On top of the satisfying, well put together puzzles, Ittle Dew provides a really surprising amount of atmosphere. You wouldn't necessarily expect a game such as this to provide any sort of reasonable atmosphere, but that is exactly what you get. Between the ever fitting music, whether it be upbeat and cheerful while roaming through the woods or slow and gloomy while skulking through a cave, and the modernized take on a classic visual art style, you get something magical. You never feel out of place or detached from your environment and it makes for a damn pleasant experience. A particularly nice, subtle touch to all of this comes into play whenever you walk on different surfaces and the sound of your footsteps change to fit whatever it is you're walking on.

Getting back to the matter at hand, however, a significant portion of these puzzles within the castle require a bit more than pushing blocks around the room to their appropriate positions. Many will require the use of a certain ability which is granted to you by acquiring certain items Carvers shop. The items in question include an Ice Wand, a Portal Wand, and a Fire Sword, all of which fill a very specific role while will often come into play later in the game.

Throughout the castle you'll find chests which have a set amount of gold in them, but only enough to buy the next item in the shop, preventing you from advancing through the castle without obtaining the required items. Purchasing these items are not as easy as you'd imagine, however, since you cannot simply leave the castle, take a stroll down the road, buy the item from Carver and head back to the castle. Instead, once you accept your purchase you're flung through the sky and land in a dungeon where you must not only obtain the item yourself, but you must also work your way out by completing all of the puzzles, each of which putting a heavy emphasis on the abilities of the item you just obtained.

The sudden change in thinking which must occur once you obtain a new item is a great addition, never making the game feel monotonous. It doesn't take very long to work through all of the puzzles you can until you require a new item and once you do obtain it half of the fun comes from trying to figure out all of the interesting uses that it has. Many games implement new features throughout their duration, some spread out better than others, but Ittle Dew manages to pull it off perfectly. To be fair, it's a bit harder to screw this up considering the significantly smaller scale of Ittle Dew, but that doesn't take away from Ludosity's perfect execution.