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Game Review: UNSIGHTED

It's me, back again to make a review of one of the games I have on my list this year.

Unsighted is a game similar to hyperlight drifter. You explore an open world, hack and slash your way through enemies, solve puzzle, fight bosses, and stuff like that.

One thing that is very important to the game is that how much time you take to complete it matters a lot. Every character you meet has an amount of "hours" left to live and if you don't finish the game before that they are gone (an in-game hour is a minute irl). So the game asks a very interesting question: "┬┐Do I have the time to solve that puzzle to obtain more loot?"

It's a very interesting concept, every time I got a new ability I had to decide if I wanted to backtrack to get more loot or keep advancing the plot. Gives you a sense of urgency, every second you play can be the difference between life and death for your NPCs. These NPCs include the shopkeepers and the ones that sell you upgrades.

However, the design of some of the leves is kind of weird taking into account what I just told you.

Things that I found frustrating about the level design

I understand that in this kind of games some backtracking is important. You advance two rooms, get a key, go back two rooms and use the key to get to a new area.

I did had a problem with some of the level design in the dungeons because sometimes they took that a little too far. Like at one point I was in a room with branching paths and the rooms in one path progressively opened up the things in the other path and viceversa. So I would go down one path, open something in another path, go there, open something in the first path, go back, etc.

It wasn't that bad, the worst instance was one where I had to switch paths like 2 or 3 times. But sometimes it really felt like the game wanted me to waste time. Still, it was just something a little annoying that happened in some of the dungeons.

The parts of the game I hated the most were ones where I was forced to go slow. Pushing a box over long distances, waiting to escort some leaves through the weirdest path I have ever seen are some examples.

The game also features moving platforms but they get a pass because they are super well implemented and designed. You really don't waste that much time in moving platforms, and when I miss them it felt like my fault because with some timing and good movement I could've gotten there sooner.

Other Opinions

The gameplay itself was pretty fun, you get access to a lot of weapons early on and start theory crafting combos and things. As the game goes on and you get better at the controls you start going for parrys and other risky playstyles with higher damage. The guns were fun, the axe was fun and mastering the timing to parry was super fun as well.

The music was a bit underwhelming, to be fair though, the dev team is very small and the mucisian was also a programmer, so I understand it. But the music is mostly very simple (simple chords and a melody), the boss theme sounded like noise though, which was sad to see. I would have hired an experienced composer to make the main songs so they are more memorable, after I beat the game I can't say I really remember any of the tracks. I do remember that a dungeon with two modes had two versions of the music which was nice.

I think that's it, I think I would recommend this game to a friend if they enjoyed hyperlight drifters or similar games. Overall it was a fun experience.

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