Key art for Squarsenal

Game review

Squarsenal

7 / 10

Developer
Gibberishape
Publisher
Gibberishape
Released
24 April 2026
Platforms
Windows
Genre
Incremental Battler
Monetisation
One-time premium purchase (NZ$3.19), no in-app purchases or ads found
Players
Single-player only; no online, co-op or PvP modes

The short version

Squarsenal builds its entire combat system around one idea: weapons bounce around the screen like a DVD-logo screensaver, and players move a square around to catch them and trigger their attacks, upgrading their arsenal's size, speed, and variety between waves. Reviewers consistently single out the concept as genuinely fresh — several compare it favorably to nothing else they've played — while also, almost as consistently, noting that a full playthrough takes well under two hours, with more than one describing the game as "saddeningly short" despite enjoying every minute of it.

This review's research confirms Gibberishape, evidently a solo developer working under the studio name, responded to the game's first wave of community feedback with striking speed: a patch released within about three days of launch added windowed-mode support and made settings persist between sessions, directly matching complaints raised in early reviews, alongside smaller readability fixes like clarifying a currency sprite players had mistaken for a health pickup. A second patch roughly three weeks later added a save-overwrite warning, addressing at least part of a separate complaint about lost progress, though the game still lacks a dedicated auto-save feature as of this review's research.

Biggest strengths

  • A genuinely inventive core mechanic — catching bouncing weapons inside a movable square to trigger their attacks — that reviewers consistently describe as unlike anything else they've played in the incremental genre
  • A confirmed, remarkably fast developer response to early feedback, adding windowed-mode support and settings persistence within roughly three days of launch
  • A distinctive, warmly received retro aesthetic that several reviewers specifically compare to Commodore 64-era games like Ultima IV

Biggest weaknesses

  • Confirmed short even by the standards of its own genre, with several reviewers completing the entire game, achievements included, in under two hours and describing it as "barely any content"
  • A recurring complaint that the core mechanic's potential for skill expression and item synergy goes largely unexplored, without the combo-driven depth reviewers compare it against in true deckbuilders
  • No dedicated auto-save feature as of this review's research, with at least one reviewer reporting repeated lost progress; the developer's second patch added only a save-overwrite warning rather than automatic saving

Who it's for: Fans of short, focused incremental and roguelite battlers who want a single clever mechanic executed well, and players looking for a cheap "podcast game" that respects a lunch break rather than demanding dozens of hours.

Our recommendation: An easy recommendation at its low price for players drawn to inventive, minimalist combat systems, but buyers expecting a longer incremental progression loop with deep build variety should treat this as a tight one-sitting experience rather than an ongoing time sink.

7 / 10

Squarsenal strips combat down to a single idea and builds an entire game around executing it well: weapons bounce around the screen the way a DVD logo bounces off screen edges, and players move a square around the play area, catching whichever weapon happens to drift inside it to trigger an attack. Between waves of enemies, players spend earned currency on upgrades — more weapon slots, a larger square, new weapon types, armor, and health — building out an arsenal one catch at a time.

A mechanic reviewers keep calling genuinely new

What stands out across nearly every review is how novel the central hook feels. Reviewers describe carefully choosing which weapon to catch rather than mindlessly swinging at everything, comparing the resulting play pattern to a considered tactical choice rather than a reflex test, and several note enemy-specific interactions — one reviewer specifically singled out a Medusa-type enemy that complicates the catching mechanic itself — as evidence the developer built real design intent around the idea rather than a one-note gimmick. It's rare enough that reviewers who don't typically play incremental or roguelite battlers describe being won over specifically by the mechanic's originality.

A confirmed, remarkably fast fix for the game's first real complaints

This review's research confirms Gibberishape, working as what appears to be a solo developer under the studio name, responded to the game's very first wave of feedback within about three days of launch. Reviewers had specifically asked for windowed-mode support — several described wanting to play as a background "podcast game" while multitasking, which a fullscreen-only launch build prevented — and for settings to persist between sessions rather than resetting audio options on every relaunch. The patch notes confirm both were added directly, alongside a clarity fix for a ruby-shaped currency pickup some players had mistaken for a health item. One reviewer's own review update, posted after the patch shipped, credited "the absolute legend" developer by name for turning the request around within a day.

A confirmed, if incomplete, response to lost-progress complaints

A second, more serious complaint concerned lost progress, including one reviewer with over 1,300 minutes of playtime reporting repeated losses from a lack of auto-save. This review's research finds the developer's second patch, released roughly three weeks after the first, added a warning pop-up when starting a new game over an existing save — a real mitigation for accidental overwrites — but did not introduce automatic saving itself. That leaves the underlying complaint only partially addressed as of this review's research, a distinction worth drawing rather than crediting the patch with fully solving the problem it responded to.

Short by design, and confirmed short in practice

The most consistent critical note across reviews, English-language negative reviews included, is length: multiple reviewers report completing the entire game in under two hours, with one describing it bluntly as having "barely any content" at 45 minutes. Global achievement data supports just how completable a single sitting is: all twelve achievements sit in a tight, high band between 56.3% and 79.5% of players, an unusually narrow spread that suggests most buyers who start the game see nearly everything it has to offer rather than a small minority pushing through to full completion while most others drop off early.

Where the core mechanic's depth runs thin

A more specific structural complaint, raised by reviewers who otherwise praised the game, is that the central catching mechanic doesn't get pushed as far as its concept suggests it could: there's limited room for skill expression or item synergy beyond generally strong picks, and the game rarely demands the kind of combo-building thinking found in true deckbuilders it otherwise resembles. A related note suggested enemy design leans more on mechanical variety than personality, missing an opportunity to give the roster as much character as the weapon system itself.

A difficulty curve built on adaptation rather than raw stats

Several reviewers specifically describe an early difficulty spike that reframes how the game is meant to be played: one recounted an opening run ending in confusion and frustration, only to return minutes later with a fresh set of upgrades and describe steamrolling the same encounter that had just defeated them. That swing is echoed by a more detailed review noting the game initially withheld currency on a loss, discouraging repeat attempts, before a specific in-run upgrade unlocked partial currency retention on defeat — precisely the kind of design adjustment that rewards players for adapting their build rather than punishing failure outright. It's a small detail, but it reinforces the broader impression that Squarsenal's single mechanic was iterated on carefully rather than shipped as a first draft.

A tiny team, a tiny price, real value

At NZ$3.19, Squarsenal is priced closer to a proof-of-concept than a full release, and reviewers consistently frame it that way — as an easy, low-risk purchase rather than a major time or money commitment, with several explicitly encouraging others to support the developer for future work based on the strength of this one idea. Combined with the confirmed, unusually fast patch turnaround, the overall picture is of a small, attentive one-person project rather than an abandoned or neglected one.

Where it lands

Squarsenal earns its Positive reception on the strength of a single, well-executed idea and a developer who has shown real attentiveness to the small number of complaints its short runtime has generated so far. It won't satisfy players looking for a long-running incremental loop with deep build variety, and its progress-loss issue remains only partly resolved, but for what it actually sets out to be — a cheap, focused, inventive hour or two — it delivers convincingly.

Pros and cons

Pros

  • A genuinely inventive core mechanic — catching bouncing weapons inside a movable square to trigger their attacks — that reviewers consistently describe as unlike anything else they've played in the incremental genre
  • A confirmed, remarkably fast developer response to early feedback, adding windowed-mode support and settings persistence within roughly three days of launch
  • A distinctive, warmly received retro aesthetic that several reviewers specifically compare to Commodore 64-era games like Ultima IV
  • Well-paced, regular, and meaningfully varied upgrades across a run, with reviewers specifically praising the absence of padding or filler grinding between them
  • Extremely accessible pricing for the amount of polish on display, making it an easy value proposition even given its short length

Cons

  • Confirmed short even by the standards of its own genre, with several reviewers completing the entire game, achievements included, in under two hours and describing it as "barely any content"
  • A recurring complaint that the core mechanic's potential for skill expression and item synergy goes largely unexplored, without the combo-driven depth reviewers compare it against in true deckbuilders
  • No dedicated auto-save feature as of this review's research, with at least one reviewer reporting repeated lost progress; the developer's second patch added only a save-overwrite warning rather than automatic saving
  • Enemy variety and personality are described by at least one reviewer as a missed opportunity relative to the creativity shown in the weapon and upgrade design
  • A single playable map at launch, with one reviewer specifically requesting additional maps or modes to extend the experience beyond its current one-sitting length

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Visuals 7 / 10
  • Progression 5.5 / 10
  • Originality 8 / 10
  • Interface 7 / 10