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Call of the Ninja!: Lemmings-Style Ninja Ability Discs and 30 Levels

Guide ninjas with drag-and-drop ability discs in Call of the Ninja!, a lemmings-style puzzle platformer with 10 training and 20 challenge levels.

Call of the Ninja! — official game profile — official store artwork
In this record

Disc-Driven Command: Dragging Abilities to Herd Your Ninjas

There are fifty ninjas to bring through each stage, and the ability discs work as hand-placed commands. You drag a disc, drop it and move it to issue your instructions to the troop, choosing where each ability becomes available rather than selecting individual ninjas one at a time. A useful disc placement sends the troop into the abilities the stage needs; a poorly placed one means the ninjas keep moving without that skill. Matching disc placements to terrain is the central task of each puzzle platform stage, one that leans on both physics and puzzles.

The abilities on offer are flip, dash, climb, vanish and water-run. Ten training levels teach these skills before the twenty challenge levels test them, and the design expects you to combine several abilities to pass the hardest obstacles. A climb disc may set up a dash, while a water-run disc opens a route that a vanish disc then lets the troop leave behind. Because one disc can affect many ninjas at once, timing a single drop can shape a whole column. The result is a puzzle platform game styled like Lemmings.

Call of the Ninja! — official gameplay screenshot 1
Call of the Ninja! — official gameplay screenshot 1

Flip, Dash, Climb, Vanish and Water-Run: The Ninja Skills

The troop's movement options are flip, dash, climb, vanish and water-run, each tied to a disc you drag, drop and move to guide the ninjas. Dropping a disc makes that skill available at the spot you chose, so the same ability can be handed to a whole column at once rather than assigned ninja by ninja. The five abilities are the tools for helping the ninjas survive, and a stage that needs a climb may stall entirely if the disc lands where the troop never reaches it.

Because the levels mix physics, puzzles and platform action, a single skill rarely carries the troop far. The hardest obstacles expect several abilities to be combined: a climb placed to start a route, a dash to cross open ground, a water-run to continue over a surface, and a vanish to break the line the troop follows. Discs are finite commands tied to placement, so the order and position of each drop decide whether those combinations actually connect before the ninjas walk past the spot.

Call of the Ninja! — official gameplay screenshot 2
Call of the Ninja! — official gameplay screenshot 2

Survive the Gauntlet and Reach the Dojo

The goal in each stage is to help the troop of fifty ninjas survive and make their way to the Dojo. You do this by dragging, dropping and moving ninja ability discs; the skill becomes available at the exact spot where the disc lands, so a single drop can serve a whole column at once. Progress is structured as ten training levels that introduce the needed skills, followed by twenty challenge levels that test them. The hardest obstacles are built to require combining several abilities, such as placing a climb to open a route and then a dash to cross open ground before the ninjas move past the spot.

Call of the Ninja is a puzzle platform game that mixes physics, puzzles and platform action around that disc-placement mechanic. The ninjas can flip, dash, climb, vanish and water-run, and the player manages a large heap of them at once rather than handling each ninja individually. Because discs are placed in the world and affect every ninja who reaches them, the puzzle lies in matching each skill to the terrain and ordering the drops so the combinations connect. A poorly placed disc leaves the troop walking on without that ability, while a well-placed one turns a terrain feature into a workable route toward the Dojo.

Call of the Ninja! — official gameplay screenshot 3
Call of the Ninja! — official gameplay screenshot 3

Ten Training Rounds, Then Twenty Challenges

The stage count splits cleanly into two blocks: ten training levels followed by twenty challenge levels, for thirty in total. The training block exists to teach the abilities a player will need, giving space to learn how flip, dash, climb, vanish and water-run behave when a disc is dragged, dropped and moved. The challenge block then tests those skills, presumably raising the demands on disc placement and ordering across the fifty-ninja troop. The sequence is fixed: training first, challenges after, so the skill set is introduced before it is exercised under pressure.

Within that structure, the training levels are described as gentle, and the challenge levels as a test of newly acquired ninja skills. The pairing matters because the disc mechanic is consistent across both: a disc dropped at a chosen spot makes its ability available to the ninjas who reach it, and the most challenging obstacles call for combining several abilities. So the training rounds are where combinations are learned, and the twenty challenges are where they are applied. No separate difficulty settings, level-select rules or scoring conditions are documented beyond this two-part progression.

Provenance

Sources & further reading.

  1. Call of the Ninja! — official game profileRetrieved Nov 2, 2026
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