Sanvein 2000

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this game earnestly feels like it's just one insane meta-progression system away from being a moderately successful indie game

a fast-iterating, room-clearing non-quite-twinsticker where clearing rooms increases power in adjacent rooms, giving just a pinch of strategy to the dungeon delving. warning forever style system where time is health. really just a lot of cool ideas coming together for a good time

the ui of every single screen in this game uses about 5 different fonts at once and it feels like the future we never got. ux designers hate sanvein but i won't let them

the room's inhabitants get a little boring and samey quite quickly but again, that only strengthens this game's case as a blueprint of a successful roguelite. give it a look if you like weird innovative games that are unique without necessarily being amazing (aka you like to play ps1 games)