![]() Just keep in mind that as it's a one-man production it's a bit crusty around the edges. Feels like an absolute steal at the asking price. The entire production is made by one guy out of Norway. A refreshing break from the icon-laden maps of modern game design. You're given a journal with generalized goals, but there's zero quest markers leading you by the nose from Point A to Point B. With little handholding, the dev trusts the player to figure things out on their own. Lots of biome diversity where each new map introduces fresh new themes with a common Nordic wilderness through line. Also has those Dark Souls path unlocks where areas loop back into themselves creating shortcuts for easy back & forth traversal. Movement speed is surprisingly hyper-fast and feels great, esp. Gameplay feels great where it's equal measures walking sim with combat and enemy/boss encounters (kinda like Elder Scrolls I guess?). It's unsettling but at the same time curiously engaging where you want to inhabit the world to see where everything goes next. Not like horror, but more like old folklore/fairytale-bizarre characters and story beats. Balances arcade action & depth pretty darn well so it feels fresh but isn't "lite". It's a lighthearted take on zombie survival games with an inviting tone yet deceptively deep game systems. It's something I've never seen before and it really speaks to the level of fine-detail that they're operating from. It's such a small thing but the devs were thinking of character momentum & game flow when they coded that in. This is perfect if you get accidentally stopped by a terrain object or you're just picking up a loot item off the ground. ![]() 5 second window to press back down on the directional keys to keep sprinting without having to hit the Shift key again. But what I noticed was that when you stop by letting your finger off the WASD directional keys you still have a. ![]() There's no stamina meter so when you start you can sprint for as long as you want. So one of the accessibility options is a toggle to change the Shift to sprint from hold-down to just tap once to keep running. It comes across in every element you look at, whether it's the bright, colorful visuals, satisfying UI navigation & design, smart progression loop, "just right" power-curve, the butter-smooth game engine that they built from scratch (lightning-fast startup & load times on my HDD impressed). Like the devs have the craft & care to look at every element of design and infuse it with a level of polish & TLC that's incredibly admirable. The best way I could describe Dysmantle is it feels like a Complete Package (tm.). Writing is really spicy too.ĭeadeye is a novel haxxor stealth-action hybrid that doesn't sacrifice either side of the coin in delivering a unique gameplay combo that feels like an incredibly fresh genre mashup. Love the minimalist presentation, Caves of Qud fans will feel right at home here. Amazing weapon variety as well that carries across contracts, allowing for quiet or Rambo-esque infiltration. You have to think strategically and pick your battles, many times sacrificing easier routes for sustained efficacy further down the road.įeels a lot like chess in that way where you consider moves, deploy "3 moves ahead" strats and then enter the fray. But you have limited hacking "points" so you can't just shut down a level's security from outside the building and just waltz in like you own the place. ![]() Hacking cams & computers, daisy-chaining across a level from within the matrix setting traps, disabling security and granting physical access. If you hang back from mobs within a level player has plenty of time to set up engagements. It's a nice hybrid on command line hacking and real-time stealth/action map traversal, two gameplay styles you don't often see fused together. Stealth infiltration action with terminal entry coding and a subversive tone.
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