
In a world covered by endless water... Join some new friends on an old adventure! Patricia and AutoBolt brave the ruins underneath Yasmar Island. Battle ancient machines and awesome Air-Pirates!
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About
The Windzen Legend is ready to soar!
When their flying airship-turned-jazz-lounge 'Afloat' is unexpectedly struck mid-flight, Patricia and Autobolt are left stranded on Yasmar Island. Hoping to either fund the repairs or find the parts themselves the duo work together to comb the Ruins and Sub-Gates underneath the island, labyrinthine tunnels filled to the brim with dangerous Balkin Machines determined to keep explorers out. Patricia's powerful Gatler Gun can take her farther than anyone else has ever gone before her.
Guide Patricia through floor after floor, finding items and artifacts that can power up your Gatler, build new weapons altogether, and give Patricia new navigation tools and expiration abilities. Every floor of the Ruin is different, and Sub-Gate dungeons must be cleared to access deeper depths.
The island aboveground has its own mysteries to solve. Speak with NPCs and inspect your environment to start unique storylines and to get a better idea of what to do and where to go. You'll want as clear a picture of the city and its people as possible- before the Pirates attack! Defend the city from Regulo the Robotic Air Pirate and his two lieutenants Blast and Munition. Stop Cheerie the Tech Genius from robbing the city blind with her mech-driving ServiTors! Many different threats will appear that Patricia will have to fight off to keep the populous safe from harm.
Can you get Patricia to the bottom of the ruins, and to the bottom of the mystery behind Yasmar Island?
ADDITIONAL SOUND EFFECTS-
"RETRO MECHA SFX" BY HELTON YAN CC BY 4.0 — MODIFIED BY WINDZEN
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
So we should probably get this out of the way first, this game is extremely early access. that means there is truly not a lot here at the moment, but with the promise of monthly updates that shouldn't be to much of a concern. Now onto the notes I took while playing. . Shading/Textures clashing with graphics. I don't really now how to explain this other than either the shaders or the textures is giving a lot of stuff in this game a shiny plastic look. it's not the biggest issue and I love what the art style is going for. But it feels like they're taking high res models and shading and trying to crunch them down into an old art style. . Camera clips to easily through walls. this most probably isn't intended but the camera just easily goes through walls allowing you to see the whole level. . Can not glide down slopes. The glide is a really good feature that is nice too use. the problem is that it has an auto jump function whenever approaching an edge, which would be nice if that didn't also include any elevation change, and I mean ANY change. this means when going down ramps Patricia jumps like a mad woman all over the place. . Some models disappear when you look under them. the two structures next to Aflout at the start have this issue. . There's this one desk model in the dungeon on the over world that is glitched. Don't know why it's there but you can't interact with it and it pops in and out. . The lock on mechanic needs some tweeking. changing what target to lock onto freaks it the hell out and starts to give it an aneurism. . Transitions could obviously need some love. something to make them more smooth. . When ever Patricia talks to an NPC she starts to run in place for some reason. . Speaking of, the interaction box for npc's should probably be bigger. The obvious one's are the one's behind counters that you need to jump over in order to talk to. . A bit on that front. I saw Flutter Frills didn't really seem like it would have anything to buy for Patricia, which I think would be a damn shame. I would like it if Flutter Frills allowed for customization. like if Y'all had any alternate or scrapped designs, or if y'all wanted to make some new designs, or if was only allowing us to just change her colors I think using Flutter Frills to be an actual clothing/customization shop would be nice. . There were a lot of empty chests, but I'll just chock that up to early access. but if they stay empty you could add some cool world building dialogue explaining that other salvagers have already came through and beat you to the punch. . Lastly when it comes to dialogue, wasn't a fan of the quirk chungus dialogue that the reporter had. The reporter just seemed way to heavy handed and try hard. the opening dialogue with Patricia though was actually pretty good with just a slight bump with all the exposition. Now onto the actual review. Do you like Mega Man Legends? Well I'll give you one guess as to what inspired this game. Now again this is only early access, but the game right now is only 2 bucks. It's an extremely cheap game that won't break anyone's wallet. And again, if you like Mega Man Legends and hate the fact Capcom won't even look/acknowledge it's existence then this is the game for you. While yes the graphics still feel a bit off I quickly grew accustomed and already love them, they just might need a little tweaking. And the actual gameplay itself is great, movement feels nice and gunplay is tight. Story is pretty interesting has a bit of potential to be great. So yeah, if you're a legends fan pick this up because it has a bright future ahead of it.
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Full Review: https://youtu.be/7qa6HkVZVQU TL;DW Definitely early days for this game, with only about an hour of content so far. The game 100% nails the feel of Mega Man Legends, giving us the MML 3 Capcom won't. Running, jumping, shooting, and exploration feel great and the price point is more than fair.
It's currently in a very, very, very early access state. Only the tutorial dugeon and a few floors of the main one to explore. But it 100% already nails the Mega Man Legends spirit and understands what made those games so fun to play. The characters are great of what they've shown off and it pretty neat exploring the city to see all the plans and ideas for future up dates. Already shows a lot of promise and is worth pitching in a few bucks to see where the project expands to.
For my early access review, this is pretty good of a start though there are still a lot of bumps on the surface. The performance is a little meh, I play on a decently beefy PC with decent specs (Victus 15) and it ran around 20-15 FPS on certain areas but that's on max graphics, a little odd but it might be more on either my PC or the engine limitations. The movement feels pretty decent, though jumps feel a little weird as you fall faster than you jump, and you briefly stop as you land. The L2/Hover mode is a little weird to use sometimes because of it's long startup but it's a trade-off as to not use it to cheese enemies. The artstyle is a little clashing on some fronts, the faces are 2D textures on pretty low poly models but the lighting makes everything look like dull plastic. I love the similarish direction this game is going such the likes of Megaman Legends, but I wish that it would be opted for cel shading. The style is weird but y'know what it has that charm that little games have nowadays as games polish themselves to a mirror sheen rather than feel like a true to art old niche indie title that you'll remember for the lovely jank. The voice work is STELLAR! Patricia's voice is so lovely along with Tamlyn the reporter. Auto-Bolt's sound mixing is a little off and is a little stiff on dialogue, but since this is just the early access, I hope it changes down the line Overall it's a decent little play but I am stoked for what the future may bring. This is my first taste of the Megaman Legends type gameplay that this brings so I hope it can be made really special. Though I can't ask for much as this is largely indie and I payed a hamburger's worth for this, but I'll recommend to try this out at least once and investing on this indie might fetch some great thinhs for the future!
The game is fun but very simple and small currently however given monthly updates worth the two dollars. The biggest highlight so far is dialog and movement, particularly the reporter and Jump after using boost shoes off a ledge to go across buildings, hoping the developers will add challenges related to said mechanic as I'd say it's a welcome addition to the format. one major request is letting the player reset to last entered door as I boosted into the void by one of the doors in the city and there was no kill plane from where I fell.
Windzen is one of those games where you can really feel the ambition behind it. It’s clearly still very early in development, and right now we’re almost peeking behind the curtain and seeing the barebones of what will hopefully become a much bigger experience. That makes it difficult to judge the game as a whole at this stage, but even in its current form, there’s something here that I really like. Most importantly, Windzen has charm. The world already has a lovely visual identity, and I really like the direction things are heading. The shops are a particularly nice touch - the action figure shop and music shop stood out to me - and I hope these eventually become little places packed with personality, characters and surprises. The humour is another big strength. I genuinely enjoyed the construction workers and the fourth-wall-breaking moments. Those little touches give the game personality, and I really hope you lean into that as development continues. It feels like Windzen could have a really distinctive sense of humour and identity of its own. The cutscenes are also fantastic. The news segment in particular was a highlight for me. It genuinely felt like watching a scene from a well-made anime, and it showed just how good the presentation could become when everything comes together. Really great work there. There are obviously quite a few things that still need work, but I think most of them are completely understandable for an Early Access build. Performance on Steam Deck is currently quite inconsistent, ranging roughly from 15–50 FPS, and the camera can occasionally clip through walls and reveal other areas of the map. Some of the UI could also be clearer - I couldn't figure out how much currency I had or where I was supposed to see it, and the NPC names and dialogue boxes are quite small and difficult to read. Movement generally feels good, but I found myself really wanting a dash, and occasionally a double jump. Getting around can feel a little slow, especially during that first journey from the airship to the city through the forest. I'd also consider looking at the landing animation. The heavy stomp looks cool, but having to go through that animation after every jump can make movement feel slightly less fluid than it otherwise could be. The city is an area where I think there is huge potential. At the moment, some areas feel a little repetitive in terms of colours, layouts, textures and assets, but I think this is exactly the sort of thing that can evolve beautifully as development continues. I'd love to see the town become a place where you constantly wonder what's around the next corner: little alleyways, unusual buildings, hidden rooms, NPCs tucked away in strange places, secret quests, hidden items and all sorts of weird little discoveries. I think giving the town more secrets and individuality could make exploration incredibly rewarding. NPCs are another area where I imagine things will develop considerably. I spoke to around ten NPCs around the City Hall plaza and noticed several of them had essentially the same dialogue about getting groceries. It definitely felt like placeholder content, which is perfectly understandable at this stage. Eventually, I'd love to see those NPCs develop their own personalities, stories and reasons for being there. The ruins/dungeon area is probably the place where I felt this most strongly. It's impressively large, but at the moment it's so sprawling that it can become quite easy to lose your sense of direction. More visual landmarks, varied environments, stronger level design and clearer objectives could really transform an area like this. Right now, I wasn't always sure what I was supposed to be doing or even what the area was ultimately trying to communicate. But honestly, I don't see these things as reasons to give up on the game. Quite the opposite. They feel like opportunities. There's already a foundation here that I think is worth building on. The world has a nice feel to it. The humour works. The presentation can be beautiful. There are hints of interesting characters and places everywhere. And there's a sense that the developers have a much bigger vision for Windzen than what we're currently seeing. That's why I wanted to leave this review. Right now, we're seeing the scaffolding. We're seeing the unfinished systems, placeholder dialogue, empty spaces and rough edges. And that's okay. That's what Early Access is for. Keep building. Because underneath those rough edges, I think there is the potential for something really special. If the world gets filled out with secrets, personality and memorable characters, if the movement becomes more fluid, if the environments become more varied and the technical side gets polished, I genuinely think Windzen could become a really, really great game with a unique charm of its own. I'm looking forward to seeing where you take it.
The game is still particularly early into early access, but what is here is promising! The game clearly wears it's Megaman Legends inspiration on it's sleeve, and the controls feel good!
It doesn't control well. It's poorly optimized. The level design is barren and confusing. The voice acting is all over the place. But boy that Trish! What a babe. This is a good game because she is in it and she is pretty.
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