Reviews from

in the past


i'm still working on my first playthrough, but i fell in love with this game at first sight. i booted it up, got through the intro sequence, and it's been a whirlwind romance ever since. i tried to type an "early impressions" thing here, and it ended up being a 5-paragraph essay, so i'll just leave it at that. this game rules, i can't wait to finish it so i can write a review that breaks backloggd's character limit (idk if there is one, but i will inevitably find out). there's so much to talk about here.

This game combines elements from many different genres but it manages to have its own identity, I would say its mainly a metroidvania.

Loved it, couldn't put it down until I finished it. Polished, fun and fair, probably my game of the year.

Zelda-like con un combate muchisimo mas trabajado y profundo que el de la saga de Nintendo, con unos grandes bosses y un buen mundo que explorar, acompañado de una buena OST y una historia que, sin ser nada revolucionario, te mantiene en el juego.

que alegria jogar um jogo brasileiro tão bom assim. muito animado pra o que a tiani e fernanda vão fazer depois disso.


Interesting game.
It's not that difficult, especially when you learn to make perfect parrys and use the cogs correctly; like deal ~2,000 damage in a single attack.
I didn't really like the "time attack" mechanic, in this case time is an important factor, so I beat the game very quickly.
It has a good history and scenario.
This game deeply reminds me of Zelda Minish Cap.

Amazing for a first commercial outing from Studio PixelPunk. Unsighted isn't afraid to wear its influences on its sleeve, and boasts a pretty engaging and tight gameplay loop that's sure to delight speedrunners.

I'm not really inclined toward the speedrun replay, but even the casual playthrough is a good time and banks on some solid hooks. The game is a pretty tense race against the clock, but even if you disable the game's timers via its built in Explorer Mode you're still looking at a challenging 8-or-so hours.

The game's writing is one of its lone shortcomings; not to say, really, that it's bad or anything of the sort (PixelPunk's vision is quite the contrary, a well-designed world with interesting characters and a smattering of lore to pick up on) but there were some times that a sentence or two felt unnatural even within the context of the narrative. The plot itself is decent, not one for surprises but with its fair share of nice sentimental beats.

I'm still kinda going through some other unorganized thoughts about the game (absolutely killer soundtrack btw) but overall I did really like it.

watchmojo sucks ass but props to them for calling this the most overlooked game of 2021

Sin innovar, consigue exprimir lo mejor de sus referentes.

Pros:
- El movimiento es ágil, el combate es ágil, cada nueva mejora hace más ágil el juego... es puro dinamismo.
- La dinámica contrarreloj para salvar la vida del resto de personajes añade un toque mayor de preocupación por el contexto en el que te inserta el juego.
- El mapeado es muy grande, variado, lleno de secretos y está muy bien interconectado.

Contras:
- Pese a tener debilidad por los pixel-arts, este no es de los más trabajados.
- La música apenas tiene variaciones a lo largo del juego.
- La estructura es clásica a más no poder, sin un mínimo giro de tuerca.

Unsighted is probably the best game of 2021 that you haven’t heard of. Where other games like it would be content to deliver a very carefully crafted and strongly guided experience to the player and leave lot of people satisfied, Unsighted opts to do the unthinkable: It just lets loose.

This top-down action game see you explore a world, beat up some enemies, solve some light puzzles and find ways to travel to your destination, not unlike Zelda. After a short prologue that shows you the ropes of combat and sets up the narrative and world, you find yourself in an overworld where an NPC marks the five McGuffins you have to find on the map. And then you can just do whatever you want. Yes, absolutely whatever you want. After I collected the first traversal item (a pair of high jump boots), I was apprehensive and thought the game might lead me through a predetermined sequence of events, just taking me along for the ride while actually orchestrating everything itself.

Stubborn as I am, I looked at my options and set out, determined to do the last dungeon first and to fall on my face in that endeavour. I did not. While the game would not let me just waltz right into the hardest dungeon, I just happened to stumble upon an item which let me traverse the overworld map in ways that clearly skipped the normal sequence of events, but the game did not do so begrudgingly, it openly handed me this weapon with a wink and told me to wreak havoc. This was the moment I knew I was in for something special. Instead of just heading to each dungeon, I largely explored the overworld map and I was thoroughly fascinated with the fact that I was very clearly just circumventing all the Zelda-esque traversal puzzles with my new-found weapon.

While there is a clear intended progression order and reliance on some dungeon items, it is also almost always possible to circumvent any given traversal block with some path you haven’t found yet. There are always multiple paths to your destination, and you probably can take half of them. But the true genius of Unsighted lies not only in the map design or the availability of items that let you just skip things, no. The game even has hidden movement techniques that let you further skip puzzles and obstacles in the overworld. At this point, a comparison to Super Metroid is inevitable: Yes, these optional movement techniques have the same versatility and sense of discovery that a shinespark and a walljump in that game grant you. A comparison between these games ends up making Unsighted see eye to eye with the search action juggernaut - that is a highly impressive feat in itself. You can legitimately play this game and explore its dungeons like you would for one of the classic Zelda games if you follow the intended progression sequence, but you can also play it like me and just blow caution to the wind. I am impressed how well the game manages to deliver on both of these types experiences, depending on which you opt for.

Another feature immensely helping the game’s openness on replays is the crafting system. While anybody who has played any video games in the last 10 years will probably just roll their eyes at this particular phrase, Unsighted surprises with another great idea: What if you could, on future playthroughs, just craft the dungeon items? This game does the unthinkable and lets you – as far as I know – craft almost all weapons and items at the crafting table, and that includes the dungeon items that are used for traversal. You just need to know the recipe. Not only does this mean that you could access the whole map from the start if you wanted to, it also means that you can make a choice on future replays. Do you want to abuse the crafting system or do you want to have another exploratory playthrough? Almost every facet of this game facilitates its openness, and that isn’t even going into how keys and key doors are designed and placed in this game, which gives you another layer of choice for your traversal of the map.

The combat in this game plays like a mix between Dark Souls and Hyper Light Drifter. You can do melee attacks or shoot with a gun. The weapons all have different attributes, and there are a multitude of viable strategies to approach combat. The equivalent of the estus flask, the syringe, fills up when you hit enemies. You have a stamina meter and you can dodge or block/parry enemy attacks. You can also equip “chips” that increase different attributes like number of bullets or weapon strength, as well as some with more specific effects, like a chip that makes the syringe fills slowly on its own. Weapon and chip choice leads to a lot of customizability and this customizability is what makes combat (theoretically) very satisfying and varied. My main strategy was to equip a machine gun and an axe so I could stunlock enemies with the gun while selectively doing big damage. One of the main problems here is that for stronger enemies parry and countering is such a disproportionally easier and quicker strategy than everything else, that the game turns into parry fishing on many of the bosses and mini-bosses - the parry counter also results in your stamina recharging and syringes being filled quicker than with normal attacks, making it an even better option. It’s a shame too, because only 2 of the bosses don’t let you fish more parries much, and that showed me what exhilarating combat the game is capable of when you don’t feel the need to parry everything to do any sort of substantial damage. I would have preferred a system where the moment-to-moment combat with normal attacks was the focus while making the parry feel more like an optional mechanic.

The last large facet of the game is the timer system. This game not only has a timer for your exploration, but for every NPC, so if you bumble about for too long in your adventure or just die too often to the enemies and bosses, you will be left with a barren world without shops or people to talk to. Even your small Navi-like companion can die after some time. The only way to alleviate this is to give these people (or yourself) the meteor dust that has been distributed in copious amounts across the map. If you extend an NPCs life three times they will give you a special item that fits their function and character. This can range from gaining new chips to acquiring things like a portable forge that lets you upgrade weapons anywhere as long as you have the money. The timer system does make exploration more stressful, but also more rewarding. The meteor dust is really hidden everywhere, and you will likely not feel helpless in the face of the time limit (even if I lost 3 NPCs to this system). On the difficulty I played – normal – the timer was just generous enough, considering how often I died and how many detours I made.

Other than my single qualm about the parry in combat, Unsighted’s gameplay comes together beautifully, and additionally to the great gameplay, it is also just visually stunning and the soundtrack is a treat, setting the mood for intrigue and action during exploration and combat segments. The all-female main cast is also inherently a big plus, because you just don’t see it very often in this medium.

This review has gone on for long enough, and what else can I even say? This game can measure up in all regards to explorative titans like Super Metroid. It is just as replayable, speedrunnable and enjoyable in all modes of play. If you like exploration in games, you will very likely love this game, and it’s a unique blend of different genres that will make me remember it fondly and replay it just as often as I do with my other favorite search action games.

This top down pixel art action adventure game borrows elements from Zelda and adds a twist with a countdown mechanic to keep pressure on the player resulting in a fun, well paced game. Unsighted takes place in a world where humans have started a war on androids who have outgrown their original purpose to start living in their own society and build families. The last of the humans use some ancient artifact to destroy the source of the androids power, anima, now all androids are slowly dying.

You play a powerful warrior android, Alma, who’s goal is to recover 5 gems to access the weapon and shut it down but the catch is you and every single NPC in the game is on a death timer. Every person has a different time some will last many hours, others have two or three to live. As you explore the world there are treasures called Meteor dust that give 24 hours more to live to anyone you give it to. Don’t forget to save some for yourself if you need it, or your personal robot fairy companion (this games Navi, or you can just let her die you horrible person!) If an NPC dies their store or whatever service they provided is closed off.

If that sounds extremely stressful well it can be if you let it. The truth is the time mechanic isn’t all that interesting and it’s really a clever way to simply have shops you can upgrade. Every NPC has a heart meter, 4 hearts in total, each time you give dust to one the heart goes up by one as well as their time. Each time a bonus happens like a store discount. If you max it out most everyone has a unique item they give you. Some give you a portable version of their store like a portable crafting table or portable blacksmith meaning once you max them out you don’t need them alive anymore. Everyone has so much time and there is so much dust to find that in reality all you are really doing is deciding which bonus items you want. If characters die nothing that serious happens, the story doesn’t change much. A few NPCs might say a different line or two. In the ending you just don’t see them living happy. So in reality that unique mechanic is mostly for show.

What really stands out is the level design which is Zelda like in its execution. Each of the five gems are housed in a certain dungeon like location where you will solve puzzles, find a new unique item that is used to advance through the dungeon and fight a boss. I found these dungeons to be varied enough with decent enough puzzles to really keep me entertained throughout. Some items you earn are familiar like a hookshot, a boomerang, and even a spinning top that you use to grind rails like in Twilight Princess. Clearly the creators of this game borrowed heavily from Zelda and while it never reaches the highs of Zelda dungeons they are a good enough approximation to make for some high quality level design.

Where it does shy from Zelda is in the combat as this game has more in common with other pixel art top down games like hyperlight in that it’s fast paced and deals a lot more with counters and timing. I found the heavy emphasis on countering to be a detriment, in some battles there is just too much happening on screen to notice the red flash of an enemy attack and having to time the party at the right moment just to get a massive counter in (which is by far the best way to do damage). Even dealing with multiple enemies it becomes frustrating especially if two different attacks come in consecutively which doesn’t allow the small parry cooldown to reset in time. While there are customizable “chips” that can adjust cooldowns, stat bonuses and so on I didn’t ever really feel it changed the fundamental way you do battle which is mostly timing parties and going in for attacks between enemy attacks. Of note this game has melee and ranged weapons so you can be slashing and shooting at the same time but the reloads happen so frequently and you must manually hit the button that I found myself just focusing on parrying.

The combat isn’t bad, some of the enemies are well throughout and the boss battles are generally very fun to fight. There is the dark souls penalty for death where you need to run back to your spot of death to retrieve money, also dying means more time off the clock so there is tension and the difficulty is at a good balance of being just hard enough. I just never found the combat compelling enough to feel like I wanted to master it. Though I bet for some it’s a game completionists and speed runners dream of, it offers all the tools for a great game to master, I bet there are some incredible no hit speed runs online, but for me this games combat doesn’t entice me to play more than once.

To round out the package there is a rogue like mode where you are sent to one of the games dungeons but randomized with a random starting item and you can buy new ones as you go. There is also the classic boss rush mode as well. There are two neat bonus modes that make the game have more replay value but again I was satisfied with one play.

Unsighted is well worth your time if you are a Zelda fan like me or are just interested in unique action adventure indie games. It moves at a great pace with constant new items and locations. I personally didn’t find the countdown mechanic to be over bearing, it felt more like a unique way to make NPCs and the world matter more. The ending seems to hint at more to come, I think this is a very good first effort that with some polish can be a really special franchise.

Overall score: 7.8

Visualmente interessante e com uma história promissora, mas essas mecânicas de combate que parecem estripadas do Soulslike, somadas ao limite de tempo e punição bizarra pela morte me desanimaram.

Que grata surpresa Unsighted foi, feito inteiramente por duas devs trans brasileiras é um incrivel metroidvania, com uma historia e personagens cativantes , incriveis dungeons no melhor estilo zelda classico, onde cada novo item é uma chave mas tambem uma arma, porem aplicado ao contexto metroidvania onde a cada item voce esta se locomovendo mais e mais rapido e acessando mais e mais areas. Mal posso esperar pelos proximos jogos do estudio

the biggest issue i have with this game is that sometimes it can be annoying to switch guns and it would've been nice to have a quick select. that's my biggest issue with it. this game is great.

edit: they fixed this an hour after i posted this. this game is GREAT.

Hyper Light Drifter but make it anime

This review contains spoilers

Good:
Combat felt good for most of the game. Parrying is satisfying and the feedback of hitting stunning enemies is great. There is a lot of weapon variety to choose from and evading/parry feels responsive.

Glad to see a gay female lead in a relationship. Hard enough finding female leads let alone gay ones so I'm glad for the diversity.

I'm a fan of the visual design and the spritework is cool beans

I liked the puzzle stuff and most of them felt pretty fair.
Traversal feels good once you have most of the abilities.

Chip system / cog system was fun to tweak and mess around with, it was a good use of customization

Map was pretty detailed and I didn't have any problems navigating it

Neutral
The NPCs were cool but I never really felt attached to them. There is one or two side quests in the game. I should have just let them die instead of trying to save so many.

Stamina system made the game feel worse. I know it's a balancing issue but you should really start with more. It never gets better late game without stamina cog spam or lots of green chips

Sword felt much better than Axe due to the fact of how much faster it was but this is a personal issue

Needed a manual save. I understand that it probably auto-saves to prevent save scumming but let me manually save for my sanity. if you're just going to just checkpoint me back to a terminal just let me save at that point.

They build up the bosses to be super cool and I thought they were but they provide zero context to their backstories. You're supposed to feel bad or dismayed that you're destroying them but they don't give you enough background info to actually care. I think you see one boss in a flashback and that's it.

Negative
The timers, possibly my biggest gripe with the game. The timers is like the anti-thesis of metroidvanias (especially with puzzle elements). I basically felt like I had to speed through the game constantly and not explore every nook and cranny because I was under a time pressure. It really clashes ideologically with what people want to do in a metroidvania and I personally did not care for it at all. The timer needed to be laxed a little bit because some of the NPCs just straight up die very early in the game if you don't use the game mechanics to save them. Also if you're going to include somewhat challenging puzzles in the game, the game shouldn't be timed or make the game lapse slower or lapse not at all in dungeons. In the optional dungeon, I think I spent probably an hour doing the puzzles. My solution was to pause the game and re-create the puzzles in on a website so I could think about them and solve them without worrying about the timer ticking down me because at that point me and several NPCs were at 24 hours or less. When I spend more time on a website trying to play your game than actually in your game, that's a design problem. I love puzzles but not under the time constraints of the game. I know you can tell me to play on Explorer difficulty but that completely undermines the game design because it's clearly intended that Meteor Dust is a limited commodity and used to make difficult decisions. Without it then the dust is basically a glorified friendship increaser to get different perks from all the NPCs.

The weapon mapping in this game is terrible. Why give me all these cool weapons and restrict it to two weapons. Let me map the traversal items to different keys, there is an abundance of keys on controller and keyboard that would have let me use one of my items hookshot instead of just taking up a weapon slot. By the end of the game I didn't even use ranged weapons because I'd rather have quick traversal and not go into my menu constantly. A quick switch or anything, going into menus to switch your one weapon is some weird game design that belongs in like SNES Zelda games, not in a 2021 metroidvania.

I loved the bosses but the idea of increased difficulty of a boss in Unsighted is to add more and more annoying adds. Make more engaging mechanics, don't spam adds that require me to parry constantly to kill them. The optional dungeon boss was the worst offender of this. I'd rather deal with mechanics like bullet hell then having to deal with adds that keep on spawning. (thank god they eventually stop spawning if you kill enough)
The game is fun combat-wise at 2-3 enemies max and when one enemy isn't constantly spamming attack. There is some late game enemy packs where one enemy will constantly spam attacks and while you parry them, the other enemies just attack you and lock you down in a parry/clash war.

While the art is great, the way the game is drawn and animated means there is definitely some depth perception problems where I can't tell if I'm in the background or foreground. This isn't an issue while doing combat but more so when you have to do puzzles or wall jumps. This is especially evident when the game tries to convey any sense of height and you really can't tell how tall things are.

I hate tutorials but the game really needed to do an extensive guide on how to do long jump, wall jump and throwing items at the beginning of the game and not at the end. Not to mention there is a secret technique where you can instantly increase your stamina to max by double-tapping dash when you're tired that I never saw in game and only saw because it was mentioned somewhere on a guide I looked at later.

ENDING SPOILERS START HERE
This one is spoilers so (best ending spoilers) The true ending completely undermines the whole premise of the timers and permanent in the death of the game. You go back in time to day 1 and all the NPCs + Alma revert to their day 1 timers. The true ending basically extends all the timers and restores the NPCs in an attempt to let the player do what they want (like a pseudo-post game) but it does not feel good at all. I spend the whole game trying to save all the NPCs and getting the best ending just completely undermines the message and design of the game. If you're going to do that you mine as well just not have made a timer, just leave the timer on Alma to put some sense of dread into the player.. Not to mention there was no way a normal person could find all the required items for the best ending because it uses a lot of secret walls that you can pass through but they appear solid in the game.
ENDING SPOILERS END

If you don't mind the timed aspect of the game or don't care about trying to save every NPC, I think the game would be more enjoyable for you but it was my real complaint for the game.

Tried this on a whim and came out loving it. Its super fun to play, the movement is fun, the combat is fun, the exploration is fun.

The love the chip system because you can just absolutely break the game with it (that's the sign of a fun system). Being able to dupe most chips just activates my brains neurons with crazy ideas. I also found a way to have infinite revive cogs, and I hope the dev's never fix it because you have to go into a menu every second to make it happen, so I think only insane people would do it (like me). It did allow me to brute force the true ending bosses.

Speaking of which the only boss I did not like was the Reused crab boss, it just has way too much health, and the ads it drops are way too much to handle at the same time (thankfully it stops summoning them at some point).

Graded on a curve determined by the size of your gamedev team, Unsighted would get 6 stars. It has a strong combat system, incredible pixel art, and decent music... what's not to like??

My main issue with the game, though, is the poor implementation on the (admittedly effective) countdown system against the game's strengths. Sure, you can turn it off (and should) but it makes you feel like it's the right way to play. Plus, it's part of a larger issue of having so many systems that don't really gel into a really strong flow.

For example, I love riding around on the top and there's a little bit of chip support to hint that maybe you could spin that top even more in combat but... really it's mostly for busting shit up and getting around. That's fine but the stamina freeze, the punishing bounciness just made me feel bad for getting on the cool top. It makes sense why you can't just blast through the game on thing. Just doesn't flow amazingly.

Also, the flashback story is kind of dull to keep going back to after having such exciting combat encounters. The game seems to rely on the countdown mechanic to keep you connected to the characters. Unfortunately, it has the added effect of making you rush through everything to get that life saving dust. When you're rushing, you're not connecting with the game and the world.

The ending is quite strong and the secret stuff seems interesting (though I've pretty much had my fill personally). There's also a lot of extra value modes and such for the real Unsightedheads and I respect the robustness.

Ultimately, I am cranked to see what Pixel Punks do next!

I don’t have a whole lot to say on Unsighted, but I just want everyone to know that if you want the true ending, there are two missable objectives: one is atop the cathedral in the first city area. Make sure to select the character you’re talking to, AND NO ONE ELSE, otherwise you’re locked out. Secondly is an item in the fifth dungeon that you can be completely locked out of if you beat the boss before you get it. It should be a pair of "hands".

I absolutely hate missable things, especially if you're not warned about it first, and I want as few people as possible to know the pain of having to replay the entire game just because you missed one thing.

Este juego cae en una categoría de título que Ross Scott (de Ross' Game Dungeon) describió como "no están mal, pero...". Básicamente, se trata de títulos aceptable por sí solos, pero no hay nada específico que los haga destacar de un modo significativo. Unsighted es un clon de Zelda relativamente competente que toma notas de todos los juegos de acción-RPG de los últimos años y referencia el pixel art de la última década (espera un estilo a lo Hyper Light Drifter y Titan Souls). Todo eso lo mezcla con una idea interesante que, la mayoría de las veces, se siente que está empujando contra los otros elementos del juego.

El juego tiene Decente escrito a lo largo de su código: tiene píxel art Decente (que no increíble), tiene personajes Decentes (aunque muy derivados de otros ya existentes), y tiene un gameplay Decente (pero no lo bastante interesante como para hacerte querer volver a vivirlo). Si eres completista, acabarás en cuanto consigas el último logro y no volverás jamás. Como otros juegos que pululan el espacio del triple I a día de hoy (junto a Hollow Knight, Dandara y otros juegos), se siente que Pixel Punk sabe agasajar al tipo de público que adora los RPGs y el píxel art, pero no mucho más.

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This game falls neatly into a category of titles that Ross Scott kindly described as "not bad, but...". Basically, they are decent enough on their own, but nothing about them makes them stand or pop out in any meanigful way. Unsighted is a moderately competent Zelda-like that takes notes from every successful action-RPG that uses pixel art of the last decade (expect a lot of Titan Souls and Hyper Light Drifter on this), mixes it with a kinda novel idea that most of the times feels like its pushing against other elements of the game, and complements it with a variety of nods and references that amount to nothing.

The game has Decent labeled all over its code: it has Decent (but not incredible) pixel art, it has Decent (but highly derivative of other works) characters and it has Decent (but not interesting enough to make you want to come back more than once of twice) gameplay. If you're a completist, you'll be done as soon as you hit the last achievement and never think of this again. Much like many other games of the current triple I sphere (alongside Hollow Knight, Dandara and similar others), it feels like Pixel Punk knows how to pander to an audience of pixel-art, action-RPG enthusiasts, but not much else.

Dá para considerar UNSIGHTED um metroidvania? Essa pergunta só pode ser respondida através de outra: o que é metroidvania?

Eu não tenho uma resposta perfeita para essa pergunta, mas tenho uma definição pessoal que funciona muito bem pra mim. Metroidvania é um subgênero de plataforma (tanto é que costumo usar o rótulo platformer-adventure como alternativa), com uma exploração semi-linear mediada por itens e habilidades. Simples, não? Usando essa definição, UNSIGHTED parece não se encaixar na categoria. Afinal, sua perspectiva top-down o coloca de fora do gênero de plataforma.

Mas calma lá, não nos precipitemos. Metroidvania tem que ser plataforma, mas nada na definição que coloquei acima disse que tem que ser side-scrolling. Contemporaneamente não há muitos exemplos, mas jogos de plataforma 2D podem sim utilizar outras perspectivas — clássicos como Knight Lore e Qbert estão aí para provar. UNSIGHTED é pouco convencional nesse sentido, mas tem todo o foco em movimentação e overdose de pulos dignos do gênero.

E quanto a outra parte da equação, a exploração semi-linear? Aí a coisa complica um pouco. Apesar de eu gostar da minha definição, tem um pouco de espaço pra interpretação. Isso é deliberado. Estamos lidando com arte, não é uma ciência exata. Mais do que simplesmente ver se a exploração é linear ou não, eu sempre me pergunto se ela é não-linear o suficiente para considerar um game metroidvania. Nesse aspecto, minha impressão de UNSIGHTED foi mista por boa parte do jogo. O mapa é bem grande e os objetivos espalhados, mas o caminho que você tem que seguir parece bem fixo. O jogo até marca no seu mapa a ordem exata em que você deve fazer os "templos".

Foi aí que eu descobri o wall jumping e percebi que a "ordem exata" não passava de uma leve sugestão que pode e deve ser ignorada. Foi nesse momento que todas as minhas dúvidas se esvaíram: estou lidando com um metroidvania, e um excelente, por sinal.

Assim como seu nome, muita da profundeza mecânica de Unsighted passa desapercebida de início. Os itens que você ganhou? Eles têm mais do que uma única função e podem ser usados de formas inesperadas para alcançar lugares que você achava que não podia. O inimigo apelão que claramente só pode ser derrotado com uma arma especial? Talvez a arma especial não seja necessária afinal de contas, "git gud" e tente de novo. E aquele chefão que o jogo te diz explicitamente pra deixar por último? Vai lá e mata ele no prólogo do game, nada está te impedindo.

O limite de tempo do game, uma de suas mecânicas mais únicas e polêmicas, a primeira vista parece ir contra o que se espera de um game do gênero, te punindo por explorar em vez de cumprir os objetivos. Mas não é bem o caso. Explorar te dá acesso a itens que aumentam o tempo, além de te darem um conhecimento melhor do mapa e seus segredos, permitindo que você otimize sua jornada. O resultado é uma sempre presente ansiedade e senso de risco e recompensa na primeira vez que você jogar, e infinitas possibilidades de speedrun e sequence-breaking em jogatinas posteriores — um prato cheio para fãs do gênero.

Enfim, respondendo à pergunta do início: UNSIGHTED é mais metroidvania que muito Metroid e Castlevania. E ainda tem robôs lésbicas com crise existencial. Como não amar?

it's ridiculous how much there is in this game. really cool build diversity, enormous amount of movement freedom and tech, captivating environment/dungeon choices, tons of interconnected paths that make swapping between linear and exploratory progression very natural. the music is great, the factory music especially is one of my favorite dynamic music tracks i've heard in a game. sometimes i felt like some of the gameplay tone was going to tear apart the game's tone, but somehow I don't think it did - the story and time limits and etc really did get into me. if i could, i would be replaying this already on a different route (unfortunately, hand pain).

Slammed this start to finish in three days on normal, then immediately started a NG+ and got the true ending on hard mode. The extremely approachable Zeldaesque structure pairs perfectly with a combat system deep enough to rival any 2D game. Although the character progression doesn't operate in terms of levels and stats, it captures the RPG feeling of being able to choose between multiple builds to suit your playstyle or the needs of a particular fight.

The main thing that sticks in my craw a bit about this game is the timer system. I'm not going to say it's bad, because it certainly creates a strong emotional bond between you and the characters who are depending on your swift action to survive. But it does work at cross-purposes to the core search action loop of exploring every nook and cranny, which this game clearly encourages by hiding goodies everywhere. I ended my first playthrough much sooner than I really wanted to mostly because I didn't want all of my friends to die.

It's almost as though there are two different games here: the one in which you carefully balance time as a resource to keep your friends alive, and the one where you try to uncover everything. Fortunately the game allows you to disable the timers, and I think doing so makes the game different, not worse.

Realmente muito bom, tá fácil nos meus preferidos do ano. Só fiquei muito aperreado com o relógio e tive que desligar porque tava me fazendo mais mal do que bem. Mas realmente um jogo muito bom. E vindo do brasil, por pessoas trans, melhor ainda

It's surely a good game. The core mechanic is well-built, The dungeon design is pretty "classic" and it's bold that they actually have an actual time limit that will end your progress -which is quite manageable, but still gives you a mindset of "I need to play this really efficiently and swiftly as possible". But the combat can be easily broken by the generous parry system, especially against the end-game enemies which were shown as the "unbeatable foe" at the tutorial. It's quite sad because there are many other combat options that make you move a lot, which can make some interesting movement-based combat situations. (Yes, there were plenty of encounters that forces you to move a lot. The semi-final boss comes to my mind. But there should have been more IMO)Then again, I played it only on Action-girl difficulty, which is the "normal" difficulty for this game. Maybe the encounters can be changed on a higher difficulty? So, please take this review with a grain of salt.


This is a very cool game. It builds on a Zelda-type core with some unique mechanics, notably the time limit that affects the world and will end your progress. It's extremely manageable but it makes the stakes feel high. The combat falls victim to the overpowered-parry-button effect though. There are a ton of combat options but I never felt the need to do anything but mash the parry button with its generous timing window. I played it on normal so maybe this changes at higher difficulty, but that is the danger of including a parry button. In any case, an interesting game with a lot of flavor.

Maravilhoso! Feito por desenvolvedoras brasileiras, esse foi um dos melhores jogos que joguei em 2021! Apesar de estar com uma expectativa bem alta pra ele, fui surpreendido positivamente com o quão bom esse jogo é. Mistura de Zelda com um formato metroidvania muito gostoso e inovador, com vista top-down.

This game was a surprise, tried it on Gamepass and I immediatly fell in love. A great mix of 2D Zelda and a Metroidvania with a special time limit gimmick.

Tha map is really open from the start; using good movement and knowing what to craft makes you able to sequence break and do almost everything in the order you prefer (and the game even rewards you for it). Puzzles are interesting but not too hard, while secrets are few but impactful.

The combat is fun and impactful, however the parry system is way too overcentralized. The game gives you a ton of different weapons to play with,but once you learn how to parry and capitalize on the free critical it gives you, there is no reason to use anything else but the Axe.

Unfortunately the central gimmick of the game is not as impactful as it should be. Every character (main character included) has a time limit that dooms it to lose its mind once it reaches zero (which translate in a game over or the loss of an npc). This time limit can be increased using consumable items that you find around the map. Everytime you give this item to an NPC you'll get an heart, fill all the hearts and you get a special reward.
The problem is that once you have obtained this reward the NPC becomes useless and there is no reason to try and save it from certain doom outside of seeing a 2 second scene in the ending slideshow.

Even with a weak central gimmick, Unsighted, is still incredibly solid and the fun and rewarding exploration makes it fantastic from start to finish. While the open maps and multiple ending makes the game a treat to replay.

Why is nobody talking about this game, it's got robot lesbians in it and everything