Note - as I did not beat the game, this write-up should be taken more as a set of observations than a genuine review.
Dyo is a free puzzle game on Steam, its appeal deriving as much from that price point as its co-op premise - you and buddy controlling one of two minotaurs in an attempt to reach the doorway(s) within each level. How fun is it? Well, given that I had to abandon it in light of the high difficulty curve, I’m going to say it wasn’t for me, though that doesn’t mean it won’t have its fans.
Occupying the platformer genre, Dyo’s gimmick rests on each player being able to attach their screen-halves together at any point in time, theoretically yielding all manner of makeshift jigsaws for obstacle circumvention. It works well at first; however, the complexity grows greatly the second the devs start adding new variables into the mix: perspective shifts, dissolving blocks, and moveable cubes being among the best offenders. Now normally I welcome these kinds of changes, but the problem is Dyo doesn’t go about organically-introducing them the way it did with its initial gimmick, resulting in players being thrown into the deep end without much warning.
Luckily, everything is unduly responsive and bug-free, rendering the excursion very smooth and responsive irregardless of my qualms.
Visually, Dyo is on the minimalist side, though that actually works in the game’s favor due to its shorthand nature- your two characters resemble the beasts of Ancient Greek fame, their brighter hues contrasting well with the cinereal props of standing columns and stitched-together brick. Backdrops further compliment this set-up by hosting innumerable items like wavering flames, looming columns, and well-honed sculptures. Yes, you will see a lot of repetition; however, the restrained stylization does serve its purpose of establishing a labyrinthine atmosphere.
SFX is reserved solely for select actions (locking-in screens, pushing blocks, and entering doors), while music, as far as I got anyway, consisted of a singular ambient track hemorrhaged by creepy wind & drum motifs. Both are fine given the brief length of levels, though Dyo probably could’ve benefited from some symphonic diversity as things progressed.
Ultimately, though, this is a title that’ll only appeal to the patient as finding those aforementioned harder solutions does get taxing the deeper you go. If you and a buddy are willing to do that, then Dyo should be a fun enough afternoon.
Dyo is a free puzzle game on Steam, its appeal deriving as much from that price point as its co-op premise - you and buddy controlling one of two minotaurs in an attempt to reach the doorway(s) within each level. How fun is it? Well, given that I had to abandon it in light of the high difficulty curve, I’m going to say it wasn’t for me, though that doesn’t mean it won’t have its fans.
Occupying the platformer genre, Dyo’s gimmick rests on each player being able to attach their screen-halves together at any point in time, theoretically yielding all manner of makeshift jigsaws for obstacle circumvention. It works well at first; however, the complexity grows greatly the second the devs start adding new variables into the mix: perspective shifts, dissolving blocks, and moveable cubes being among the best offenders. Now normally I welcome these kinds of changes, but the problem is Dyo doesn’t go about organically-introducing them the way it did with its initial gimmick, resulting in players being thrown into the deep end without much warning.
Luckily, everything is unduly responsive and bug-free, rendering the excursion very smooth and responsive irregardless of my qualms.
Visually, Dyo is on the minimalist side, though that actually works in the game’s favor due to its shorthand nature- your two characters resemble the beasts of Ancient Greek fame, their brighter hues contrasting well with the cinereal props of standing columns and stitched-together brick. Backdrops further compliment this set-up by hosting innumerable items like wavering flames, looming columns, and well-honed sculptures. Yes, you will see a lot of repetition; however, the restrained stylization does serve its purpose of establishing a labyrinthine atmosphere.
SFX is reserved solely for select actions (locking-in screens, pushing blocks, and entering doors), while music, as far as I got anyway, consisted of a singular ambient track hemorrhaged by creepy wind & drum motifs. Both are fine given the brief length of levels, though Dyo probably could’ve benefited from some symphonic diversity as things progressed.
Ultimately, though, this is a title that’ll only appeal to the patient as finding those aforementioned harder solutions does get taxing the deeper you go. If you and a buddy are willing to do that, then Dyo should be a fun enough afternoon.
9 Comments
@TGA_backloggd did you play it my friend?
@RedBackloggd Afraid not, but it does sound like it has many frustrating parts to it that I'll probably never get the opportunity to in the future.
@TGA_backloggd Ah yeah, need a patient friend at that!
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@OmegatheRobit - You really like getting reported don't you?
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@OmegatheRobit - enjoy the inevitable ban I guess
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@OmegatheRobit - keep digging your hole deeper lol
All good, but unfortunately the main reason I follow good writers like yourself is to have meaningful interactions. If you don't want to do that anymore, no problem I understand life's different for everyone, but I'll have to unfollow you. Best of luck.
@OmegatheRobit - so you're now stalking my feed lol. Are you sockpuppet for one of the other accounts or just a troll?
TGA_backloggd
11 days ago