![]() Combat flows in typical strategy RPG fashion with tight balance and decent map design. The formula is sufficient to maintain one’s attention in fact, I would say everything about this game is “good enough.” I never felt disinterested nor took breaks too frequently, but I didn’t get lost in the game, either. ![]() This is the game’s general flow: overworld exploration with a pause/active feature that leads to a webcomic and then combat. They oftentimes begin with idle chatter between your characters or villagers, followed by some sort of discovery and then a decision to either transform a character or gain an advantage over the enemy in the coming battle. Most encounters have little to do with the core campaign. Not only do the visuals emulate webcomics, but the style of dialogue feels akin to something like “The Order of the Stick.” Lighthearted banter mixed with do-goodery makes for a calm sort of immersion, but nothing to ever put me at the edge of my seat. Players are introduced to panels similar to that of a webcomic. The story pops up each time a place is discovered or an enemy is approached. Once the campaign begins, relationships develop between the chosen characters with a simple decision: are they rivals, friends, or lovers? Various hazards befall the denizens of these fantasy-driven villages, whether they be gorgons terrorizing the lands or mystical technologies long forgotten making an unexpected return to sunbathed earth. ![]() Taking place over a series of campaigns, Wildermyth follows characters that are customizable in terms of visuals. I had my doubts, but the promise was too alluring to pass up. Applying randomization and procedural generation to numbers - gameplay - is an easy task, comparatively speaking. A simple idea, but one that requires a wealth of work and intricacy. ![]() ![]() Wildermyth attempts what roguelikes haven’t even thought to do yet: use roguelike mechanics for storytelling. ![]()
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