The Game Boy modding scene is as popular as ever and there are quite a few unofficial games in development for the Game Boy/Game Boy Color/Game Boy Advance. There are also quite a few Game Boy games that have been released in the last few years and gained fans. Games like Dragonbourne, Infinity, and Wing Warriors have gained a following. The most well-known of these Game Boy “revival” games (that are all technically homebrew games) is probably Shantae Advance, which is due to arrive at the start of 2025. Here we have Incube8 Games and Providential Innovations’ Zephyr’s Pass.
Zephyr’s Pass is a new Game Boy Color game created by one person over the course of many months. The creator, Aaron Gadol, deserves plaudits for the epic task he has undertaken. The game flows well and the way the music, story, and gameplay are weaved together to create a coherent experience is impressive. However, the art style is gritty and dark which can make playing it a depressing experience. The game also does nothing to stand out. The puzzles are simple, and despite the boss fights being a highlight, I was left wanting more to define the good characters against the bad. I feel this could have been done better or expanded on.
I would describe Zephyr’s Pass as Zelda-like, as it uses specific, functionally unique items to solve puzzles in dungeons similarly to Zelda, it has a lot more structural similarities to Zelda. It also includes light RPG elements. It is comparable to another recent Game Boy Zelda like, Kudzu.
Gameplay and story
Zephyr’s Pass borrows its story structure from titles like Zelda: Link’s Awakening and the other Zelda games that appeared after Zelda: A Link to the Past on SNES. There are four dungeons, each located near a settlement. The player character, Abel, is recruited by some pirates near the start of the adventure. He proceeds to explore dungeons and from these dungeons, he collects Zephyr Armor, which is key to destroying the story’s antagonist, Thane.
Overall the game is around four hours long from start to finish and the short run time is fun while it lasts. The story will keep the player coming back for more. The armor includes gauntlets, a shield, a chest plate, and boots. Each piece of armor gives Abel a skill or ability. For example, the boots allow Abel to move fast and also jump across wide gaps. He also finds the Wind Sword, which is Abel’s main form of attack. Abel swings his sword similarly to how Link does in Zelda.
Zephyr’s Pass is an action-adventure game that uses real-time combat. Abel will also shoot a projectile from his sword after every few swings. Within the dungeons, there are different varieties of puzzles. Some manipulate the wind, others use blocks to cover switches, and others are maze-like. Some enemies require specific tactics to beat. For example, there is a bug-like enemy that requires Abel to use his shield to deflect a bomb back at the enemy. Only the shield will deflect the bomb as required. However, the puzzles are usually simple, and never elaborate as you’d find in a Zelda game. This combined with the art style, results in an experience that is mediocre.
The title has some creative ideas in terms of boss design. The boss fights are some of the most fun moments in the game. They often require tactics and thought to defeat them, rather than spamming the attack button as you’d find in some beat ’em up games. Zephyr’s Pass is a game where you have to think about combat, not just swing wildly.
The gameplay isn’t only puzzle solving and combat as there are some stealth sections and other sections where the goal is to collect multiple items of the same kind through exploration of a small environment/settlement. The variety of gameplay is an asset to Zephyr’s Pass. The stealth section is to be found in a settlement rather than a dungeon. The areas are all linked through a central hub. The sand ocean acts as the hub from which Abel and his gang of pirates can access individual settlements and dungeons.
A catchy tune plays as you are exploring and the art is nice. You traverse the area in a flying ship, similar to real-life blimps. It’s fun just exploring the map. Abel has four hearts and I didn’t find a way to upgrade them which was surprising but also meant that the later stages of the game were satisfyingly challenging. The style of the game could be best described as Steampunk. There are signs of advanced civilizations, and also more primitive settlements and technology. The characters across the game world all seem to fit into the style that has been created.

Sound and visuals
Zephyr’s Pass has a gritty art style with dark colors being used creatively. The game looks good for a Game Boy Color title, with an 8-bit aesthetic is used similarly to Zelda and the old Final Fantasy RPGs. It has a unique look, and each sprite is clearly defined and has a certain charm. The use of dark colors is integral to making the game what it is, the game deals with some dark themes such as kidnap and imprisonment, and the art style reflects this.
However, the art can look bland, particularly in dungeons. You often don’t know whether you are looking at a pot or an enemy. The game introduces many characters as you progress. Because of the dark art style, where things are represented realistically rather than in an abstract or emphasized way, I find myself not knowing who the evil characters are compared to the good characters. Even Abel’s crew of misfits are morally ambiguous. This wouldn’t be a problem if they were more clearly defined but because of the art style which uses blacks and grays, I feel the game is a bland experience. The towns that you visit through your adventure are all similar to one another, and while I generally like the storytelling, the dark themes of the game and sad interactions between characters can make it a grim experience.
Despite this, the art does its job, and elements are illustrated in a way that makes objectives clear. This means that the player knows what to do next in terms of puzzle-solving. This is a positive for progressing through the game. Overall, the graphics are serviceable but not outstanding. There are no awe-inspiring moments due to the graphics like there is when you visit the maku tree in Zelda: Oracle of Ages. Even the recent Game Boy homebrew game, Infinity achieved some great graphical scenes, for example, the title screen of Infinity is really impressive and uses some cool effects. The same cannot be said of Zephyr’s Pass.
In terms of sound, some catchy tunes are played that complement the environment that Abel finds himself in. For example, in dungeons, the music is tense, whereas when you are in a town it is more whimsical. However, similarly to the graphics, there is no track that stands out as exceptional.

Conclusion
Overall, Zephyr’s Pass is a short adventure with gameplay mainly made up of combat, exploration, and puzzle-solving. It is a real achievement for its one-man development team. The game flows well and could be recommended to Zelda fans as it is a similar experience to early Zelda titles. Aaron Gadol has molded music, story, and gameplay together to create an experience that will draw you in, and push you onwards through the adventure due to its compelling narrative.
Zephyr’s Pass has solid gameplay, with good hit detection, fluid animation, and responsive controls. The Game Boy Color seems to be getting Zelda-like after Zelda-like in the “post-life” run that it’s having and it’s a worthy title to add to the list. However, despite the game’s solid structure it has a depressing vibe, and the story is enthralling at times but the visuals and style are too bland for this title. Zephyr’s Pass lacks character and is a bland experience at times.
The Review
Fair