I really, really hope this game picks up some traction. The game is so amazing, especially for the price. I got so sad seeing how unknown the game is. The developers put in so much work and the game plays amazing too. They really deserve to get paid for it. Hopefully one day it'll explode in popularity.
@@peteydog1473 Yeah that's how I remembered about it, and now I adore it and think of it as an 8 or 9/10, but I'm still so pissed that it didn't gain that much traction since it's unlikely to receive a sequel/dlc at any time.
I know one of the main devs is brothers with the guy who made Gris. Which i absolutely loved. The minimalist aesthetic really reminds me of that game. I will most likely pick this up
Regarding the Absorption minigame, something I didn't hear mentioned was the fact that it heals both you and the enemy so you don't accidentally kill it or vice versa, making it way easier to absorb enemies for upgrades. I definitely agree with you about the map/fast travel points, but the game looks good enough that I'm perfectly fine with wandering around, and more experienced players will know where everything is anyway. The combat system is incredibly innovative (seriously, THIS is what dynamic "turn-based combat" is supposed to look like), finding great attack combos makes me feel like a genius, and the positive overuse of explosions and time-freezes makes every attack feel like it hits like a truck. It could have used an enemy codex showing which enemies have weaknesses, resistances, and immunities to which attacks. The game definitely takes a certain type of person to enjoy it, but I am exactly that type of person.
@@IDreamofIndie Honestly, the thing that sums up this game the most is the Rule of Cool. Yeah, the Absorption minigame is mediocre, but the concept of absorbing your enemy for upgrades is cool. Yeah, the map fails at mapping, but the game looks so cool it’s fun getting lost and looking at it. Yeah, it sucks when you hit an enemy with an attack you don’t know it’s immune to, but the enemies and attacks look so cool that even ineffective ones make massive explosions. Making the shield durability/counterattacking reliant on perfect parries, rewarding skill and giving the player agency even if it isn’t “their turn”? COOL COOL COOL, and a very good combat design choice IMO.
A general rule of thumb for weaknesses/resistances blue enemies usually have some resistance to ice and lightning orange enemies usually have some resistance to fire and wind There are 4 "elementals", one of each magic type wind is weak to lightning and vice versa fire is weak to ice and vice versa
Had me at metroidvania. Then lost me at turn based. Am honestly relieved. At this point, my backlog is one or two games short of becoming aware and hunting me down.
Late reply but it’s not true turn based like an RPG But more like paper Mario RPG where it switch between offensive and defensive turn. You still need to be very active in both phases
honestly, i haven't like turn based combat until i played Wordless the way it implements turn based combat has captivated me. He does make a valid point on the games difficulty because i kinda got stuck twice and had to restart on a new save, took me a while to be able to get around with relative ease
This is a fascinating take on this game. It's good to know the kinds of drawbacks it has, and the good things about it too. This seems like the sort of game I need to be in the right kind of mood in to play and finish. So I'll be keeping an it even if I probably won't grab it right now. Thanks for the review.
As someone who has put in about 25 ish hours into the game, I agree with basically everything you said. Some of the secrets were a little tedious to find, to the point of looking at a guide, but other than that, the game did pretty well by me. Im not normally big into metroidvanias, but this was a good start point with the way they took their combat. The absorption is annoying with the hidden buttons, but keyboard semi trivializes it? maybe i just like keyboard. I understand what you mean about the map, though i understood it relatively quickly so i couldnt 100% agree? but i understand why someone wouldnt understand it, as it did take a little bit to get used to. Great review, and good points put concisely.
The combat system looks interesting My main gripe with turn based games is the lack of real time action, you basically scroll through a menu in order to do anything and when it's the enemy turn you have no option to avoid damage you have to take it which makes the games void of player skill and basically a stats game which I am not a fan of This game seems to change that aspect
Funny enough Paper Mario one and two did something very similar just more JRPG rather than action RPG. Timing hits and defence to get greater use of actions. Though I will admit this game seems far more involved.
I have this game and the combat just get 10x as the game progresses and there are lots of ways to interrupt your enemies turn. It is simple to learn but hard to completely master
Well with Super Mario RPG there are little timing gimmicks that can either strengthen or lower your damage depending on your timing. Also there is Dragon quest 11 that has free movement and is a turn based at the same time.
@@imag-nonespaghet9337 I played sea of stars which I think is similar to what you just mentioned and while it was fun at first it did get repetitive especially with how long and dragged out that game is My favorite turn based game to this date is still undertale, the bullet hell system removed many of the issues I had with turn based
This was such an insightful review. I am that person that likes to be thrown into the deep end. It’s fun and challenging. What a cool thing to point out. I subscribed. Thank you.
It's really not that hard to navigate the game world, the combat near the end is what's hard. I was stuck on one enemy for 45 minutes and it's not even a main boss. I found blasphemous and strayed lights to be easy but here i am getting destroyed by worldless
To be fair, every other review out there that I've seen is at least an 8/10. There is a demo on Steam as well, so if you're able to access it it's worth a look
I'm only a couple hours into this game, and I already really like it. Being able to hop back into battles after losing them makes a world of difference for the combat, and they actually managed to make turn based parrying combat fun! Also, the switching mechanic is really unique. It kind of reminds me of guacamelee's world switching, but with a unique twist
The second I saw this game was also the second I fell in love with it’s artstyle. I’m sad that it has such a small fandom. I would love to see people talking about the lore of this game and I’m one of the people that like handholding but also doesn’t really mind being thrown into a big world and finding stuff out on my own. This game seems really difficult though, wich is a problem because I’m very bad at video games, but I somehow got to the true ending in Hollow Knight so I hope it won’t be too much of a pain.
comparing the difficulties of both games' boss rushes, worldless is easier than hollow knight i still can't beat absrad also go try the demo. if you can complete the demo (which puts a somewhat difficult boss in the starting area that isn't there in the full game), you should be just fine
Watched for this game for a while. Just now started it, and I can say I'm enjoying it quite a bit. Top tier sounds and beautiful minimalistic visuals. Gotta get the timings down on the combat though
super helpful revierw. the aesthetic was drawing me to buy this since the first day i saw gameplay footage, but yeah that map is such a dealbreaker. more handholding please!
I really loved this game, although im kinda disappointed at its only (to my knowledge) ending, even through there should have been two if you went through with the path of determination. One that should go as following; edda (cyan) and aven (orange), after getting through the path of determination, proceed to fight god using their newfound ability. Of course, the new ending would still result in the big bang, but one that both our protagonists would have had a hand in making, instead of being forced to consume one another to make it happen.
These type of games, to me, come off as if the aesthetics are more important than the rest (not saying this is the case here since I haven't played this one yet, but it does look like one of them), so they tend to push me back on even trying them. When I see so much focus put on a visually pleasing experience that comes with changes in the camera paning and a quiet ost, I'm suspicious. Focusing on aesthetics so much comes off as if they might be trying to compensate for the rest of the gameplay sometimes. It happened to me with Ori an the Blind Forest. I hate detailed animations that make the gameplay slower but look good, when they can be both pretty and feel good and fast when playing. I love metroidvanias but my biggest pet peeve is feeling like they're slow when playing. I will probably give this one a try anyway.
Games, especially MetroidVanias, with a poorly designed map system are a huge deal breaker for me. I don't need my hand held but I also don't wanna spend most of the game aimlessly wandering around either. I'm gonna have to pass on this one. As always thanks for the review!
The map is actually more intuitive than you would think. If you have a moderately good memory and some common sense you can easily navigate it. Although fast travel would've been nice
Im honestly shocked how well my reaction as a souls game player got predicted. Fair review though, it's a pretty hit or miss game depending on how much you like soulslikes. For me it was a giant hit though.
Souls fan here, so there is something that has to be done to not have a map, simple world design with enough set pieces so that you always have your barring. If you say make simple map design but have no set pieces you have nothing to keep you from getting lost, on the flip notion of that complex maps have many set pieces and that give a lot of what I like to call "map pollution" to many things to see, so you remember nothing. Never played this game have no idea if that becomes a thing one way or the other, but just understand if Fromsoft didn't make there maps the way they did, people would NOT like those game at all. Getting lost is frustrating Fromsoft doesn't want you lost, they want you absorbed in the exploration.
remember lack of hand holding doesn't mean a pass to bad tutorial of game design, its just bad, that's the core issue too many things getting in its own way
I really, really hope this game picks up some traction. The game is so amazing, especially for the price. I got so sad seeing how unknown the game is. The developers put in so much work and the game plays amazing too. They really deserve to get paid for it. Hopefully one day it'll explode in popularity.
Fortunately, it has a prominent highlight on the GOG home page.
windette made a video at the end of january.
that's how i found it
@@peteydog1473 Yeah that's how I remembered about it, and now I adore it and think of it as an 8 or 9/10, but I'm still so pissed that it didn't gain that much traction since it's unlikely to receive a sequel/dlc at any time.
I know one of the main devs is brothers with the guy who made Gris. Which i absolutely loved. The minimalist aesthetic really reminds me of that game. I will most likely pick this up
Awesome!
NO WONDER! the backgrounds were so similar
I hope it becomes popular enough for it to get a wiki made for it. It'd really help.
The wiki exists now:
worldless.wiki/wiki/Main_Page
it is still being worked on, but the branch maps have been ported over here
Regarding the Absorption minigame, something I didn't hear mentioned was the fact that it heals both you and the enemy so you don't accidentally kill it or vice versa, making it way easier to absorb enemies for upgrades. I definitely agree with you about the map/fast travel points, but the game looks good enough that I'm perfectly fine with wandering around, and more experienced players will know where everything is anyway. The combat system is incredibly innovative (seriously, THIS is what dynamic "turn-based combat" is supposed to look like), finding great attack combos makes me feel like a genius, and the positive overuse of explosions and time-freezes makes every attack feel like it hits like a truck. It could have used an enemy codex showing which enemies have weaknesses, resistances, and immunities to which attacks. The game definitely takes a certain type of person to enjoy it, but I am exactly that type of person.
Thanks for sharing this comment glad you are enjoying the game!
@@IDreamofIndie Honestly, the thing that sums up this game the most is the Rule of Cool. Yeah, the Absorption minigame is mediocre, but the concept of absorbing your enemy for upgrades is cool. Yeah, the map fails at mapping, but the game looks so cool it’s fun getting lost and looking at it. Yeah, it sucks when you hit an enemy with an attack you don’t know it’s immune to, but the enemies and attacks look so cool that even ineffective ones make massive explosions. Making the shield durability/counterattacking reliant on perfect parries, rewarding skill and giving the player agency even if it isn’t “their turn”? COOL COOL COOL, and a very good combat design choice IMO.
A general rule of thumb for weaknesses/resistances
blue enemies usually have some resistance to ice and lightning
orange enemies usually have some resistance to fire and wind
There are 4 "elementals", one of each magic type
wind is weak to lightning and vice versa
fire is weak to ice and vice versa
Had me at metroidvania. Then lost me at turn based. Am honestly relieved. At this point, my backlog is one or two games short of becoming aware and hunting me down.
It has been a heck of a year!
Late reply but it’s not true turn based like an RPG
But more like paper Mario RPG where it switch between offensive and defensive turn.
You still need to be very active in both phases
It's a unique kind of turn based. Personally I found it interesting
honestly, i haven't like turn based combat until i played Wordless the way it implements turn based combat has captivated me. He does make a valid point on the games difficulty because i kinda got stuck twice and had to restart on a new save, took me a while to be able to get around with relative ease
This is a fascinating take on this game. It's good to know the kinds of drawbacks it has, and the good things about it too. This seems like the sort of game I need to be in the right kind of mood in to play and finish. So I'll be keeping an it even if I probably won't grab it right now. Thanks for the review.
It was certainly one of the more challenging reviews!
As someone who has put in about 25 ish hours into the game, I agree with basically everything you said. Some of the secrets were a little tedious to find, to the point of looking at a guide, but other than that, the game did pretty well by me. Im not normally big into metroidvanias, but this was a good start point with the way they took their combat. The absorption is annoying with the hidden buttons, but keyboard semi trivializes it? maybe i just like keyboard. I understand what you mean about the map, though i understood it relatively quickly so i couldnt 100% agree? but i understand why someone wouldnt understand it, as it did take a little bit to get used to. Great review, and good points put concisely.
The combat system looks interesting
My main gripe with turn based games is the lack of real time action, you basically scroll through a menu in order to do anything and when it's the enemy turn you have no option to avoid damage you have to take it which makes the games void of player skill and basically a stats game which I am not a fan of
This game seems to change that aspect
Funny enough Paper Mario one and two did something very similar just more JRPG rather than action RPG. Timing hits and defence to get greater use of actions. Though I will admit this game seems far more involved.
I have this game and the combat just get 10x as the game progresses and there are lots of ways to interrupt your enemies turn. It is simple to learn but hard to completely master
Well with Super Mario RPG there are little timing gimmicks that can either strengthen or lower your damage depending on your timing. Also there is Dragon quest 11 that has free movement and is a turn based at the same time.
@@imag-nonespaghet9337 I played sea of stars which I think is similar to what you just mentioned and while it was fun at first it did get repetitive especially with how long and dragged out that game is
My favorite turn based game to this date is still undertale, the bullet hell system removed many of the issues I had with turn based
5:00 I am one of those people, I love this game with a passion. Though I’m not a big souls like player…
Thanks for the comment!
This was such an insightful review. I am that person that likes to be thrown into the deep end. It’s fun and challenging. What a cool thing to point out. I subscribed. Thank you.
looks absolutely gorgeous but my small brain might not be able to handle that map system lolol
Give yourself some credit 😂
It's really not that hard to navigate the game world, the combat near the end is what's hard. I was stuck on one enemy for 45 minutes and it's not even a main boss. I found blasphemous and strayed lights to be easy but here i am getting destroyed by worldless
The map is another thing as well as the combat where at first you have no idea what you are doing but you definitely get used to it
There is a very nice map on the steam community that I continuously referenced during my playthrough.
That's a real shame; this is so beautiful and abstract that I was really looking forward to this, but thanks for saving me the heartache.
To be fair, every other review out there that I've seen is at least an 8/10. There is a demo on Steam as well, so if you're able to access it it's worth a look
I'm only a couple hours into this game, and I already really like it. Being able to hop back into battles after losing them makes a world of difference for the combat, and they actually managed to make turn based parrying combat fun! Also, the switching mechanic is really unique. It kind of reminds me of guacamelee's world switching, but with a unique twist
Thank you so much for watching and supporting the channel with an engagement!
The second I saw this game was also the second I fell in love with it’s artstyle. I’m sad that it has such a small fandom. I would love to see people talking about the lore of this game and I’m one of the people that like handholding but also doesn’t really mind being thrown into a big world and finding stuff out on my own. This game seems really difficult though, wich is a problem because I’m very bad at video games, but I somehow got to the true ending in Hollow Knight so I hope it won’t be too much of a pain.
comparing the difficulties of both games' boss rushes, worldless is easier than hollow knight
i still can't beat absrad
also go try the demo. if you can complete the demo (which puts a somewhat difficult boss in the starting area that isn't there in the full game), you should be just fine
@@peteydog1473 Yeah, uhh.. it's been a while since I posted that comment. I kinda just beat the game.
@@just_a_hampa good for you
did you do it 100%?
@@peteydog1473 Not really, I still think I will though.
I just love your channel way too much❤, thank you for all the content and cool reviews ❤
You are so welcome!
Excellent review. Thanks for the clear explanations. I think I’d need to be in a certain mindset to enjoy Worldless. But I see its appeal.
Glad it was helpful!
Watched for this game for a while. Just now started it, and I can say I'm enjoying it quite a bit. Top tier sounds and beautiful minimalistic visuals. Gotta get the timings down on the combat though
Glad you enjoy it!
super helpful revierw. the aesthetic was drawing me to buy this since the first day i saw gameplay footage, but yeah that map is such a dealbreaker. more handholding please!
Glad I could help!
I really loved this game, although im kinda disappointed at its only (to my knowledge) ending, even through there should have been two if you went through with the path of determination.
One that should go as following; edda (cyan) and aven (orange), after getting through the path of determination, proceed to fight god using their newfound ability. Of course, the new ending would still result in the big bang, but one that both our protagonists would have had a hand in making, instead of being forced to consume one another to make it happen.
Turn-based games are really hit-or-miss for me, but this one looks AMAZING, I'll have to pick it up soon.
try the demo
Ik actually downloading this now. Im lucky enough to be able to try before i buy.
Thanks for watching!
This game is worth it guys😅
I like the map😊
Why is this the only review on the entire interwebs
My guess is other outlets are scared of getting a low view count. We don't care about that here.
@@IDreamofIndiebased
These type of games, to me, come off as if the aesthetics are more important than the rest (not saying this is the case here since I haven't played this one yet, but it does look like one of them), so they tend to push me back on even trying them. When I see so much focus put on a visually pleasing experience that comes with changes in the camera paning and a quiet ost, I'm suspicious. Focusing on aesthetics so much comes off as if they might be trying to compensate for the rest of the gameplay sometimes. It happened to me with Ori an the Blind Forest. I hate detailed animations that make the gameplay slower but look good, when they can be both pretty and feel good and fast when playing. I love metroidvanias but my biggest pet peeve is feeling like they're slow when playing. I will probably give this one a try anyway.
Let us know what you think!
try the demo
I own a switch and have100% worldless and hollow night
Games, especially MetroidVanias, with a poorly designed map system are a huge deal breaker for me. I don't need my hand held but I also don't wanna spend most of the game aimlessly wandering around either. I'm gonna have to pass on this one. As always thanks for the review!
Of course!
The map is actually more intuitive than you would think. If you have a moderately good memory and some common sense you can easily navigate it. Although fast travel would've been nice
Im honestly shocked how well my reaction as a souls game player got predicted.
Fair review though, it's a pretty hit or miss game depending on how much you like soulslikes. For me it was a giant hit though.
Souls fan here, so there is something that has to be done to not have a map, simple world design with enough set pieces so that you always have your barring. If you say make simple map design but have no set pieces you have nothing to keep you from getting lost, on the flip notion of that complex maps have many set pieces and that give a lot of what I like to call "map pollution" to many things to see, so you remember nothing. Never played this game have no idea if that becomes a thing one way or the other, but just understand if Fromsoft didn't make there maps the way they did, people would NOT like those game at all. Getting lost is frustrating Fromsoft doesn't want you lost, they want you absorbed in the exploration.
I played hollow knight I know my way around a “go explore idc” map design
remember lack of hand holding doesn't mean a pass to bad tutorial of game design, its just bad, that's the core issue too many things getting in its own way
Thanks for watching!
It need more flashes in combat. Not enough to ruin my eyes completely
Thank you for sharing your thoughts!
The words 'turn based' completely made me loose any interest i had in this game.
It's not really turn based. It only switches between defensive and offensive turns, the rest is all controlled by you in real time.
turn based is just a ick for me