1 Use a controller
Steam lists this game with full controller support and, separately, with Gamepad Recommended. That second tag is a deliberate statement by the developer rather than an automatic label.
It fits the genre. A retro metroidvania is built on precise jumps and on holding a direction while attacking, both of which are more comfortable on an analogue stick or a directional pad than on keys.
If you only have a keyboard the game is still playable, but the recommendation is worth taking seriously before you conclude that the platforming is unfair.
2 Call the radio constantly
Mauser, Tomcat and Bossu are a radio call away, and the store says they provide guidance, banter and intel on every enemy or item you discover. The phrase every enemy or item is the important part.
A good habit for the first hours is to call after meeting anything new: a creature you have not fought, an item you cannot identify, a piece of scenery that looks deliberate. It also happens to be where the writing lives.
3 Your gear is on the map
You start with your wits because your equipment was stolen, which means the early game is a recovery mission rather than a shopping trip. Reclaiming your gear is listed as an objective alongside uncovering artifacts and awakening ESPer abilities.
In practice that produces the standard and satisfying structure of the genre. Each recovered tool turns a wall you walked past into a door, so the map you have already explored keeps generating new destinations.
It is worth noting mentally where you were blocked. A ledge slightly too high or a gap slightly too wide is a note for later rather than a dead end.
4 Bosses are keys
You battle dozens of unique foes and conquer epic bosses, and each victory grants new abilities and allows you to delve deeper into Tutone. Bosses are therefore gates rather than difficulty spikes placed for their own sake.
That has a practical consequence when you are stuck. If progress has stopped, the question is usually which boss you have not beaten rather than which corridor you have not found, because the ability that opens the next region is held by one of them.
Before a boss, call the radio. Intel on every enemy is offered explicitly, and a fight you understand is a very different fight from one you are learning by dying.
5 Rescuing your comrades
Your fellow Cosmobreeders were captured, and every rescued one has a story to tell. Rescues are therefore both a plot thread and a reason to explore beyond the critical path.
| Who you meet | What they offer |
|---|---|
| Rescued Cosmobreeders | Story, and the reason the mission exists |
| Shopkeepers | Equipment, in exchange for what you have found |
| Other denizens | Information you can barter for |
The third row is worth acting on early. Being able to barter for information means that when you are lost, buying an answer is a legitimate move rather than a waste of resources.
6 When you get stuck
Tutone hides a great deal deliberately. Fragile walls conceal secrets and hidden paths reward the curious, so a room that appears finished frequently is not.
Three checks resolve most impasses. Have you attacked the walls in the room you keep returning to. Have you called the radio about the obstacle. And is there a boss you have skipped whose ability would obviously help.
Since the whole game installs in 200 megabytes and runs on very modest hardware, there is no penalty for keeping it installed and returning to a puzzle a day later with fresh eyes.
Play with a controller, since the developer recommends one explicitly. Call Mauser, Tomcat or Bossu about everything new, because the radio is a built in bestiary rather than optional chatter. Note where you were blocked, since recovered gear turns old walls into doors, and treat bosses as keys that unlock regions. Barter for information when lost, and remember that fragile walls mean a finished looking room usually is not.
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