Reviews from

in the past


I had fun. It doesn't hit as hard as some other indie titles from the time, but it was pretty good. I do feel like some dialogue would have helped it out, though. Let me at least try and figure out what the story is.

Link if he had a heart condition

O que mais chama atenção nesse jogo é o seu estilo de arte que é incrível, criando ambientes aconchegantes e grandes cenários, além de uma mecânica de combate muito boa, intercalando o uso de espada com armas de longa distância, algo que me atrai muito em jogos. Porém alguns detalhes acabaram me incomodando um pouco como a falta de diálogos (não existe nada escrito no jogo, só algumas poucas imagens) ou explicações bem feitas, terminei o jogo sem ter a mínima ideia da história, o que acabou por tirar um pouco da imersão, além do combate travar alguns momentos, mas nada que incomode muito. Mesmo assim, é um ótimo jogo

Fantastic short top-down action game/dungeon crawler. Great pixel graphics, soundtrack, difficult but not unfair and satisfying combat.

Hyper Light Drifter is one of the best indie games that i have ever completed. Game tells you almost nothing about the story but even without knowing what is going on you can be fascinated by the world of this game. Hyper Light Drifter has one of the best OST's ever the soundtrack is like an abstract painting of a world that is beautiful and scary at the same time which reflects the game's eviroment. The game can be frustrating to play at first but when you the hang of it it is fun and enjoyable. World is full of things to explore but i find it not rewarding enough to discover every little detail. To wrap it up the world is fascinating, OST is great, hard and the world is really full but not rewarding enough.


Hyper light drifter. Where do I even begin? When I think of a game that had a big potential but failed to meet it this game comes to mind. At first I really liked this game. I went up from the main area and explored a really cool area with an incredible boss at the end. The best boss fights in gaming are the ones that let you be as aggressive and risky as you can and be rewarded for it. This boss was it and set the standards really high for the rest of the game... which was just okay. The bosses are few, around 9, and except 2 of them they are kind of easy and bland; none of them ever reached the high of the first boss I fought. The exploration is a two sided coin. It's mostly good and I really enjoyed it seeing how the areas were constructed. What I hate the most are the small little squares that you have to look for on the ground, which signify a secret. They are a very "gamey" way to signal something to look out for, but it would be better if you had to look for details in the environment and not just look at the ground to see if there's a weird square. Invisible platforms also feel the same. The dashing mechanic is... weird? If you keep dashing following a rhythm the game lets you chain dashes, but if you chain too many in a row you lose all the stamina and are forced to stop. I don't get why they made it this way; why is the game punishing me for getting the rhythm right too many times? It seems backwards to me. Some might argue that it would make people look less at their surroundings but I don't think that's fair because new players will still look around and at most get the chain dashing wrong. It might make speedrunning monotonous and bland maybe?? I don't think it should work that way. But the biggest thing I don't like about the game is the reward system of secrets or in general how the "pink triangles" are given to the player. Some of them require a small dungeon to get, some of them require enemy arenas, and these are great and I really like them. But sometimes, out of nowhere, if you spot one of the squares, you are rewarded one. This makes them feel almost worthless at times; they are required for progressing through the game and additional challenges and making them as easy to get as looking at the ground, which can also give you something much less important like the game's currency, makes them feel unrewarding. The game has 8 of them each area and since there's that many of them there are bound to have some of them be easier to get, but at the same time they could have had less of them or just, not as easy as some of them currently are. When I go back and fight the boss that got me hyped for the rest of the game, it just feels like I'm playing a totally different one.

Beautiful world. Beautiful soundtrack. Intensive yet saisfying boss combat. A bit too short and linear.

Stunning game. 5 stars music, 5 stars pixel art, 5 stars gameplay, 5 stars story.

This game wacky, which is honestly surprising given it's linear journey. This game's combat is simple but satisfying and everything else runs on tone alone (including tutorials). This game also hides it's secrets well so stay VERY alert while looking

The environmental storytelling alone gives this 3 stars but the gameplay is so fluid and engaging I just have to give it 4 stars

Note: I didn't actually play it on Vita since this title never released for that console, but I thought it would be funny if I set it to that.

With that said, this game is phenomenal. The art direction is amazing, the atmosphere is second to none, and the gameplay is really good. This game speaks volumes without stating a single world.

After trying and failing to get into this game a couple times in the past, I finally hunkered down and finished it. As much as I want to love this game, it just doesn't quite get there for me. The music is stunning and the pixelated visuals are so, so pretty. Despite no words being spoken, the game is able to quite effectively tug at your emotions from time to time. The combat is extremely fun and fast paced, the mix of gun and sword play is something I really enjoyed. despite that, some deaths can feel a slight bit unfair as you can be stunlocked and take damage from consecutive attacks due to a vanishingly short invulnerability window. There is also some awkwardness with the 2.5D art style where you will collide or get hit with things that visually shouldn't be able to from that far away - especially when positioned above them. These two gripes are mostly minor though, my main problem with this game is the sheer amount of secrets that I feel don't really respect the player's time. There are some areas where you'll just want to run up against every single wall to see if there is an invisible gap you can pass through. A good amount of these passages contain items necessary to progression as well. This is somewhat alleviated by there being 8 total, and only needing 4 in each area to complete the game. However, it can still be time consuming and frustrating if you don't know the tells, which are not necessarily obvious and left for the player to figure out. The sheer number of them also deflates the feeling of discovery a bit, especially when the rewards are usually just 1/12th of an upgrade. Overall, I still think it's worth playing simply for the amazing art and fun combat, but don't stress too much over finding every single secret unless you really care about a recolor for your player character.

De este juego he apreciado el silencio que transmite, lo colorido que es y el proceso de entender el combate.
Por lo demás me ha decepcionado un pelín, y hay cosas que no me han acabado como el mapa, que es atroz, y la falta de i-frames.

My five hours of playtime felt longer than my just completed 27 hour playthrough of Hollow Knight. The game is extremely frustrating and yes this may just be a “get gud” typa thing for me, but the game design here is so brain dead and boring that I lack motivation to overcome challenges. I got to the fourth area, saw I needed 8 modules to get to the boss, and officially shut the game off. The structure is so tedious - obtain 4 modules and beat a boss in four separate areas. It’s basically like if BOTW was just the divine beasts for the whole game without 97% of the rest of the game. Shits ass

WHY DO I FEEL LIKE I AM THE ONLY PERSON EVER TALKING ABOUT THE GAME.

As far as I understand this game is a crowdfunded project and the main guy behind it apparently suffered from various heart conditions, which is why the studio is called Heart Machine and why the heart is such a heavily featured motive in the game.

I just love this game. I love how, after a brief tutorial, the game throws you into this stunningly beautiful pixel art world and from that point onwards refuses to communicate with you with words, instead using pictures. I love how you are left to your own devices and have to learn on your own what to do and how to play. But I also love how this game succeeds at teaching you this by intuitive means. For example: you quickly learn that large square with another smaller square inside of it means "secret" or "hidden passage". The game doesn't tell you that, you yourself learned that intuitively by observing the world around you. Satisfaction.

The story is likewise only communicated to the player through pictures and the exposition/beginning cut scene at the start of the game. Although you likely won't understand the entire extent of the story, you'll still get the most important points.

I also really love the gameplay. The combat system is really well balanced, with a nice mix of melee-sword and ranged-gun options to choose from to stylishly dispose of your enemies. These options work best if used in tandem to extent sword combos by switching to your gun and vice-versa.

I often read people complaining about how the late game rooms get really difficult. I'd actually argue the opposite. If you fully master the combat system and unlock the better guns and abilities, you will quickly notice how easy the game can get with you just mowing through even the tankiest enemies. This requires quick thinking and appropriate execution. But the result, if you pull it off, is so satisfying, making this aspect of the game one of the strongest and most captivating. Also, if you die you respawn closeby only ten seconds later. So no frustration there.

The environment is littered with smaller and bigger secrets. Exploration is really worth it and almost every secret is marked with a small symbol marking most secret passages. The sheer number of secrets also had the side effect of me becoming paranoid whenever there wasn't a secret. I also checked every wall just in case. This is why I don't trust walls anymore (although Dark Souls did it's part too). The gearbits you find throughout your exploration are used to purchase abillities and weapon upgrades. But in comparison to most games, these upgrades are really really useful and make the game a lot easier. This compels you to go out of your way and go exploring.

In conclusion: play Hyper Light Drifter.
If you already have: recommend it to your friends or use CIA torture techniques to force them.

❤️/5 for a game I backlogged for over two years. Looking forward to playing Solar Ash and Hyper Light Breaker.

playing co-op with my gf, very fun, very pretty c:

i like not having the consequence of death

en cuestiones de estetica se me hace un juego bellisimo, combinado con el soundtrack le pone un ambiente inigualable al juego. el combate tambien es muy divertido!

the dynamic music and look of this game are both amazing, and i honestly recommend playing it even if you don't usually play games like this, just for the scenery and ost alone. the only real issues i have with this game are with the gameplay and how ridiculous some of the rooms in the late game can get.

Art/environment design is beautiful, Disasterpiece's soundtrack suits the game perfectly and it hits a perfect length for the kind of game it is.

But for me, there's a lot that holds it back from being great. I found the movement to be really clunky and unresponsive, even with a lot of upgrades - the combat has a very fast pace held back by a control scheme that seemingly can't keep up with it. (This might be a switch port issue? Not sure, this was just my experience with it.) I also think the progression can be weird as it's all achieved through finding hidden modules, and often means you're just hitting every wall in search of a hidden path in order to progress.

I think ultimately it just doesn't have enough going for it at its core to make it all that unique or memorable. There's a lot of great work put into the presentation and aesthetic, but as a game it's one I find to be just kind of forgettable.

Super Fun game with super fluid controls, an amazing soundtrack, and metroidvania-like upgrades scattered around the world make this game a really fun action.

I enjoyed the game quite a bit, but it was hurt by some awkward combat systems, and its inherent lack of readability in certain parts. For example, the dodging rhythm was something i never had down, even after getting lucky during the dash challenge and hitting 1000+. Or it being inscrutable when you fight one of the western area enemies that stab at you and you counter it with a dash of your own, seeming to execute the same on multiple tries, but getting hit some and not others.

Atmosphere from the gorgeous art to the chilling music was on point, none of that let me down. And i wish i had a clearer picture of the narrative, but i absorbed enough of it to feel satisfied there. If they had added a few more details, and a functional map to the game(that would give you maybe an extra clue or two on your direction from a given point), it would be nearly flawless.
2 likes

dash spam achievement broke my fingers (i used a macro after)

A solid gameplay loop, good bosses, cool music, and the most drop-dead gorgeous pixel art I’ve ever seen. The story felt a little underwhelming and some areas were excessively frustrating, but HLD is definitely worth a play through.

Outstanding indie title, one of the best I've played.

Un juego con una estética asombrosa y un gameplay que a duras penas es bueno.
Ahora necesito un video de 3 horas explicandome el lore, porque no sé que coño acabo de jugar.

Reseña completa: https://x.com/josias2510/status/1713983484182557046?s=20


Environmental storytelling, yippee!

I've tried to fully play through this game since it came out and now that I finally forced myself to sit down and finish it? It wasn't that bad, but it fails in a lot of ways that stop it from being a solid experience. Fun time for the most part though

Eu não sei o que pensar de Hyper Light Drifter, tem horas que o combate dele é incrível, tem horas que irrita. Ele definitivamente tem muita personalidade.

I still remember seeing the concept art on Twitter for this game back in 2015, it grabbed my interest enough to make me pre-order it right then and there. To this day, this is still the only game I've ever pre-ordered.

The metroidvania mechanics of this game work really well in the gameplay and the pixel art is gorgeous in both the character sprite designs and the environment art.

This game definitley has really good replay value, so I find myself coming back to it every now and then to replay it again.