![]() ![]() Level three introduces a teleporting giant lizard with a lot of health and ranged poisoning attacks because, again, this game wants you dead.Īnd you have to kill these things. The second level introduces a weird horned lion thing which is faster, but deals considerably less damage and has far less health, and is in general easier to deal with. The first level has a single monster in it, a giant armored boar which has loads of health and can dish out quite a bit of punishment, and usually there are two of them because this game wants you dead and wants you to know it. More of a difficulty wave, no pun intended. And the boss fights they start introducing are also obnoxiously difficult, being fast moving with ranged attacks, and at least one of them has a shield they almost never lower to let you hit them.īut this game has one of the weirdest difficulty curves I’ve ever experienced in its combat. But it’s also the primary way to get meat if you don’t have a bow to fish with. It could use a little more polish in some places, like how there doesn’t seem to be a way to change what you’re currently locked onto, but it’s not bad. Unfortunately, Windbound also has combat in it.Īnd the thing is, combat in Windbound isn’t bad. Luckily, everything in Windbound is safe to eat, though the alchemical flowers don’t relieve any hunger. Doing this makes recovery take longer, which could cost you dearly, however. However, you actually have significantly more stamina than you think you do because your stamina bar can deplete twice before you run out. Over time, protagonist Kara will slowly get hungrier, represented by a decrease in maximum stamina. If you’re going to get anything done in Windbound, stamina management is a must. Good luck.Īnd while losing progress is always demoralizing, in Windbound it doesn’t feel like it adds anything to the experience.Ĭrafting is fine, but actually modifying your boat or raft is finnicky and largely at the game’s whims, and interacting with those modifications is also a bit cumbersome. And the only way to acquire new permanent upgrades, persistent between runs, is to complete a level or luck into having one spawn and then finding it. Dying, depending on your difficulty setting, either resets the level with new random islands, or restarts the entire game. This makes the roguelike element almost unbearable. The only thing that actually changed in the formula is the boss fight at the end of the level. The only question is how many of the keys now have fetch quests stopping you from getting it right away. There are always three towers, each with its own key. Every level is exactly the same, just harder and more tedious as you go. ![]() ![]() Windbound’s loop is sadly rather redundant. Sailing in a sudden storm, as the waves dramatically grow in size, covering rocks that used to jut out above the water is truly something. Waves change direction and intensity depending on the wind. And I’ve never seen water simulation in a game as detailed as it is in Windbound. The way that wind interacts with your sails, how you righten and loosen your sail to pick up the wind better. ![]() I cannot find a single thing to complain about with the sailing mechanics, except maybe that in high wind on certain waves, your boat can go almost perpendicular to the water. ![]()
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