Returning to Chico after Chico and the Magic Orchards DX means adjusting to a different branch of the puzzle-game family. Daikon Games has built this follow-up around the brick-breaking tradition of Breakout and Arkanoid, with Chico moving beneath a screen of targets and sending a walnut into them. The important departure arrives when it comes back down. Chico can catch it, reposition, and aim his next throw, giving the player a pause within an activity usually governed by continuous motion.
That pause has a cost. Catching resets the score multiplier, while striking the walnut with Chico’s tail keeps the volley going and lets the multiplier climb toward 10x. A carefully chosen angle might help clear an awkward target, but maintaining the rally can produce the points needed for a high-score reward. A sideways dive offers a last attempt at saving a missed return. These additions give the familiar act of keeping a ball in play several competing priorities, with the safest decision for finishing a stage potentially weakening the score.
The scores matter because Chico’s Rebound places its arcade rooms inside an adventure. Chico and his bee companion, Beeatrice, investigate a tower that has appeared in their forest. Its moon and star decorations inspire Beeatrice to name it the Celestial Tower, and the plant-like Orcheans ask for help reaching their leader at the top. Star Tokens earned in challenge rooms open the way through this structure. The premise is easy to understand without playing the previous game, though the tower soon asks for considerable proficiency with the walnut.
The elemental blocks make that proficiency interesting. Fire burns grass and wooden targets; water blocks need freezing before they can be shattered. Seeds require watering, and bombs introduce explosive interactions. The familiar question of finding a useful rebound angle acquires another requirement: the walnut must arrive with the appropriate effect.
Since collected power-ups can be switched during a stage, the player has to read the arrangement and decide which tool to use. Compared with a simple screen-clearing exercise, these interactions make individual targets demand different preparation, even while the underlying movement remains recognizable.
Boss encounters develop that preparation into the game’s strongest challenges. Against a skeletal octopus, water shots grow plants and fire shots ignite them, creating a brief opening in which the creature becomes vulnerable. The task shifts from removing everything above Chico to establishing the conditions for an attack.
A giant lizard uses a different variation: its color determines if freezing or burning will stun it before damage can be dealt. Both encounters retain the brick-breaker’s timing and trajectory demands while giving those actions a specific opponent to answer. Switching elements matters because the target changes, rather than because another power-up has appeared.
The tower’s progression requirements make a less comfortable use of arcade tradition. Each standard stage awards one Star Token for completion and another for reaching its score target. Accumulated tokens unlock further doors and boss access, so simply clearing the blocks will eventually prove insufficient.
This gives continuous volleys a purpose beyond personal satisfaction, and the practice can prepare players for the bosses. It also changes the meaning of a successful run. A cleared screen can leave the player short of the reward needed to continue, sending them back to preserve a multiplier they previously sacrificed for a controlled shot.
There is a useful distinction between that pressure and the optional completion challenge. Earning both tokens across a five-stage set produces a gem that opens special rooms, making full mastery a route to further puzzles. That is a sensible reward for players who enjoy refining their performance.
Requiring substantial score success during the main ascent is harder to accommodate within the game’s gentle presentation. The adjustable life count offers help with surviving a stage, but survival and scoring remain separate problems. Extra chances to recover a dropped walnut do not resolve the tension between catching it safely and maintaining a profitable rally.
Outside the challenge rooms, the tower belongs to another familiar lineage. Its top-down spaces, keys, movable blocks, and raised or lowered pillars recall the compact adventure vocabulary of The Legend of Zelda: Link’s Awakening. Elevator buttons help connect the floors, while stone heads must be rotated according to riddles to reveal chests.
Those riddles give exploration something to interpret and reward attention to the rooms. The broader traversal, however, stays comparatively simple. After arranging elemental interactions and responding to boss states, finding a key or shifting a block can feel like a substantial drop in complexity.
The narrative does little to give that quieter activity a separate urgency. Curiosity gets Chico and Beeatrice through the door, and the Orcheans provide a destination, but stronger stakes arrive late. A light story suits a small puzzle adventure; the limitation is how long the tower relies on the next challenge room to supply the reason to keep climbing.
The pixel art and upbeat chiptunes make those spaces pleasant to inhabit, with themed floors and colorful opponents supporting the retro character. That welcoming appearance also makes the demanding score requirements feel less immediately apparent.
Exploration rewards feed into Budgit’s Boutique, where sunflower seeds purchase walnut appearances and challenge-screen interfaces. Watermelon and sports-ball designs make playful substitutions for Chico’s usual projectile, and LGBTQ+ options widen the cosmetic selection. These purchases give treasure chests a modest purpose without altering the tools used to solve stages.
The separation between those languages is the adventure component’s persistent limitation. The challenge rooms teach the player to burn, freeze, grow, aim, and keep a scoring chain alive; the connecting floors largely ask for keys, block pushing, and access switches. A player who has learned to prepare an octopus’s vulnerability returns to moving through a tower whose obstacles make comparatively little use of the skills just acquired.
The Review
Chico's Rebound
Chico’s Rebound earns its place beside familiar brick-breakers through the choice between aimed throws and continuous volleys, then develops that foundation with elemental puzzles and inventive bosses. Its Zelda-like tower is less accomplished: simple exploration seldom uses the arcade rooms’ best ideas, and score requirements can interrupt the climb. As a follow-up, it establishes a clear mechanical identity, though the adventure surrounding those mechanics remains thin.
PROS
- Catching and volleying create meaningful scoring decisions.
- Elemental blocks reward planning and precise shots.
- Bosses adapt familiar tools to distinct challenges.
- Colorful pixel art and upbeat chiptunes suit the setting.
CONS
- Score gates can stall players who can clear stages.
- Simple tower puzzles rarely integrate elemental mechanics.
- Late narrative stakes leave exploration short on urgency.















































