, a stance shift. Once you've identified it and associated it with what follows, you can burrow or reposition before the hit instead of reacting after the animation completes.
Audio cues arrive before visual ones in most boss encounters. Jake Kaufman's soundtrack telegraphs boss phases — a musical swell or tempo shift corresponds to a behavior change. Players who are listening, not just watching, get advance warning on what's coming.
Phase transitions are usually visible in the arena. The environment responds to boss health thresholds: lighting changes, terrain shifts, new hazards appear. The transition moment is often attack-free. Use it to reposition rather than deal damage.
The first run on any boss should be observational. Don't burn healing resources pushing through a pattern you don't understand yet. Die after gathering as much information as you can. A clean loss teaches more than a chaotic survival does.
Yacht Club described it as "denser than it looks, deliberately so." The Nintendo Life preview corroborated it: breakable walls, gaps that need abilities you don't have yet, a world that changes when you return with new tools.
Destructible walls look like standard walls unless you know the tell. Slight visual variations — a crack pattern, a different texture density — usually distinguish them. If a path dead-ends and the design feels unfinished, assume you're missing something rather than that you've hit the edge of the content.
Every new ability should prompt a mental inventory of where you've been that it might apply. The interconnected world is built around earlier zones opening as you progress. The moment you realize what a new tool unlocks in a zone you thought you'd finished is the exact experience the structure is designed around.
Trinkets and sidearms are the main exploration payoff in Mina. Exploration that feels optional early is often where the upgrade-enabling items are hidden. Be thorough in new zones before pushing to the next boss.
GODEEPER: If you're picking your next game alongside Mina, the best indie games under $20 in 2026 covers what else is competing for the same slot and price point. Best Indie Games Under $20 in 2026 →
Phase transitions change the arena — lighting and terrain shifts give you a free repositioning window before the next attack pattern begins.
Yacht Club built accessibility modifiers in from the start: reduced incoming damage, more currency drops, health recovery after fights. Sean Velasco discussed them openly before launch — they're a legitimate play mode, not a fallback.
What they change: damage intake, economic pressure, health recovery. What they don't change: boss patterns, world structure, upgrade requirements, narrative content, NG+ availability. Everything available at default difficulty is available with modifiers on.
The early miniboss skill wall is real regardless of modifier settings. That fight tests burrow timing, and modifiers don't change when or how the attack fires. If you're hitting that wall repeatedly, the issue is mechanical, not statistical. Reducing damage intake doesn't solve a timing problem.
Use modifiers for the content that's frustrating instead of teaching. Turn them off for content that's hard but readable. The game signals the difference reasonably well once you've been playing for a few hours.
Seven NG+ modes at launch: shuffled item placement, mirrored world layouts, remixed difficulty settings, plus additional variants. A few things are worth sorting before you finish your first run.
Know which sidearms you actually enjoy. NG+ shuffles item placement, so your preferred sidearm might arrive later than it did the first time. Being comfortable with enough of the toolkit to work with whatever you find early matters more in NG+ than it did in the original run.
Take notes on breakable walls you found by accident. In a mirrored world, the same walls are destructible but in inverted positions. Players who internalized first-run discoveries navigate the mirrored version considerably faster.
Don't specialize entirely into one upgrade tree on the first run. If you ran the whole game with the Blaststrike Maul, NG+ is the time to try something else. The remixed difficulty setting gains its value from approaching familiar encounters with different tools.
How does the burrow mechanic work in Mina the Hollower? Mina dives into soft ground to dodge attacks, reposition, and close gaps. Burrowing requires compatible terrain — hard floors don't accept it. The first major miniboss tests burrow timing specifically and is the game's first significant skill check.
Is Mina the Hollower harder than Shovel Knight? Yes, and different in kind. The difficulty comes from boss pattern learning and world navigation rather than tight linear platforming. Accessibility modifiers are available from the start for players who want to tune the default difficulty.
How long does Mina the Hollower take to beat? 25–30 hours for a complete first playthrough. Seven New Game Plus modes extend that with structural variation — shuffled items, mirrored worlds, remixed difficulty settings.
What are the accessibility options in Mina the Hollower? Reduced incoming damage, more currency drops, and health recovery after fights. These don't lock you out of any content. They change the economic and health pressure without altering boss patterns or world structure.
What sidearms are available in Mina the Hollower? Confirmed at launch: Nightstar whip (primary), Whisper and Vesper daggers, and the Blaststrike Maul. Each has upgrade paths that unlock new move sets rather than just stat increases.
Does Mina the Hollower have DLC planned? Only additional color palettes are confirmed. No campaign DLC is planned — a deliberate departure from the Shovel Knight expansion model.
Is Mina the Hollower available on Nintendo Switch? Yes, on both Switch and Switch 2 at $19.99. Also available on PS5, Xbox Series X|S, PC (Windows, macOS, Linux).
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About the author

Games Critic
Games writer and reluctant optimist who has reviewed over 400 titles across 9 years. Irish, currently in Berlin. Has strong opinions about tutorial design.
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