Playtime:
431 minutes
I love this game. It's super cool. I have some complaints - overall it's very fun, but feels a bit shallow considering the creator made this for a game jam and later rereleased it with more content, but it still feels a bit like it's a fun demo rather than a full game. I haven't cleared a single dungeon all the way but the world feels very small and I would go nuts if this game was like a vintage style but had the ambition of a massive open-world game with tons of locales and dungeons and NPCs (since most character sprites are a small stick figure sprite holding a spear, and it would be very fun to expect a tiny cute RPG and get surprised with a massively spanning Dwarf Fortress-scale experience, but I digress).
Some things are frustrating more than they are scary or intimidating. You're spammed by the NPCs and in-game manual about how important it is to get a Tent because it's the only way to "rest" like you would at an Inn in most RPGs (with buying and spamming bandages being your only solution until then), but the game makes ZERO mention that you can only have ONE at a time. You can buy an entire tent for about $450 (which takes an hour to save with lots of quicksaving to make sure you don't lose your progress), and when you use it, it doesn't tell you "hey, doing that will remove your previous tent," it just removed my first tent without telling me, which was really sh*tty because I had two camps set up at two different exits of a dungeon, one at the entrance, and one at the exit on the other side, so when I exited the dungeon with 5 HP and lots of money but no tent, I just had to die and learn the hard way. If it just put the first tent back in your inventory, the player would learn that rule without wasting all of their money in a game where frugality pays off in spades once you see the trader has a really high quality weapon or piece of armor to make the dungeons much more survivable, but instead the game opts to be kind of unfair where it otherwise explains everything to you and gives you lots of information to help the player make the correct decisions, except in this one time it just says "thanks for the $450 jackass, now you know that tents have free will, don't let it happen again."
The game feels like Schmidt didn't care about writing an actual story and just wiggled his fingers and went "OoOoOoOoh!!! Vague Lovecraftian horror, OOOOOOOOOH!" and never meaningfully hooks the player or builds on anything. It's just a bunch of arbitrary names and factions and mysterious location names - the story so far seems to be "there are a lot of people that don't like each other and we don't know much about each other, stay away from them. Oh, this other monster faction? They're evil, stay away from them." I'm not that familiar with Lovecraft aside from hearing it mentioned in pop culture every now and again for the last 30 years, but I was under the impression it would give you this skin-crawling otherworldly sense of dread and unease and paranoia, which so far is only provided by being in a deep dungeon with lots of loot on me as I see an NPC on the minimap, approaching it to realize it's a level 5 monster made of mostly teeth and legs that's about to pack my sh*t in as I realized I foolishly forgot to save within the last 5 minutes. So it would be really neat if there was a main boss NPC that gets mentioned from time to time and all that an NPC says is "They tremble in silence" or something to convey that this guy is a big deal and you should be scared. But instead I feel like I'm reading a series of disjointed sticky notes that Schmidt intended on tying in to one another and just forgot and said "eh it's a gamejam thing, no one's going to expect perfection." But maybe I'm not as media literate as I expected and I missed some big details despite playing with headphones on in complete silence with no other distractions.
There's no guide available so far about how to make progress (aside from the initial in-game manual telling you the game mechanics and general tips), no available wiki so I know that a bone or milk or wine will allow me to recruit certain NPCs to my party but not how exactly to use them or how to give the item to recruit the character (although this is a plus for purists that miss having to just figure it out without a guide like we used to do), for now I just have to search the Steam Discussion page which is mostly just topics of people complaining that the game is "too hard" (it's not, you can quicksave every step if you want).
Just little irritations like that get in the way of me feeling really immersed in this otherwise VERY COOL looking game with a creepy monochromatic DOS aesthetic with a decimated low-fidelity audio design and a dev that clearly, obviously LOVES making games and wants to make sure his players have all the information they need to have a fighting chance. I was looking around the discussion pages and he was responding to every. single. comment. without exception. Most devs will make a game and respond to nice reviewers and ignore critical ones, but this guy is a true blue creative and I'm very interested to buy more of his games if they feature a similar vintage aesthetic with ambitious big world design.
Awesome job, can't wait to beat it! Excited to see what other additions or QoL changes you make. Or if you don't plan on adding more to it, I look forward to beating it and then coming back and giving my full thoughts. Take care!
👍 : 2 |
😃 : 0