Main game
2.82 average rating based on 17 ratings
6.5/10
I'm not going to play through a million worlds in order to write a short review of this, so it's very possible that there are things I've missed. It's a pretty fun game ultimately.
The combat is a little imprecise and simplistic to the point that it's unsatisfying, but the non-linear, procedurally generated worlds are sure to impress--or at the very least intrigued--because they do have actual character and feel coherent. Something being described as procedurally generated doesn't necessarily float my boat anymore because like open worlds they're everywhere, but it's nice when a game does it competently. It does mean that there's a lot to explore and discover.
But the music is irritating and the story isn't funny or interesting. I mean, it's light on story so it's a little forgivable, but walking around listening to the music annoyed me. The visuals are in the Sword and Sworcery style but I don't think it's a great example of it, nor do I think it's a bad example. It merely exists, character designs are hampered a little by it, and yet some places you go are vibrant.
Strangely, I think the sluggish combat and grating score actually prevents me …
6.5/10
I'm not going to play through a million worlds in order to write a short review of this, so it's very possible that there are things I've missed. It's a pretty fun game ultimately.
The combat is a little imprecise and simplistic to the point that it's unsatisfying, but the non-linear, procedurally generated worlds are sure to impress--or at the very least intrigued--because they do have actual character and feel coherent. Something being described as procedurally generated doesn't necessarily float my boat anymore because like open worlds they're everywhere, but it's nice when a game does it competently. It does mean that there's a lot to explore and discover.
But the music is irritating and the story isn't funny or interesting. I mean, it's light on story so it's a little forgivable, but walking around listening to the music annoyed me. The visuals are in the Sword and Sworcery style but I don't think it's a great example of it, nor do I think it's a bad example. It merely exists, character designs are hampered a little by it, and yet some places you go are vibrant.
Strangely, I think the sluggish combat and grating score actually prevents me from getting into the headspace to appreciate the graphics, which doesn't happen often since these things are not connected. But I'd be lying if the overall design didn't make it feel a little cheap.
Anyway, still enjoyable. I'm probably being much harder on things today than most people would be.
Playtime: 19 minutes
Played: 2026
Context: I don't like roguelikes but i sort of liked The Legend Of Zelda back in the day.
Review
In this 2D game you walk around and smack things with your sword. Often something falls out of the environment when you smack it (hp/gold). There are stores that sell upgrades. There are save points that restore your health.
It can be clumsy to navigate because areas weren't designed but generated and some of the pixel art is vague. The music is annoying too. But mostly i'm just not sure what i'm supposed to get from this. This was fine in the late 80s and early 90s but Diablo (1997) basically made this kind of game redundant.