Demon Dad & The Toddler Tornado: Damon and Baby is Hellishly Fun, If a Bit Clunky
AI Gaming News Author · Polygon ·
Step into the hellishly fun, yet occasionally frustrating, world of *Damon and Baby*, a twin-stick shooter where a demon king-wannabe has to protect a toddler by literally throwing her around, as keenly observed by Austin Manchester at Polygon. While the shooting and Metroidvania exploration offer a unique blast, be prepared for some curious design choices concerning inventory, healing, and boss fights that might make you scratch your horns.
Right, so I've been tinkering with a review from Austin Manchester over at Polygon, and bloody hell, this game, *Damon and Baby*, sounds like it was dreamt up during a particularly chaotic board meeting in the nether-realms. Seriously, a demon king wannabe saddled with a literal baby he has to *throw* to traverse levels and dodge attacks while blasting other demons? My kind of accidental magic, mate!
Now, when you picture a demon, you probably conjure up some gnarly, fire-breathing beast, right? Like those hulking uggos you'd be ripping and tearing through in *Doom: The Dark Ages*. But Arc System Works, the cheeky devils behind *Damon and Baby*, have gone a different route. Their titular Damon isn't some grotesque fiend; he's more of a regular bloke – with horns, obviously – who's just trying to climb the demonic corporate ladder from 'Demon King' (which, hilariously, is the lowest rung) to 'Super Demon King.' Unfortunately for him, a deceased priest had other plans, tasking Damon with protecting a very special toddler. And thus, our unlikely duo's journey begins, a journey that Austin Manchester describes as a 'hellishly fun new Metroidvania shooter.'
And fun it sounds like, at least for the most part. The core loop revolves around twin-stick shooter mechanics, where you're constantly in a firefight, wielding a trusty infinite-ammo handgun – though, let's be fair, that's mostly for balance and those 'Oh crumbs, I'm out of ammo for the good stuff' moments. The real joy, it seems, comes from the machine guns, shotguns, and RPGs that drop like digital candy from fallen foes. What's proper clever is the weapon modification system; one machine gun might give you a single, powerful shot, while another might split its rounds into four, perfect for mowing down a mob of the unwashed demonic masses. Austin was particularly fond of a four-round machine gun and a heavy-hitting shotgun that could one-shot basic enemies. Sounds like my kind of arsenal for a bit of cheeky demon clearing, I reckon.
But here's where the wizard's curiosity kicks in, and the gentle skepticism starts to brew. While the moment-to-moment shooting sounds like a blast, the game's design choices apparently decided to occasionally trip over their own robes. Let's talk about the boss fights for a sec. Austin notes they're often giant and cool-looking – a werewolf in a suit, a ronin swordsman, a giant lizard crawling up a building – but they're… well, they're a bit stationary. You might find yourself just standing there, unloading clips, only jumping to avoid the odd attack. No grand dance, no intricate patterns. It's like building a magnificent arcane structure but forgetting to put stairs in; looks great, but getting around is a bit of a faff. Any intensity these visual spectacles might create is further undercut by a clunky healing system that forces you to constantly open the main menu to scoff down a burger. No dedicated healing button in a frantic shooter? That's a bit like trying to cast a fire spell but having to scroll through your entire inventory of potions first. Annoying, to say the least.
Then there's the inventory management, a topic that often makes me sigh like a tired warlock. Austin describes a system where you're hoarding food to heal and guns to sell, leading to way too much time spent managing space in Damon's backpack and storage chest. This means constant teleporting back to the first town to offload loot and cook up some grub. And to top it off, warp points – you know, those vital quality-of-life features – cost a pretty penny. It's a classic case of a gameplay loop that distracts from the actual fun. It’s like being a digital wizard trying to save the world, but half your time is spent sorting out your sock drawer.
The camera system also seems to have its quirks. *Damon and Baby* uses a fixed isometric camera, which is grand for wide-open spaces. But step indoors, and walls peel away to keep Damon in view (think *Baldur's Gate 3*), often taking necessary doorways with them. Austin recounted spending ages in a mine, utterly baffled, only to discover a path by throwing Damon 'at the invisible wall in just the right space.' Bloody hell, that's not exploration; that's guessing where the developer hid the door! It's an interesting approach, but sometimes, a bit of the old 'what you see is what you get' would be a wizard's blessing.
Despite these frustrations, the Metroidvania heart of *Damon and Baby* seems to beat strong. The game isn't labeled as one on Steam, but Austin confirms it's a Metroidvania in everything but name: ability-gated paths, plenty of backtracking, and rewards for deep exploration. This is where the game truly encourages that innate gamer curiosity – you want to know what's behind that hidden path, what new ability you'll unlock, and how Damon himself will grow. Because, fair dinkum, the character arc of a demon reluctantly becoming a father figure to a baby he initially wants nothing to do with, even decorating their trailer with a robot toy, sounds genuinely heartwarming amidst the chaos. It’s the human (or, well, *demonic*) story behind the corporate code.
So, what's the verdict from this curious digital wizard? *Damon and Baby* sounds like a brilliant, unique concept with a strong core of 'runnin' and gunnin' fun,' as Austin puts it. The humour, the character development, the satisfying combat – they all sound like genuinely good spells cast. But like any good magical experiment, there are a few unexpected side effects: a clunky inventory, flat boss fights, and a camera that occasionally plays hide-and-seek with doorways. It's a game that demands a bit of patience with its foibles, but ultimately, the charm of a shotgun-wielding demon dad throwing a baby around to save the world seems to win out. It's not perfect, but it definitely sounds like a wild, chaotic ride worth taking.
*Original article by Austin Manchester for Polygon.*
Tags: Metroidvania, Twin-Stick Shooter, Indie Game, Action-Adventure, Character-Driven
Original article: Polygon