A very interesting take on metvan I've never seen before. For those saying that it's a rougelite or rougelike, they haven't played the game or played it enough because it's not. It has some elements with it's cycle loop that plays into the story but I would say it's almost genre defying in this sense because it doesn't fit a traditional metvan progression system but also is certainly far from a rougelite... if anything it has a carry over story similar to that of story driven rougelites like hades, but it's mechanics and progression are very different... in a very good way. A very unique and fresh twist on the genre, it's certainly made for people that love the genre and have played all it has to offer, in terms of creativity, ultros completely kills the competition. Simply put, i have never seen a game with so much debate over it's genre and progression where almost nobody really knows what the game has to offer, its completely unique and you will probably never play anything like it---except for maybe future clones of this style because of how cool and fun it is to play. The art style, i think, is a big selling point to the experience. The game is handcrafted excellently. I was originally gonna play the game on shrooms with a buddy of mine but decided against it as you are almost looped into the phyc experience while sober. Really does feel alien, especially with the text, story, and gameplay feeling so different and un-understandable, it really does immerse you in a different world. It feels like the devs were able to pull the dimension from an acid trip and put it into visuals, really great work on the art. Something else I've noticed with regards to the handcraftedness is how everything feels so meticulously thought out and planned. For example, when planting a tree and coming back to that location for a new cycle, it now perfectly unlocks the next area, or not having the extractor at a specific part, everything is catered to different mechanics and no double jump---i never feel stuck or lost and the large map makes it so exploration is constantly at the front end of the game, and the environment feels like everything was thought of in making that experience feel organic. As for the characters, I really like a lot of their personalities, and the way they play into the broader ecosystem has the npc elements of the world really come to life. You aren't just a brute mindlessly killing, as you advance the story you can cultivate the environment, leave food in soil for compost for new exploration, tame various alien pets---capturing a lively ecosystem in 2d games is a task for sure, since you lack a lot of the "realistic immersion" so coveted in gaming. That being said, i find 2d games often more immersive and ultros is no exception... it actually might be an exception in how well it pulls off the immersion. In very few games do you not feel like the agent of interaction that the world revolves around, in very few games do you actually feel like a part of the ecosystem in a real way. Their are certainly broader themes of environmentalism throughout the game, and the way the mechanics don't shy away from it either is important to! Making sure to kill the species around you in a specific way, or making sure to plant a specific kind of tree to get an item or faster route, or anything like this---its a game that rewards the player for taking care of their environment. Nature isn't simply a tool for your exploitation, where you run in and kill everything in site and burn it all down, it's more so something that you need to interact as a part of and give back to if you want to progress (great game design in that aspect). A critique that I've seen levied at the game is the lack of mob variety, but I completely disagree with this in the context of the game. First off, their is a decent amount of mob variety, but a look at the design of this game makes it obvious that it wants you to be a genuine part of the games ecosystem and handle every mob in a unique way---knowing this makes it obvious why there aren't just randomly genned slightly different critters to be mindlessly killed, because you need to recognize and form a connection with each unique monster type, some of them you need to use a specific mechanic on, some of them you can feed and they'll be your friend, most of them you can do a lot of unique things with, keeping the variety low makes each one actually have personality and makes them feel special. Overall, I think the major thing that ties the game together as that the devs actually gave a shit about the environment crafting... when building metvans i think the immersion, ambience, and "vibe," of the game are the most important elements, and in this way, the unique art style, creative game mechanics, world interaction, cycle loops, mobs, and gameplay come together to make an extremely tightly knit and cohesive experience. I would recommend this game to anyone that likes 2d games, metvans, rougelikes/lites, or any isometric type genre as I think it excells in everything it attempts to create a great player experience.
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