Hand of Doom

Hand of Doom

released on May 16, 2023

Hand of Doom

released on May 16, 2023

Sign a contract in blood! Travel throughout the planes of existence slaying or befriending powerful doomlords in this wizard simulator inspired by the FMV games and dungeon crawlers of the early 90's. Learn powerful spells to solve puzzles and combat the dark forces amassing against you.


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Basically a first-person FMV adventure game. The combat is not really combat per se - you just spam your "attack" move until you win, no thought necessary - so in practice it's more about puzzles, like using a rain spell to put out fire or a light spell to navigate a labyrinth.

Mostly coasts by on the strength of its silly theater nerd writing and the large (and shallow) cast of characters. I get the distinct feeling that the person who made this game basically invited all their friends and family and family of friends to take portraits and deliver grandiose lines. It's fun in that respect, and a good game to play in a call or on a stream with your buddies.

That said, the simplicity and shallow goofiness start to lose their appeal around hour 3. Other games like this tend to wrap up in a nice clean 2 hours. This one outstays its welcome.

Picked this one up during the summer sale because the art style looked fun, and that art style is what kept me going for all 6-ish hours I spent with it. Lets get this out of the way: the combat is boring. Its a little exciting in the first area, but becomes tedious by the second. I understand its purpose in setting a tone in the game, but those last 2.5 bosses are horrible.
The FMV stuff was pretty charming, even if it got a little too "whimsical band kid" for my taste.

Having loved the playable teaser of this in the first Dread X Collection, and having then immediately learned that this managed to get a full release, I was super excited to play this during the months it took for me to get around to it. And it didn’t disappoint! Virtually all the strengths in the 20-30 minute demo translate perfectly to the full release, and the game… almost manages to weather the longer playtime without feeling long in the tooth. The game captures the appearance of a 90s FMV game perfectly, meshing real actors in with pixelated graphics not unlike, say, Harvester or Phantasmagoria, and combat where you must swing your weapon in real-time, like… the first thing I think of is Virtual Hydlide but thankfully everything feels so much smoother here: possessing some fun quirks of movement befitting the time it’s emulating, such as having to use your keyboard to look up and down, while never falling into direct clunkiness. I love the spell system: how you have to click through menus to physically chant each spell, how each spell opens new paths both in front of you and littered throughout previous parts of the game almost like a Metroidvania, and how with brute force and some experimentation you can come across spells before the game officially teaches them to you. The game’s brand of comedy works to keep the line teetering between parody/reference and yet still being able to take itself seriously, and never feels like it gets old even as the game goes on. A big strength of this developer — having gone through all his Dread X offerings — is his ability to just create a vibe that's so unserious yet so unique in how they feel, and this game has that in spades.

There are a couple of things I wish were different, though: I think the final area pushes the game into “too long” territory, and the second area in particular I think is wayyyyyyyyy too large for its own good — too much space between landmarks means there’s a lottttttt of time spent walking around, especially when you’re backtracking/looking for specific things on the map. I also wish the “walk faster” spell was given to you earlier/didn’t cost health to perform: by the time I was capable of using it it was past the point where it would’ve been most appreciated, and it’s not particularly useful for the thin walkways/compressed rooms that the game throws at you after. Also wish spells were more useful in combat: they’re usable, but never quite viable, and it always felt like I could do more just swinging my sword as opposed to standing still and watching my character chant out a spell while the enemy is free to slice me up. Aside from those quibbles, though, I think this did a good job at expanding on yet still capturing what made the Dread X Hand of Doom work so well: it’s a rather engaging puzzle game with a fun, irreverent set dressing, weaponizing its influences in such a way that it looks and plays unlike anything else I’ve really seen. If there’s perhaps an edit pass that works a bit on the pacing, maybe adds some stuff, maybe gives you a couple of things earlier than it does (as well as fixing the bugs that… a lot of people who aren’t me seemed to get) I think there really can be something special here. 8/10.

I don't remember when I played it, but I do remember how much fun it was, the stupid nature of it is awesome and the game itself isn't half bad. It's nothing mind-bending or immensely fun or unique, but it's definitely a game I enjoyed playing

Very good game that was reminiscent of old PC adventure games, think CDI games, but I couldn't finish it due to the final boss bugging out for me(After killing the boss, I was trapped in its arena and couldn't see the ending.).

Does Hand of Doom live up to its full potential from it's little outing in Dread X Collection? Not to its fullest extent if you look only at the spell system. It is done a little better by adding more spells, and the ability to unlock any spell by simply finding the right combination. I even found a couple spells on my own!

However this game isn't constructed the best so I'm not even sure if you could use that for sequence breaking cause idk if triggers would activate right. Yeah, this game is a little buggy. Twice I had to quit out of bosses and load back in so they would spawn/work right. Sometimes quests wouldn't leave my log, but they still counted. I don't think its too bad, nothing game breaking for me. Also the audio has some odd mixing, sometimes it will be really loud.

I also found a staff that lets you recast your last spell without spelling it out. If you combine this with the Fast Move Speed spell, and keep recasting it; it stacks. Video Showcase.

The gameplay is a little boring tbh. It operates like an old point and click adventure, using your spells to solve puzzles. The second world sees you walking around the same area 4 times with different elemental themes, it fills a majority of the run time I feel.

The throwback PC visuals are good and the FMV stuff is charming.

Overall, its up to you whether you can stomache slow 90's pc gameplay, but I still think its cool.