Found this from a youtube video showcasing indie games, and I'm glad I did. This game is pretty unusual, but the best way I would describe it is a roguelike where you surf on slopes and bhop around massive areas, while shooting bizarre creatures with zelda-like sword beams.
The roguelike aspect is pretty simplistic, which works pretty well for it. The only thing that carries over between runs is whatever currency you put in your safe.
One of the big draws to this game, at least for me was its artstyle. Objects have similar textures to N64 and PS1 era games, while the sprite modelling reminds me of Scott Cawthon's Chipper and Sons lumber co., or its spiritual successor, Tyke and sons Lumber co.
All in all, Dreamwild is a charming action roguelike that can be practiced and mastered just as easily as it can be a simple bhop session.
The roguelike aspect is pretty simplistic, which works pretty well for it. The only thing that carries over between runs is whatever currency you put in your safe.
One of the big draws to this game, at least for me was its artstyle. Objects have similar textures to N64 and PS1 era games, while the sprite modelling reminds me of Scott Cawthon's Chipper and Sons lumber co., or its spiritual successor, Tyke and sons Lumber co.
All in all, Dreamwild is a charming action roguelike that can be practiced and mastered just as easily as it can be a simple bhop session.
Aesthetically a treat, but the game surrounding it is frustrating.
The weapon feels bad to use and the fact that you lose your projectile unless you're at full health is obnoxious. First person melee almost always feels awful and in a game like this where you're encouraged to strafehop and build up speed it feels awful having to stop to fight enemies at close range, especially since your melee range is pitiful and almost guarantees you'll get hit in the process of trying to melee most enemies. When you actually DO have full health you basically can't afford to be looking forward since you constantly have enemies right behind you that you need to shoot, so you end up running into terrain and taking damage, or you face forward and end up taking damage from an enemy you can't see.
If you manage to live long enough to get to a safe area you can upgrade your character and regain health but the portal to the safe area spawns at random. I had one run where two portals were right next to each other, and another run where I was running around for 5+ minutes with ZERO portal spawns. It seems the game's areas are procedurally generated, which I don't think added to the game at all since the variance is so little for each area.
The other areas were great visually and I liked the new creature designs I encountered, but since most of my runs ended after 5-10 minutes in the first area I lost desire to see the rest of the game.
The weapon feels bad to use and the fact that you lose your projectile unless you're at full health is obnoxious. First person melee almost always feels awful and in a game like this where you're encouraged to strafehop and build up speed it feels awful having to stop to fight enemies at close range, especially since your melee range is pitiful and almost guarantees you'll get hit in the process of trying to melee most enemies. When you actually DO have full health you basically can't afford to be looking forward since you constantly have enemies right behind you that you need to shoot, so you end up running into terrain and taking damage, or you face forward and end up taking damage from an enemy you can't see.
If you manage to live long enough to get to a safe area you can upgrade your character and regain health but the portal to the safe area spawns at random. I had one run where two portals were right next to each other, and another run where I was running around for 5+ minutes with ZERO portal spawns. It seems the game's areas are procedurally generated, which I don't think added to the game at all since the variance is so little for each area.
The other areas were great visually and I liked the new creature designs I encountered, but since most of my runs ended after 5-10 minutes in the first area I lost desire to see the rest of the game.
a game that combines source engine bunny hopping, first-person melee combat, and mason lindroth-inspired top-down adventure gameplay. things quickly get fun once you figure out how the game wants to be played, but the fun dries up once a few "real" rounds have been played. main issues:
- not enough content yet
- kiting gameplay gets old quickly and needs more depth or something to pull the rug out from under the player
my personal opinion is that the game would be more interesting with a smaller scope and with more curated, tighter experiences in smaller spaces. the game is already fun, it just needs more depth. i hope development continues, as i get excited with every new set of patch notes.
- not enough content yet
- kiting gameplay gets old quickly and needs more depth or something to pull the rug out from under the player
my personal opinion is that the game would be more interesting with a smaller scope and with more curated, tighter experiences in smaller spaces. the game is already fun, it just needs more depth. i hope development continues, as i get excited with every new set of patch notes.