The aesthetics of the castle area are just incredible. The rest of the game is at odds with itself - gaining speed and bhopping is fun, but then you have to turn around to actually attack enemies. Losing your projectile after taking a hit just sucks... Melee combat is hampered by your miniscule range - you pretty much have to be touching an enemy to hit it with your sword.
Found this from a youtube video showcasing indie games, and I'm glad I did. This game is pretty unusual, but the best way I would describe it is a roguelike where you surf on slopes and bhop around massive areas, while shooting bizarre creatures with zelda-like sword beams.
The roguelike aspect is pretty simplistic, which works pretty well for it. The only thing that carries over between runs is whatever currency you put in your safe.
One of the big draws to this game, at least for me was its artstyle. Objects have similar textures to N64 and PS1 era games, while the sprite modelling reminds me of Scott Cawthon's Chipper and Sons lumber co., or its spiritual successor, Tyke and sons Lumber co.
All in all, Dreamwild is a charming action roguelike that can be practiced and mastered just as easily as it can be a simple bhop session.
The roguelike aspect is pretty simplistic, which works pretty well for it. The only thing that carries over between runs is whatever currency you put in your safe.
One of the big draws to this game, at least for me was its artstyle. Objects have similar textures to N64 and PS1 era games, while the sprite modelling reminds me of Scott Cawthon's Chipper and Sons lumber co., or its spiritual successor, Tyke and sons Lumber co.
All in all, Dreamwild is a charming action roguelike that can be practiced and mastered just as easily as it can be a simple bhop session.