Reviews from

in the past


It's the cover to a weirdo 90s Vertigo comic book that you can play and hang out in. It rules.

The dreary public floats into the dutiful win.

Is the bruise season better than the baby?

No fucken clue what I've just played mate, but I had a fun time with it at least
Art style and music are top notch


really unique and fun rpg, very short but 100% worth its price for how good what's in the game is.

This review contains spoilers

(Series review: This review encapsulates all games in the series as of this date which are the following: Hylics, Hylics 2)

Hylics is stylish, lighthearted without being goofy or hard to invest in. The challenge of the game is very simple, but interesting enough to not be a filler for the rest of the beautiful content.

These games use audio to enhance everything from top to bottom. The combat music is always groovy while maintaining the dreamy, otherworldly tone found everywhere else. One key difference I found between the first game and second: the first incorporates attack and ability sounds to make them sound like a piece of the soundtrack, while the second has a more fixed battle theme.

Without needing to use cheap concepts to differentiate areas of the game, key locations are memorable because of the music, characters, and environment pieces.

Side quests prompts and flavor dialogue are often indiscernible which enhances the feeling of understanding for players who are truly willing to play along with this strange world.

Finally, though this is obvious from simply watching a trailer, every visual asset used in these games is near-perfect. I frequently found myself admiring a prop or enemy without being able to place its form in my mind at all.

I recommend these games to everyone. However, I would also suggest that one play through them only if you're willing to escape for the duration and really immerse in a different universe.

The indie games industry is, for the most part, devoid of skillful originality. Logically this seems false, as indie games have developed somewhat of an anti-AAA, counterculture stance of development, but that stance does not reflect an indication of skillful originality. If I had a dollar ever time I saw some indie developer claim they were reinventing the way that stories were told in games, and then ended up just making another first-person story-focused walking simulator, I could personally fund one of those games on Kickstarter. I have been lucky enough to play a few genuinely mechanically innovative or original indie games—Obra Dinn for its deduction-bending pocketwatch, or Gunpoint for its snappy mix of stealth and puzzle-solving—but I tend to find that games are at their best when they relish in their inspirations’ foundations, and seek out originality in other avenues. Undertale fleshes out a simple JRPG lookalike with a colorful and emotionally involved story; Stardew Valley uses its luscious palette and soundtrack to draw the player into its Harvest Moon-inspired world; and Celeste combines nailbiting difficulty with tight controls to make one of the best platformers of all time.

Hylics, from a foundational perspective, is pretty ordinary. It plays out like a very short, shrunken JRPG, as you build out a party of four members, gain money from combat to dress them up with hot gear, and learn new spells and moves to fight enemies. Outside of this gameplay foundation, however, Hylics has some of the most unique direction I’ve ever seen. Lindroth’s art is the result of an ayahuasca-induced orgy between Gaudi, Geiger, and Cronenberg, with grotesque and pungent portraits of oil and clay composing an abstract and arid world. Expressionist, polygonal shapes and structures pierce through the epidermis of this utterly strange and esoteric world; whilst randomly generated text produces order from chaos, strangeness from normalcy, madness from truth. In this manner it produced an emotion that I previously thought to be precluded in games—that of utter strangeness and discovery. It is, in this manner, a production of hinged unhingedness, pieced together from the digested scraps of autophiliac artistry.

fits an unreasonable amount of individuality into the most generic video game mold around.

Look, I don't know what the fuck's going on, but I'm digging it

love those little clay fools

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really loved the music and visuals. combat was kinda lacking and the ending was a bit anti climactic though

I'm a sucker for stylized animation, but stylized claymation, OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH SHIT I'M GONNA CUM.

amazing art and ost, only flaw is its vanilla gameplay

Amid the lilies floats the moth,
the mole along his galleries goeth
in the dark earth.

I dunno, the visuals are very nice and the plot???????????? at least I've enjoyed it somehow, im glad.

the claymation animations make me moist

really good/funky rpg maker game with a funky art style
a bit short tho

a short but sweet surreal rpg set in a land of abstract shapes and creatures, play this if you want a simple, short but very strange game to play, you wont be disappointed.


Hylics é um RPG surrealista com S maiúsculo, jogando fora qualquer esperança de lógica ou padronização em sua estética e estrutura. Infelizmente, sendo um jogo feito no RPG Maker, ele ainda está mecanicamente bem preso às convenções do gênero, e não tenta diferenciar-se em quase nada nisso. Esse abandono total de sentido, combinado com seu estilo artístico absurdo e a presença constante de geração de texto procedural (da qual não sou fã) fazem com que esse jogo seja um que possa cansar o jogador em tempo recorde; felizmente, graças à sua curta duração, me mantive interessado do começo ao fim - o terminei em uma sessão. Embora possa parecer bizarro para muitos, para mim a arte e a animação desse jogo são incríveis, cada quadro do jogo poderia ser facilmente enquadrado em um museu e mereceria seu lugar lá - e em movimento eles ficam melhores ainda.

Não sou o maior fã de nonsense pelo nonsense, porém não tenho como reclamar da falta de sentido deste jogo, tendo em vista que é sua missão estética. Para mim, estar livre das algemas do RPG Maker para poder realmente agir fora da caixa (não só parecer) é o que faltou aqui. Jogarei Hylics 2 logo e se esse foi o caminho tomado.

una vision artisticamente muy interesante del genero JRPG, al principio lo mire medio mal por estar hecho en rpgmaker pero, aunque el gameplay flaquea bastante y es el mas basico que podes encontrar en juegos hechos con este engine, está personalizado de tal forma que le da su encanto. Desde los ataques y sus animaciones hasta los stats fueron modificados para hacer de hylics una experiencia completamente surreal, teniendo parametros un poco mas obvios como "mightiness" y "flesh" que son fuerza y vitalidad y luego otros como "texture" y "cooking" los cuales termine el juego y todavia no tengo ni idea que hacen... yendo a jugar la secuela

Very short, and extremely cool RPG maker game. This game simply explodes with so much style and personalty, from the interesting world design to the intricate and memorable character styles, all tied together with an ost and story that can only be described as surreal and mind boggling to experience. This game goes on sale for cheap, and thats including the game already only costs a few dollars, this is one game definitely worth checking out.

Has a lot of interesting ideas, but it ultimately feels like a prototype. Hylics 2 is a much more robust exploration of the same ideas

Absolutely love this game, although the gameplay is weaker than Hylics 2 I still find it fun, and its clay environments and wacky animations kept me captivated. Big fan of Mason Lindroth's work after this game, but I will say Lindroth definitely hit his stride in Hylics 2, and would definitely recommend the sequel over this game, although for around $3 on steam this game's worth the money. Definitely one of the most unique and amazing RPG maker games of all time.

I used to think this game was incredible until the sequel came out now theres not much reason to go back to it


This is not just an amazing experience from the artistic point of view, but it also makes me wonder how easy people sympathize with characters, because wayne's gang are literally incomprehensible beings and theres still a lot of fan art out there.

O fator mais marcante de Hylics é certamente sua identidade única. É surpreendente o que foi alcançado em níveis visuais e sonoros e me espanta ser um jogo de RPG Maker. A apresentação do jogo é de cair o queixo, não apenas nos visuais do mundo e em sua trilha, mas também nas animações de combate. Não há o que ser contrariado neste segmento - a experiência audiovisual é onde o jogo brilha e se é o aspecto estético o que mais lhe interessa terá um prato cheio.
​Ainda assim é preciso ressaltar que existe um ponto negativo nesta parte: não há clareza de distinção na parte visual. Existe confusão para identificar elementos com os quais se deve interagir daqueles que não o são, ou quais personagens são inimigos e quais lhe derrotarão com um toque.

Há uma distinta falta de direcionamento e balanceamento em seu gameplay. Um exemplo de minha experiência veio logo na primeira batalha quando Wayne sozinho foi obrigado a lutar contra quatro inimigos com skills que conjuram blind (que inutiliza Wayne pela falta de skills e will neste ponto) ainda buffam o ataque de todos os membros com uma única skill e - não bastando - atacam primeiro. A forma de passar por este desafio foi ignorar todas as batalhas e chegar ao segundo membro do grupo, recrutá-lo e somente assim vencer a primeira batalha. Todavia, não houve indicativo algum para nortear esta ação.

As caracterizações de personagens são praticamente nulas em termos de narrativa e gameplay. Apenas o visual diz alguma coisa (e olhe lá). Nenhum dos membros era distinto e sua diferenciação em termos de jogabilidade é expressada por meio dos equipamentos e a ordem que o jogador os recruta. Não há mais nada que os diferencie a níveis significativos dando margem para uma estreita janela de decisão que deixa o combate no aspecto mais raso que se possa imaginar.

Há habilidades e itens que quebram e banalizam ainda mais os combates. O exemplo mais claro seria uma das magias conquistadas no Endgame por meio da coleta de 3 tokens (que de forma alguma são escondidos ou dificeis o bastante, o que me faz pensar que esta skill tenha sido planejada como um recurso de fácil acesso). Tal habilidade consiste em desferir 3 golpes muito fortes em inimigos aleatórios. O problema é que esta skill é ensinada a todos os membros da sua party de uma vez, fazendo qualquer conflito do endgame se tornar uma piada.

E aí existe outro problema de design contra Hylics: Todos os personagens aprendem a mesma skill contanto que você os tenha recrutado para a party naquele momento. Além de reduzir a individualidade das personagens, esta decisão implica em backtracking de jogadores que - sem saber o que os aguardam - podem desejar se precaver e revisitar as Tvs anteriores.

A decisão intimamente relacionada à morte do personagem parece um recurso interessante de balanceamento à primeira vista. Entretanto, em minha experiência me peguei buscando a morte de formas banais para ter acesso aos upgrades de vida e skills que já acumulavam em meu inventário. Talvez este cenário justifique a grande quantidade de inimigos que eliminem o jogador com o simples toque, algo que é certamente irritante mas que adquiri certa utilidade aqui (além de serem bem posicionados próximos a cristais). Todo este problema poderia ser evitado dando a opção de teleporte ao jogador para alcançar o Hall de upgrades e criar um gameplay loop mais satisfatório. Todavia, não é feito e os cristais carecem de informações que poderiam tornar o jogo mais acessível. Simples adições como mostrar o nome do local para onde irá se teleportar seriam bem vindas e evitariam a necessidade de decorar para onde cada cor irá te direcionar (e se errar o teleporte, boa sorte. Imagino que terá que se matar.).
Ademais, morrer por si só é uma experiência demasiadamente obnóxia. Caso falhe neste jogo precisará não apenas assistir uma animação de morte, mas duas que somadas totalizam quase 10 segundos de espera e não podem ser skippadas. Não bastando, toda vez que morrer será necessário que selecione o cristal com a cor correspondente e então entre no teleporte. É um processo mais demorado e complexo que o necessário. A primeira animação de morte bastava por si só (a segunda é, inclusive, redundante apesar de bela) e o problema do teleporte seria resolvido se este memorizasse o seu último destino. Em seções recheadas de monstros que eliminam o player ao toque isto se torna bastante desprazeroso.

Outro fator que pode induzir mais mortes e frustrações que o necessário é a forma que o jogo se abre em sua segunda metade. A liberdade promovida é excessiva dada a falta de informações concedida ao jogador, gerando mais um cenário de trial and error que ajudará a prolongar a gameplay naqueles que se recusarem a utilizar algum walkthrough.

Os NPCs são excessivamente aleatórios e não me conferiram informações significativas o bastante para que eu me importasse com algo neste jogo. A narrativa pelo gameplay interessa em algumas partes pela sua excentricidade mas o grande nonsense prevalence em doses que danificam a experiência final. Nada contra seu uso, em doses menores certamente enriqueceria, mas da forma como foi usado me trouxe o efeito oposto.

Felizmente é um jogo curto e relativamente conciso que não tem conteúdo o bastante para prender o jogador em suas falhas por mais do que algumas poucas horas.

The most striking factor about Hylics is certainly its unique identity. It is surprising what has been achieved in visual and sound levels and it amazes me that it is an RPG Maker game. The presentation of the game is jaw-dropping, not only in the visuals of the world and its track, but also in the combat animations. There is nothing to be contradicted in this segment - an audiovisual experience is where the game shines and if it is the aesthetic aspect, what matters most will have a full plate.
It is still necessary to emphasize that there is a negative point in this part: there is no clarity of distinction in the visual part. There is doubt to identify which elements should belong to those who are not, or which characters are enemies and which will defeat you with a touch.

There is a distinct lack of direction and balance in its gameplay. An example from my experience came in the first battle when Wayne alone was forced to fight four enemies with abilities that conjure blind (which disables Wayne due to the lack of skills and will go on at this point) still buffets the attack of all members with a unique ability and - not enough - they attack first. The way to get through this challenge was to ignore all the changes and reach the second member of the group, recruit him and only then win the first battle. However, there was no indication to guide this action.

Character characterizations are practically nil in terms of narrative and gameplay. Just the look says something (and look there). None of the members were distinguished and their differentiation in terms of gameplay is expressed through the equipment and the order that the player recruits them. There is nothing else that differentiates them to significant levels, giving rise to a narrow decision window that leaves the combat in the shallowest aspect imaginable.

There are skills and items that break and trivialize the fighting even more. The clearest example would be one of the spells achieved in Endgame through the collection of 3 tokens (which are by no means hidden or difficult enough, which makes me think that this skill has been planned as an easily accessible resource). This skill consists of delivering 3 very strong blows to random enemies. The problem is that this skill is taught to all members of your party at once, making any conflict in the endgame a joke.

And then there is another design problem against Hylics: All characters learn the same skill as long as you have recruited them for the party at that time. In addition to reducing the individuality of the characters, this decision implies backtracking players who - without knowing what awaits them - may wish to take precautions and revisit previous TVs.

The progression closely related to the character's death seems like an interesting balancing device at first glance. However, in my experience I found myself looking for death in banal ways to gain access to life upgrades and skills that were already accumulating in my inventory. Perhaps this scenario justifies the large number of enemies that eliminate the player with the simple touch, something that is certainly irritating but that I have acquired some usefulness here (in addition to being well positioned next to crystals). This whole problem could be avoided by giving the player the option to teleport to reach the upgrades Hall and create a more satisfying gameplay loop. However, it is not done and the crystals lack information that could make the game more accessible. Simple additions such as showing the name of the place where you will teleport to would be welcome and would avoid the need to decorate where each color will direct you (and if you miss the teleport, good luck. I imagine you will have to kill yourself.).
Furthermore, dying by itself is an overly obnoxious experience. If you fail in this game you will not only need to watch a death animation, but two that add up to a total of almost 10 seconds of waiting and cannot be skipped. Not enough, every time you die you will need to select the crystal with the corresponding color and then enter the teleport. It is a more time-consuming and complex process than necessary. The first animation of death was enough on its own (the second is even redundant in spite of being beautiful) and the teleportation problem would be solved if it memorized its last destination. In sections filled with monsters that eliminate the player by touch this becomes quite unpleasant.

Another factor that can induce more deaths and frustrations than necessary is the way the game opens in its second half. The freedom promoted is excessive due to the lack of information given to the player, generating yet another scenario of trial and error that will help to prolong the gameplay in those who refuse to use any walkthrough.

NPCs are overly random and did not give me information that was meaningful enough for me to care about anything in this game. The narrative for gameplay is interesting in some parts for its eccentricity but the great nonsense prevalence in doses that damage the final experience. Nothing against its use, in smaller doses would certainly enrich it, but the way it was used brought me the opposite effect.

Fortunately, it is a short and relatively concise game that does not have enough content to trap the player in his shortcomings for more than a few hours.

Upon the time i beat this game, I had intense tooth pain for a week afterward. I associate Hylics with that pain. But like in a good way.