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Who said you can’t make a video game? Unnamed: Slay the dragon

  • October 1, 2024
  • 0

First of all, I would like to give this game all the respect it deserves because it was created by one person, and several other people collaborated on

First of all, I would like to give this game all the respect it deserves because it was created by one person, and several other people collaborated on the art part. Knowing what goes into creating a video game, the bar the developer has set is very high, but the work done today still has, I want to repeat, all my respect.

Let’s now introduce this excellent design, which, despite the fact that it still has room for improvement, manages to create a small niche for itself with its ideas, mechanics and gameplay.

Unnamed: Slay the dragon mixes the essence of classic role-playing games with dungeon crawling and a team-based turn-based combat system. Inspired by titles like Glowing in the dark, Arcana and Breath of fireit captures the nostalgia of these games while introducing modern mechanics. Gamers who like games A curious expedition, Cris stories and Darkest Dungeon They will be drawn into this new world where strategy, character progression and detailed environments play a vital role.



We assume the role of a a hero, a lone warriorcalled to an adventure to defeat an ancient dragon whose awakening has thrown the kingdom into chaos. Along his journey, the hero must face hordes of evil creatures, overcome deadly challenges, and uncover the kingdom’s forgotten secrets. The game offers us different starting classes to choose the background of our character: adventurer, warrior, wizard, witch, etc.

The game offers a immersive experience with a dynamic combat system that combines melee attacks in the purest JRPG style or turn-based combat, magical abilities and dodging strategies. As we progress, we have the opportunity to improve our skills, craft weapons, food, potions and unlock new skills to help us fight against increasingly terrifying enemies.

The most attractive and remarkable thing about the game is the progression and narrative system. Throughout the campaign, we face moral decisions that affect the outcome of the story and explore themes of sacrifice, honor, and redemption. Each choice brings us closer to the final confrontation with the dragon.

From the first minutes, we can feel like we’re traveling back in time when we read books set in a choose-your-own-adventure. it is very interesting way the progression and narrative system is implementedin which, depending on our decisions, certain events or others occur. I think the most interesting point of the game, and one that can highlight it in this wave of video games coming out at this time, is just that. To give an example, we can collect herbs in a bush, but at some indeterminate moment, if we collect the element itself 5 or 6 times, an enemy may appear. During the game, I came across several details of this type, which make the process very interesting.

In short, core game mechanics would mean progressing around the map where you’ll find decisions you have to make, from the simplest possible ones like collecting, to deciding whether a character accompanies you or not, facing a dragon or diving into water to avoid it. It’s basically a dice roll with X probability of success. As you have more characters, it affects whether you get a “success” or “fail” for each of them, which seems to be averaged out to determine the overall success of that decision.

On an artistic level, we have a very stylish final fantasy 2D pure retro (with a decent distance) with a quality that is not excessively high. Again, we have to consider the resources that this video game has, created by 2 or 3 people, and the amount of art, characters, settings, etc. that it contains. In my opinion, it would not stand out with a visually striking or captivating finish, but a fair and minimal finish, given the conditions we have already mentioned.

On the other hand, on the level design, mechanics and the most technical part (which is the least visible, but it makes the game work), It’s pretty solid. While it lacks a lot in my opinion, there is a mechanic structure that works very well on its own and has a lot of merit in that regard, again done by one person and supplemented by a micro team in the art section. The design part has the potential to grab me. I don’t know if it’s because of the progression or the decision-making level storytelling that keeps me from letting go of the controller and encourages me to keep going for a few more minutes to see where the story goes, or because, certain nuances Baldur’s Gate (a micro nuance I would say) but it makes us feel like our decisions have a real impact on the game.

Game menu with the amount of mechanics there is, it’s overwhelming. That’s why I insist that having so much variety or variety of options, without any guidance or hints on how everything works (which is there, but a bit mixed between the NPCs) can be overwhelming. I always liked managing so many mechanics piece by piece and not being able to use them until the time was right. Being able to guide your players is essential, especially in this type of game with thousands of options to offer.

We have options crafting weapons, cooking, skill configurations, sparks (which are kind of accessories that also give us abilities). Then the skills are boosted with additional items to upgrade, classes and multiclasses… it’s all pretty crazy, but as I mentioned the base is solid and the operation is there, it just needs some order and guidance to stop them from using . In my case, I ended up leaving certain skills predefined, but didn’t touch much else. I’ve uploaded courses from time to time, but it’s hard to know how the changes you make affect them.

The game is ready for the controller, although it is not completely comfortable at the level of information in the UI and button mapping. In my opinion, this is one of the points that needs to be worked on the most because we have so much information that we can feel overwhelmed and lost. Once you learn the buttons, this is no problem, but eventually, with so many menus, it would be nice if the buttons were indicated or remembered at the interface level.

That’s what we found out there are certain checkpoints when we rest in different areas or campsites, but in general some more automatic saving is missing. In the settings menu we have the option to save manually. For my part, I would add some quick save shortcut to the game.

I found the difficulty to be very satisfying at first and how it builds until we arrive (without doing much spoiler) to the realm of the elves. Here it was impossible to enter the battle with them, and later you entered a kind of dungeon, where it was almost impossible to advance to the final part, since they killed all the characters with a single blow. I was quite taken aback by this, as I generally enjoyed the game at its best and worst, but it almost made me want to give up and stop moving forward.

Last but not least, The work behind the dialogues is tremendous.to remind again of the resources this game has, especially at the personnel level. There is a lot of dialogue that generally works well, is understandable and grabs you bit by bit. It should be said that there are some “just go to A and don’t ask” moments, but overall it’s pretty fun and forces you to not jump from one dialogue to the next, but rather enjoy them before each battle. . There was an interesting point, which although it is not so much about dialogue, solve the mini puzzle you had to enter the word directly using the keyboard. On the one hand, it felt a little weird because it took you out of the game, but then again, it took me into a nostalgic moment of other games. old school from the 90s, which has its own interesting point.

He I really enjoyed the music sectionbecause it quite integrates you into the realm. It has to be said that at some point it seems a little repetitive or even unrelated to the part you’re playing, but you can see some sophistication and work behind it.

Final assessment


7.3
NOTE

WE LIKE IT

A sense of choose your own adventure and decision making

FOR IMPROVEMENT

Graphical design for more efficient and less overwhelming player guidance

SUMMARY

There’s great work and a very solid foundation, but in my opinion it lacks a few iterations on the art and game design level. I think it gives us an interesting proposition, but it needs to rearrange and guide a lot of the things it has, step by step (it seems like they tried to put every possible mechanic in the game) to prevent them from being used or from a player who is overwhelmed. A phrase we often discuss in video game project classes is: “less is more”. It’s better to err on the side of being small but very polished than to be big with a lot of content but not 100% consolidated. Once again, you have all the respect for the person at the helm of this project and what he has achieved today. Early access between 6 and 12 months would be great to complete the release of a very, very interesting product.

Graphics and sound5

Gameplay6

Innovation10

Duration8

[DISCLAIMER]

This analysis is based on both hobbyist and professional level knowledge of 3D animation and video games. There are more objective parts and others more subjective that may not suit everyone. Respect as you would like to be respected and of course let’s argue with opposing opinions, but always with arguments and good manners. Thanks for reading!

The analysis was carried out by Ignacio Santalla Martín

Source: Muy Computer

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