Back in 2017, Studio Koba rolled out the announcement for Narita Boy, a game named after the less famous of Tokyo’s two major airports—a choice that felt tailor-made for Kickstarter. With its slim-fit pixel art characters moving through a vibrant neon world, it perfectly blended nostalgic ’80s anime aesthetics with modern visual effects. The storyline revolved around Eduardo Fornieles, a previous team member of Friend & Foe, who returned to his roots to create the game he had always envisioned.
Initially, it was merely a concept. Yet, its beauty alone was compelling enough to propel its crowdfunding campaign to success.
Fast forward four years, and Narita Boy hit the market, becoming a shining example of a Kickstarter triumph in the video game realm. It was like stepping into a living cartoon, with a gameplay style that echoed the surreal nature of a classic action-adventure. However, its straightforward combat mechanics and text-heavy screens sometimes slowed the experience, making it not always as thrilling to play as it was to look at.
Now, the team has unveiled their next project: Haneda Girl, which doesn’t suffer from the same setbacks.
Revealed last year and currently with a demo on Steam, Haneda Girl is inspired by Tokyo’s busiest airport. Although the name hints at a connection to Narita Boy, it’s not a sequel. This action-platformer cranks up the pace with quicker movements, more responsive controls, and demands pinpoint precision as you leap off walls and dodge incoming fire.
In this game, players step into the shoes of Chichi Wakaba, who wields a sword and moves with lightning speed across the screen. While she lacks long-range attacks, she compensates with stealth tactics, like slipping into “ghost mode” to evade lasers or slicing through panels to topple platforms onto enemies, reminiscent of BurgerTime. However, her vulnerability is a critical challenge, as a single bullet is enough to take her down.
Adding an interesting twist, Wakaba is accompanied by a mech partner named M.O.T.H.E.R., which she can enter and exit swiftly. The mech, although sluggish and unable to jump high, offers firepower with a machine gun turret and can withstand several hits before needing a brief respawn.
As I navigated the demo, I found myself frequently switching between Wakaba and her mech, using it to recharge her attacks, absorb enemy fire, or simply unleash a barrage of bullets and hope for the best—which often paid off. The levels kept nudging me to alternate between these styles—narrow pathways and towering walls meant for Wakaba, while rooms teeming with foes made M.O.T.H.E.R.’s capabilities shine. It might be possible to speedrun the game largely as Wakaba, but the interplay between her and the mech is what really made the demo click. I was often tempted to make a dash for the finish line, yet equally nudged to pause, plan, and then dive into the chaos.
Or sometimes, I just went for it and met my demise. As the trailer suggests, that’s an expected part of the journey.