Sat. Apr 18th, 2026

Since discovering Mouse: P.I. For Hire, I’ve been eagerly anticipating its release and following its development. This isn’t due to any connection with developer Fumi Games or an obsession with the title itself. Rather, it’s because this project exudes a sense of character and personality that often gets lost when one consumes a large amount of media and cycles through games as frequently as a reviewer does. The trailers, frequent previews, and hands-on experiences have all convinced me that this title possesses that elusive ‘it’ factor from a creative and artistic standpoint. But does this charm hold up throughout the entire story?

A brief look at the 1930s rubber hose animation art style, coupled with a black and white color palette and the accompanying jazz vinyl soundtrack, is enough to know that Fumi Games has hit the nail on the head audiovisually. Mouse: P.I. For Hire is a genuine creative treat, a striking and memorable piece of art that is strong enough to be the sole reason you’d pick up a copy and experience the game for yourself. It’s not just beautiful to behold; it’s brimming with personality and charisma wherever you turn, presenting a world that genuinely feels plucked from a vintage cartoon. It’s wonderful and serves as a surprisingly solid foundation upon which to build a Doom-esque action shooter.

The gameplay in Mouse: P.I. For Hire is structured linearly. You follow a mysterious narrative about missing mice, which quickly escalates into a plan of widespread corruption that is as cartoonishly absurd as it is inspired by the real world. While I would have appreciated a bit more player agency in the detective aspect of the game, such as a requirement to gather clues to uncover vital connections and information, the story and its presentation as it stands are functional and remain engaging enough to keep you invested. However, the truth is that Mouse’s narrative isn’t truly its main selling point. In a vein similar to Cuphead, there’s a story at the heart of the game that’s sufficient to keep you motivated, but the real substance of this game comes from its action setup.

Once again, this is a Doom-like experience where you navigate through various arenas, battling rodent (or crocodile…) enemies with a bizarre array of weapons and tools. You can sprint at incredible speeds omnidirectionally, utilize acquired abilities to grapple and run along walls around the areas, all while unleashing a torrent of lead onto approaching threats. Then, once the chaos subsides, you can either explore nooks and crannies for secrets or move on to the next arena. It’s a rather linear and structured experience, very akin to Doom, and this isn’t a criticism, just something to be aware of if you’re hoping for a more open-ended level design.

Regarding level design, Fumi Games has flexed its creative muscles and delivered a wide range of options that take you all around Mouseburg and through a variety of unique biomes and locations. No two levels feel alike, and similarly, there’s never a familiar way to reach a level’s conclusion. Despite the black and white palette, everything you do feels fresh and alive, especially when combat kicks in and the jazz soundtrack is cranked to its maximum.

What I will criticize are the enemies, as there are only a handful of enemy types in the game, and for the most part, they all fight in the same manner. Melee enemies charge at you mindlessly, while ranged enemies hang back and shoot bullets at you from a distance. There are no additional abilities or mechanics to consider; it’s simply a constant run-and-gun affair, which might be more satisfying if there were complex enemies in your path, as seen in Doom with its vast array of demons possessing unique abilities and skills. As it stands, Mouse’s enemies leave little impression, as you can sweep through them without much resistance. The same can be said for the bosses. These enemies have a handful of unique mechanics and elements, but as a general rule, it’s about dodging their bullets and simply shooting them back in the face.

After spending hours upon hours with Mouse: P.I. For Hire, I also found a few other design choices that didn’t resonate with me. There’s an emphasis on collecting money within a level and using it to purchase baseball cards for a mini-game. This is fine, but the constant need to scour a level for a few cents at a time isn’t very rewarding, especially since the currency system doesn’t really factor into core progression. Furthermore, the way secrets are incorporated feels a bit hit-or-miss, as sometimes you’ll find a secret that feels truly special, only to be rewarded with a bit of cash or a collectible journal. It reaches a point where you no longer feel the urge to sniff out hidden areas, as the reward simply isn’t good enough.

It is because of all this that Mouse: P.I. For Hire stands out as a special game, but perhaps one that hasn’t quite reached its full potential. Again, from an artistic and creative standpoint, this game is second to none. It’s a true triumph visually and audibly, with even the fantastic voice acting being handled brilliantly by each performer. All of this deserves endless praise. Yet, from a gameplay perspective, there are cracks in the armor, with design choices that can sometimes make the experience feel a bit hollow and one-dimensional.

There’s a reference to Metroidvania-inspired level traversal, an element the game doesn’t really utilize. Similarly, the platforming and exploration feel more like an add-on than a key creative choice. These are ultimately just a few areas where Mouse: P.I. For Hire could have improved to offer a more well-rounded experience across the board.

But don’t let these critiques deter you from checking out Mouse: P.I. For Hire. Ultimately, Fumi Games is an indie developer, and this is their first project. When considering that, it’s hard not to be impressed by what the team has concocted. There’s so much charisma that bleeds from this game that it’s almost hard not to love it, and the pacing and weapon handling are strong enough to keep you engaged when you’re not simply blown away by the incredible art and animation. Even if it’s not perfect, it’s an admirable effort from Fumi Games, showcasing AA (or higher) ambition despite being an indie team.

By Finnegan Blackthorne

A Calgary-based gaming journalist with over seven years of experience covering the Canadian gaming landscape. Started his career documenting local gaming conventions before expanding into national industry coverage. Specializes in Canadian indie game development and emerging gaming technologies. His comprehensive reporting on prairie gaming culture and developer interviews has established him as a prominent voice in the Canadian gaming community

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