This demo is just a taste of Mexican Ninja. A beat ‘em up game with references to the old school combined with roguelite elements. Let’s find out what convinced us and what didn’t.

When I say that Mexican Ninja is a game with references to the old school, I am referring to several topics that the development house Madbricks put into the demo. It’s a clearly light-hearted game that doesn’t take itself seriously, and its narrative pretext confirms this. 

We are in Nuevo Tokyo where Narcos and Yakuza have formed a lethal alliance. A new and cruel feudal society where the dominant caste is that of the Narcuza. Some rebels oppose this domination including us, the Mexican Ninja, master of the “way of the donkey”!

From this we already understand that the game winks at the old 90s arcade games. Colorful aesthetics, frenetic gameplay, violence and not “politically correct” themes that are often over the top. All this aimed at healthy fun without too many demands on the player’s part.

This demo that I was able to try, although short, sums up the spirit of what the game wants to be.

A 2.5D fighting game with roguelite elements

Mexican Ninja mixes exactly these two elements, creating a rather particular game. 

Our hero has a basic light attack, a heavy one with a cooldown called Chingadazo. As evasive moves it has a double jump if necessary and a Dash, also with cooldown. The combos available are few and basic (for the moment) and new ones can be purchased in the central Hub.

The roguelite element is also expressed in a basic way, at least on the demo. We get two blessings at the start of the game to then choose our path. Under each path the reward that we will get once the area has been cleared is marked.

Once defeated we lose all upgrades except money. This will be used to acquire passive skills, some belonging to a talent tree. New combos can be purchased and used in the game. In the demo we play the first level: divided into different areas that must be overcome like in a horizontally scrolling fighting game. At the end there is the encounter with the classic Boss at the end of the level.

I usually do a little analysis of how the mechanics impact. In this case, given the few improvements and the distance from the release date, scheduled for a generic Q1 of 2026, I prefer only to give first impressions.

The developers themselves put a disclaimer at the beginning of the demo where they say that this is only a small experience compared to the final product. So everything or almost everything could undergo significant changes during construction.

The content of the demo

The demo contains:

A playable level with an end-of-level boss

A taste of the main abilities, including melee combos, dashes and special attacks.

A game duration of approximately 45-60 minutes. Obviously everything can be replayed to try new builds and better master the game’s mechanics.

What convinced us and what didn’t

Mexican Ninja is certainly convincing for its aesthetics and for its being “over the top”. It’s very reminiscent of the old 90s arcade titles where any idea, even the most absurd, becomes the excuse for a good game. When frenetic and satisfying gameplay becomes the fulcrum of the whole experience. The reinterpretation of the old side scrolling beat ‘em up games is also interesting. There are camera movements that frame the action in an interesting way and give an unusual perspective to the title. 

Although the aesthetics and the over-the-top mood identify the title well, we cannot deny some doubts.

On the gameplay side, the combat system still seems immature. The impact and credibility of the shots is still to be reviewed and the balance must also be reviewed. You go from being untouchable to being defeated with a few blows. All without even perceiving, at times, the blows suffered. As much as certain choices and solutions aimed at simplicity work, I hope that the remaining time can be used to improve the combat system.

Mexican Ninja is convincing despite some issues that I hope can be resolved. You can download the free demo on STEAM.

Have fun!

I'm a musician (pianist), a nerd and a longtime manga lover. My gamer life started with a copy of Pitfall (1982) for Atari 2600, and so I grew up hand to hand with this medium until now. Later I started to look for what's behind the final product, its design and what happens behind the scenes of the video game world.