Reviews from

in the past


Child of Vampire Survivors and grandchild of Crimsonland, 20 Minutes Till Dawn inherits much from the games it descends from. This is still roguelike survival over waves of an absurd number of enemies where upgrades, xp acquisition, and just about everything else are finely tuned to squeeze out every last happy chemical in that brain of yours. The fun to be had here is completely raw and visceral and uncomplicated, just as it should be.

Yet 20 Minutes Till Dawn differs from Vampire Survivors in that it asks more of the player, going back to the real aiming Crimsonland required and having more to the synergies available. Winning in 20 Minutes Till Dawn takes a bit more than just discovering the combinations and doing the bare minimum of dodging. This doesn't get in the way of the lizard brain appeal of this subgenre nor is it too much of its own focus, it simply feels like it fills the void and adds the extra depth a Vampire Survivors player finds themselves wishing for after they've broken through and won their first run or two. Along with that comes a much more inspired visual direction and general polish that make this release feel infinitely more like a complete package.

I've only won one run so far and there's lots more for me to unlock and try out. I'm excited~
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Played on Linux through Proton.

This game is fun. This game is fucking fun.

Do you see the trailer? Have you seen the trailer? The amount of utter bullshit you can conjure up with just the right builds is simply astounding. The game throws a shit ton of enemies at you at various points of the game, and you in part transform yourself into an ultimate death machine that melts enemies like butter in a pan.

Sometimes you destroy them by raining them with lightning. Sometimes you destroy them by maxing out attack speed and spamming fire. Sometimes you just let summons do the work for you while you bob and weave your way out of the chaos.

And mind you, you will probably still lose in the end. Yes, your builds are magnificent and ridiculous, but the enemies come in such large numbers that you really have to become one with death if you want to survive until dawn. I've died, reloaded and died again so many times, and never once did I think "this is bullshit." No, actually, I did think that, but it was aimed at my own character.

IN ANY CASE! Play this game. No, seriously, play this game. It's still in Early Access and it's already amazing - and I haven't even unlocked everything yet. This has a lot of potential, and I'll be looking forward to seeing how it improves in the coming months.

This game is more involved and skill-based than Vampire Survivors, which can be a good or a bad thing depending on how you look at it.

The art style and limited palette are cool, with the side-effect that it's sometimes hard to distinguish at a glance what can hurt you and what is only, say, one of your own summons.

Of course, the game is in early access so things may change along the way. I'm looking forward to seeing the final version!

Great twist on the popular Vampire Survivors formula, challenging and frustrating at times but good, bite sized chunks of gameplay. Great visual style, if sometimes a little hard to track. Will be playing this one for a while.

Given how Vampire Survivors has put a spotlight onto shooting mobs of enemies in a run-based format, I decided to give 20 Minutes Till Dawn a shot.

Playing it reminded me of diving underwater and trying to hold my breath as long as I can. 20 minutes might not seem long in many aspects of life, but even a minute underwater can feel like an eternity. The feeling of asphyxiation with each mob swarming in was not lost on me, but I eventually made it to the surface.


The Dark Souls of garlic-likes. It's a bit more engaging than Vampire Survivors, but weirdly enough, I don't think that works in its favor. It's way harder because of the EXP pickup mechanics: Vampire Survivors forces you to run into enemies (and their drops) to kill them, while 20 Minutes Till Dawn forces you to evade away from enemies (and their drops) while trying to fend them off. Build variety is a bit limited too, despite ostensibly more variation in mechanics.

All in all, an awesome entry into this fledgling new genre, but I can't see myself coming back to this as often until it gets a bit more development time.

* Played well on Ubuntu 20.04 via Proton 7.0-3

É um roguelite onde vc tem 20 minutos para sobreviver as hordas de inimigos, assim que acaba o tempo vc vence.

É bem divertido, além de ser visualmente deslumbrante, tem diversos personagens e armas pra escolher e os desenvolvedores estão sempre atualizando, a mais recente adicionou uma personagem e um sistema de runas que funcionam como melhorias permanentes.

Quando vc finaliza uma run com uma arma e um personagem eles são marcados e vc libera um nivel de escuridão adicional, que torna o jogo mais desafiador.

As melhorias dentro do jogo são bem diversificadas também, contando com adicional de dano, atk speed, companheiros e efeitos de status.

I think vampire survivors is better but this is a cool take on this genre

Put a good few enjoyable hours into this, I like how different the weapons feel at first but once you get your build rolling the differences sort of fall away. Gives some of the synergistic glee of other build-based roguelikes but there aren't nearly enough skills to say interesting for long. Will be interested to see how it looks when it's out of early access.

Policy

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Recently a mild friend of mine and game designer I'm a huge fan of released a video about Vampire Survivors as a sort of 'non-game'. You can view it here. So I first want to say I respect where she is coming from and how a seasoned game designer sees the same exploitative psychology in slow upgrade action RPG rougelikes as having the same skinnerbox habits. Essentially, she demands a specific rage on a particular point, when talking about the game she notices the lack of combat design, that regardless of your loadout the approach is always the same, dodge into the infinite void. "This is not combat design, this is NOTHING".

This argument is well put and rhetorically focused, and the focus on not wasting audience time is an apt starting point for most sensible game experience vehicles (although it's exactly where stuff like The Beginner's Guide comes in to take friction, but I digress). However, I do feel like 20 Minutes Till Dawn has something to include into this sort of discussion.

20 Minutes Till Dawn is an absurdly, vastly, better game for anybody who has played it. There's aim based weapon variety which require aiming at the enemy + slightly increased obstacle evasion, better aesthetic sensibilities, and a 10 minute decrease in overall time spent with the game. And all the characters you can play are slender girls with aesthetic principles rather than just Castlevania cardboard cutouts. You would be surprised how much difference these small changes make to the game experience.

At 10 minutes in, the combat variety is increased with a boss fight in a limited section of the map, it's not just mindless shoot and dodge. Your character load outs are all different with different effects they have and guns they can choose from.

This is not to say that 20 Minutes Till Dawn is a game you should play, it still has a randomness factor in the level ups and permanent upgrades, along with a lack of enemy variety but there's a measurable improvement on all other areas of play. But it's also not one that I can say with any degree of reprehensibility that you shouldnt.

Most early arcade games were not actually intended to be played ad infinitum, and so didn't have much difficulty throttling besides endurance and usually underdesigned obstacles. One that comes to mind is shown in the 2007 documentary The King of Kong: A Fistful of Quarters where one of the primary subject Steve Weibe tries for the high score on Donkey Kong. In it his 2 main obstacles to success here are endurance and behind the scenes corruption in the high scoring scene itself. Yet there's a few moments splintered throughout Donkey Kong as an endurance test where the obstacles prove as Absurd, particularly one moment the documentary goes in depth about is 3rd Elevators. As shown by the example here, this is not good game design, this is game design that you're purely trying to outperform against, it's gaming as a higher level endurance sport with these janky obstacle getting in the way, but when we talk about it from the perspective of 'pure design' it becomes obnoxiously under considered and frustrating. Vampire Survivors is trying to bring this older style of play and experience as a rigourous test of endurance into contemporary progression systems. The idea is that you will eventually learn more optimal builds and try to finesse around the randomness to your best ability and endure its counting clock to a satisfying end. It's a neat idea of course but as an actualization of that system it's a fucking failure due in large part to its genuine lack of difficulty in general. Vampire Survivors is easy and genuinely uninteresting, its popcorn entertainment you can bloat on. But 20 Minutes Till Dawn is by all metrics an improvement and an actualization on that system, one that I think could be further improved upon but it a great step in the right direction, with fair inputs and a decent balance of difficulty and variety. The variety offered from skilled play means improvement exists.

The issue though is that 20 Minutes Till Dawn is a blatant clone of Vampire Survivors. We can't talk about it without admitting its apeing the formula with the exception of course that some people will decide to play it first.

Sometimes when we write about genres we don't like, I think we have a habit of trying to 'outsmart' the habits of the average gamer by implying that what they are doing is lackluster. The mobile gamer is a moron because Candy Crush is worse Bewjewled and they are both braindead match threes. FPS games are needlessly violent but its also point and click, nevermind that COD, TF2, and Splatoon all play and look completely differently. Incremental games are often derided as 'cookie clickers' and with the forward momentum of socio-cultural movement the nuances and interests start to roll into one another.

In the beginning of July, a close online friend of mine Nyx, who is a fashionista and film geek came over to my parents house which at 25 I'm still trapped in. I sat around with extreme anxiety about 'what were we going to do'. I didn't like going outside, and I was nervous about the fact all I had to do was really play on a computer. But those anxieties were severely eased when I realized how low maintenance my friend Nyx was, me and her would play this game a half dozen times in the morning hopping on and off the 1 player remote commenting on the general improvements as they happened. "I unlocked a new character!"..."Check out this new gun!". "Woah there's an upgrade system in here I didn't even know about". etc.

It was a blast and made me realize a certain nuance, a zen and kinship to gaming that is often ineffable to describe. And while I'm often deeply wracked with regret and anxiety I'll always look positively on this experience as I used to in a similar way when I went over to my other friends house and played Bloodbourne on her PS5 and traded idle chatter between some of the most incredible moments in a game. Or when the love of my life was around with me as I played the frustrating and slow No More Heroes system on the Wii as she cheered me on.

For me, gaming is one of the most deeply engrained social experiences I have, and a game constantly demanding a perfect difficulty curve is not always wanted. As much as you can trash something like Vampire Survivors, its Action RPG rougelite elements share a degree with Spelunky etc. It shares an 'evasion mechanic' with Binding of Isaac which despite Nyx's limited experience with games shares it as a favourite 'time waster' game.

But no matter what there will be downtime or lulls or things that are not perfect, things that are innovated eventually with time. Vampire Survivors had to walk so that 20 Minutes Till Dawn could take stride, and who knows, there will be another game in this genre yet we dont even know about. But it takes time, and game design is a paintbrush with time itself as the chronological palette. For what other art form has racing through the painting or enduring through it as long as possible as a genuinely lauded sport you can improve on. If nothing else I thank videogames for being able to give me an innovative solution to a long standing anxiety I have around how to passively loiter time with your friends, and with yourself. Videogame's are not limited to just doing this of course, but its one hell of an advantage its history benefits from. Most people I've seen successfully play Vampire Survivors with merit, have done it while streaming or with friends. I think its a bad game, but only in part because I know what the next best thing is and that's where I feel the focus is worth bringing. This is also why I don't believe in intellectual property rights, you could quite easily argue that 20 Minutes Till Dawn as a paid for 'mod' of Vampire Survivors in an abstract sense, and you wouldn't be entirely wrong. There's lots of mods for Slay the Spire that use the engine itself. Lots of great games are really just borrowing a large degree of its resources from something else. I believe all people who make games or mods of games deserve financial compensation for their work without the threat of jail by those who own the original assets. As this game genre continues to mutate it'll begin to harmonize more with what Heather desires in these sorts of games, not less.

this is a really fun one of these. i don't feel the need to 100% it in one sitting, but i definitely did play it for like 8 solid hours the first time i booted it up. it's not very deep, but finding optimal character/weapon/skill combinations is fun. and it's like $3, so i absolutely got my money's worth

A twin-stick shooter in the vein of Vampire Survivors, 20 Minutes Till Dawn suffers from a lack of build diversity and weapon balance. Still well worth the slim price tag, but not the best on offer for this gameplay formula.

While the obvious game to compare 20 Minutes to is Vampire Survivors, the most similar game in terms of design is, I think, Downwell. Obviously the colour palette of the two occupy the same neighbourhood, and even the design of the enemies (once you get past the first biome, and especially the boss and last biome, in Downwell) are markedly made with affinity. But, it's the consideration of the mechanics being multifaceted and multi-integrated that really links the two. I won't repeat the GMTK video about how Downwell's mechanics self reinforce, but a quick rundown of how 2MTD's gameplay does the same seems worthwhile:

Shooting can
a) damage enemies
b) apply status effects
c) trigger summons
d) heal the player

Running can
a) get you away from enemies
b) pick up experience
c) apply status effects
d) move your summons

Picking up XP can
a) increment your levels
b) reload your gun
c) apply status effects
d) refactor your bonuses to DPS

Killing enemies can
a) drop experience
b) spread status effects
c) trigger summons
d) trigger on death effects

Applying status can
a) kill enemies
b) heal the player
c) refactor DPS bonuses
d) improve mobility

And all that is not even taking into consideration the various domino effects of each character and gun, as well as the huge Rune selection. It's bonkers how interconnected the game is, how thoughtfully each mechanic is put in. Comparing it to Vampire Survivors is frankly wild considering how simple and solved that game is in its current state. Anyways, just wanted to make sure I wouldn't forget this little thought.

Forwarning that I am posting this after unlocking all characters / weapons and am still playing, but did beat the first level of darkness so felt it was fair to give my review since the game is not much different on (from what i've been told). Now with that out of the way...
It's charming, I like it a lot. I've never been a huge fan of action-roguelikes or bullethells, but I do like what flanne has done here. The characters and weapons all seem solid in their own way, none feel significantly weaker, but some feel suspiciously strong. I think the design is nice and clean, very fun gameplay mechanics and overall just a great game to sit down and bang a run or two out in when I have an awkward amount of time... especially with "quick-play" being a feature I find very accessible. Solid fun, will keep on grinding through the end of the year.

An addictive gameplay loop crucibled together with nostalgic pixel character designs and bold challenge. It's really fun.

Vampire Survivors but I don't want to slam my head 60 times against the wall out of boredom for the first 10 minutes.

A way more polished version of Vampire Survivors with some tones of Nova Drift.

It's possible to make some REALLY overpowered builds, but it felt weirdly railroaded.
Like I wasn't making the builds, just discovering the correct combination for the character and weapon.
I tried hard to not make the same build everytime.

Visibility was also a big problem, especially the enemies.
Took a while to get used to, but some more runs down the line and I was okay.

Had a lot of fun with the game, about 10 hours.
Didn't like the grind so I'm not going to stay for all the nights.
Just tried the most interesting builds I could notice, got the interesting achievements and GG.

Es como vampire survivors pero más díficil, más tenso y más entretenido en general.
Lo único en contra es que las mejoras no son tan "únicas" y al final las builds acaban siendo similares al no tener límite de items.

Well, its better than Vampire Survivors. An art style that isnt just bad Castlevania and the remote sniff of actually having gameplay will do that. The character designs are good, there's some silly synergy stuff and a good general atmosphere which suits the horde gameplay.

So, it's best in class, and maybe the best oppurtunity for these games to show some worth. And all that makes me realise is that these games are terrible. Built around a constant drip feed of level ups, slowly gaining power through synergies and trying to cut through the hordes of enemies, which disguises the fact that you're not really doing anything, but oooh gotta follow those breadcrumbs of dopamine.

It's a brainworm. After i've finished a game like this I feel absolutely nothing, whilst the game itself is so effortless to play and dangles just enough carrots at the end of a stick to keep you playing for hours you will never get back.

And this is the best of them.

I'm worried its only a matter of time before this genre's predatory consumption of manhours turns into a predatory consumption of money too. I can see a deplorable company like Blizzard or Riot making a game like this with gacha or some shit and daily challenges and whatnot, and it makes me want to throw up.

I don't think 20 minutes was made maliciously, and there is worth in it's cool atmosphere and cool characters. But it's design is still built on exploiting human tendancies, not being engaging, or fun, or anything you will remember a minute after you finish. It and it's ilk are a blight.

Incredible game that hooks itself into the brain. Shoot. Dodge. Upgrade. Repeat. Every Upgrade feels impactful. I am also a big fan of the now established ascencion difficulty system. What I find a bit strange however is that close to the end of the game, you always have more than half of all the relevant upgrades the game has, limiting the possibility for vastly different builds. Some options and rewards for going heavier in one direction would give each run a lot more character.

i didn't like vampire survivors so i bought another version of it and very quickly realised i didn't like it. i may be stupid

Nearly every mechanical system in this game is plagued with balance issues. I have no idea what they were thinking with the Runes. There is something to be said, of course, for the joy of playing a video game with a suboptimal build, but even as a low-tier warrior I don't see how the appeal of this subgenre meshes well with deliberately handicapping yourself. Isn't the musou-style Ye Shall Be As Gods mass violence the core loop's hook here?

Still good for a few hours' worth of cheap dopamine and at least more aesthetically palatable than Vampire Survivors.

potentially a pretty solid game

(this is coming from someone who hasnt played vampire survivors so bear with me here)
i absolutely love this game and am very much anticipating the full release. technically speaking yes there is not a lot of content here but its moreso about quality over quantity with this game. for a game with such a low price point, its pretty damn in depth with its mechanics and even with how frustrating the game can be, it warrants multiple runs and is very rewarding. of course the best of it all is the amount of customizability for your play style. there are quite a few characters to play as, all with their own separate mechanics and gimmicks (not to mention new characters getting added every so often), many weapons and weapon types to choose from, and adding in the factor of runes, this game gives much of a reason to replay it again and again. of course this genre wont appeal to all, but for the games low price point i think everyone should at least pick THIS one up

Very fun so far, interested to see how the game develops from here. My biggest complaint is that the balancing is all over the place, with characters and perks either being too strong or too weak, and several things are just outright useless. (Namely some of the character unique perks and half the rune buffs)


fill your screen simulator 2022

small but surprisingly polished experience, will keep playing

This game is good but there are so many others like it that feel more diverse and interesting to play it's hard to recommend at this point.

Whole lotta fun definitely a turn your brain off but not entirely off game it still requires a bit of strategy but when you're deep into it like 15 minutes into a night it's so fun to kill like 10 enemies in one shot