
A standalone action adventure game where you play as a dragon! Use 8 elemental forms with more than 60 different abilities to defeat your foes! Explore the environment, collect crystals, complete puzzles and save other dragons!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I desperately want to be able to recommend this game, I really, really do. I enjoyed the overwhelming majority of my playtime with this experience. The writing was nice, the characters were charming, the hatchlings make cute sounds, the platforming and movement is largely on point barring a few minor nitpicks about going down when swimming and how gliding requires three taps instead of automatically transitioning at the apex of a double jump, though that last one may have been a conscious decision due to fight design. The combat flow is fairly nice and intuitive, and most things you need to know are right there in the manual inside the game. The different alignments and their powers are a good and nicely cinematic selection that look good, and are easy to use. Hotswapping takes some getting used to and it could be better served being a radial menu since you're going to have to take your thumb off the stick to swap anyway, and other functions would be mapped to the d-pad instead. The atmosphere of the game was great, some of the map design doesn't have the best flowthrough and I got a little bit lost at times, but it felt like a natural consequence of overdevelopment, of growing beyond an initial planned scope and being hemmed in by earlier decisions, instead of an ineptitude in design. The game is fun to run through and explore, the puzzles are also fun and pretty much all doable with a bit of practice. But then we get to the combat, which is where I feel like experience falls completely apart. For starters, enemies in the game are a bit spongey outside of your strongest tools, the last of which you have to go a fair bit out of your way to get, but the game does helpfully show you it's there somewhere. This spongeyness is aggressively amplified for bosses, which wouldn't be AS bad if some of them didn't also have arbitrary shields on top of it. For the smaller bosses, this is somewhat negligible. They by design appear to be intended to be fought in a way that makes the fight a battle of attrition, where you're healing through the environmental and incoming damage to wear them down. This doesn't feel super great, but it's definitely doable. Potentially you could end those fights faster by hotswapping between elements and playing high risk, high reward, but in practice that turned out to be much less reliable due to the constant unavoidable damage ticks. The second big issue is that the bosses hit really, REALLY hard. The weakest attacks of the game's biggest bosses feel like they do, at minimum, a quarter of your HP. This may not be the case, but it's how it feels. This is fine to an extent, because you are given a functional healing tool in passive regeneration and an active healing skill in that element, and in the general content, the smaller bosses, and earlier phases of big bosses, are not so frenetic as to make those tools useless. However, the game's big bosses will hit you for roughly what it heals, and in the later phases, finding space to use your heal is extraordinarily difficult or outright impossible, depending on the situation you find yourself in. This leads to the third big issue with the game's combat, which is the game introducing things that it then makes pointless or actively detrimental. For example, the game introduces a parry mechanic. This parry, rightly, takes none of your energy meter to use, which was a very good decision on the part of the developer, and has a fairly generous window for use. I applaud both of these decisions. This is where the good decisions stop, however. Thee parry returns a portion of the damage that would have been dealt to you, to the enemy, which in most cases (barring reflected arrows from foes, which work really well) is significantly less than you could do by using other abilities. In addition, if what you are parrying is a melee strike, you appear to be limited to a damage radius around your character. Some enemies have dashes that will attack you and then put them out of your range in the same movement, and of the game's late bosses one is so big that they will be able to melee attack you from well out of damage range for the skill. When you do successfully parry on a boss, the gross discrepancy between their health pool and yours, as well as returning only a portion of the damager, makes parry borderline useless in implementation in boss fights and an actively detrimental use of time at worst because it requires you to lock in place for little to no benefit. Water grants you a shield that renders you totally immune to a single hit, without the need for timing like the parry. So does the game make use of this by giving you a huge, single, fully telegraphed, otherwise unavoidable or difficult to dodge boss attack? So that you can use the shield as a tool to keep damage uptime? No. It does not. In the heated phases, phases where you really want to be able to ignore a hit, there are sometimes dozens of attacks on the field at once, and when there aren't, they are coming out in fairly rapid succession. In fact, the only instances of a slow, highly telegraphed attack in the game result in a pool that restricts and does multiple hits, or a multihit blast of nearly instant death that is countered with environmental tools, and the boss is invulnerable for the charge of. Nature grants you entangling thorns to slow enemies down, but the duration is so low that in the hectic later stages o boss fights where you REALLY want the crowd control so you can focus on the boss, you're much better served just using damaging skills instead. Ice has a similar problem. It allows you to eventually freeze enemies, locking them in place and making them take increased damage. The keyword here is "eventually". The energy and time expenditure required to freeze enemies is so prohibitive that it's not viable in boss fights for adds at all, and it leaves you with so little bar afterward that you can't properly capitalize on it anyway, and have to just melee them instead to rebuild meter. Wind allows you to juggle and keep enemies juggled, but the combat is so stiff and lacking in apparent benefits to aerial combos that it's both difficult to take advantage of the state and I couldn't really tell what the benefits of doing so were in the first place. To wind's credit the Aerial juggling is the most effective crowd control in the game, but it does not work on all mobs, again making it of dubious use in boss fights. None of these three states appear to have any effect on bosses, at all. The game includes a dodge, and I don't know if I missed a point in the game where the dodge was faster than running, but by the end of the game, when I had upgrades, it appeared to be exactly the same speed as just triggering sprint. I could not make heads or tails of whether it awarded iframes or not, but even if it does, having the dodge be the same apparent movement speed as your run just feels bad when you can move at run speed the whole encounter, and dodging otherwise eats your stamina bar. Aerial specials can be nice. Nature's Aerial tail strike for example, carried me through certain early boss fights, and I like the variety, however, if you're going to be running a combo system with multiple elements, you would be served to put in some kind of chaining system for aerial specials, either allowing them to be used consecutively without having to jump again, or allowing you to set a sequence of them that will swap from one element to another when used, to use another synergistic skill. Many of the game's attacks are, on their own, neat and fun to use, but they don't seem to work well together or consider the greater whole. These mechanics should work together to improve the experience. The problem with ice's low damage output and high expense could be removed by adding a synergy with water. Water attacks for example could make enemies wet, which could make them then freeze instantly. There is so much missed opportunity.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I completed the demo for Glyde The Dragon. I absolutely loved it. It truly felt like Legend of Spyro to be honest. I truly feel like the game has the potential to be one of the greatest fantasy settings ever, to be honest. I would truly recommend this to anyone who is a fan of dragons and wishes for a fantasy world without humans
I played some of the demo for the game, but decided not to continue playing it due to the combat style. It's just too difficult. The monsters are too difficult. I found it frustrating and don't want to play it. I do think it's a very cool game though. It looks great and has an interesting story. I like easier combat so I can enjoy playing instead of getting frustrated.
As a dragon lover who grew up with Spyro, I LOVED playing this game. Though I AM biased towards dragons in general, I think the devs did great work on the style, the animations, the visuals and music. However despite it's many great qualities, there are areas that could use improvements and a difficulty curve that can appeal to more casual players like myself. First off, the music: While great, it can get a bit repetitive the more you play the game. As someone who's played games like Ori and Hollow Knight, having a longer/more dynamic track or even more alternate tracks in general might help with immersion and atmosphere. Having a seperate track for night time is also a nice touch but has the same issue with the day time track after spending a couple hours in the overworld. This is just my opinion however and it's not a major issue since players are more engadged with exploring anyway, I just thought more dynamic music/soundtracks would be nice. The puzzles: Oh boy, the puzzles. I love doing challenges and getting collectables but there are a couple that seem hard or unintuitive to some players (like the electric challenge, ice challenge and crystal challenge that I had to look up a guide for). Other challenges involving "do X within the time limit" leaves very little room for mistakes. I never got a time limit challenge on my first attempt (but that could just be my skill issue). I think the time limit should be a bit more forgiving (even if a couple more seconds) to help with players newer to the genre or game in general. Lack of a map. I like exporing. Dashing and gliding around the world was quite fun by itself (and even finding funny little easter eggs) but I often got lost trying to recall an area or backtrack to the beginning. I tried using the dark crystals as a wavepoint but that didn't work since there were three seperate locations and they all looked pretty much the same. I know some people are against a map but I think atleast having the option would help immensely. I recall a character mentioning making a map and I almost sung to the heavens but sadly it didn't go beyond flavour text/dialogue. Dialogue/voice acting. I personally didn't have a problem with this myself. I love hearing about the lore and world around the characters but I know a lot of people wish for the dialogue to be shorter and straight to the point. There's a skip button but players could miss important information and be unable to read/see/hear that hint again after skipping it. I think maybe having a tab for objectives/side quests including hints that characters give you after talking with them might help some players. Other things I encountered: - I don't know if this problem was exclusive to me but I found that my controller didn't work in the pause menus. Luckily I had a keyboard and mouse with me but it can really mess up the flow of gameplay when I have to switch just to check a new character/beastiary entry and abilities. In the same vein, I'm unable to change back into Glyde's standard form without talking to an NPC. The game said there was a button for it on my controller but it didn't work when I tried. - Hit boxes for bosses and projectiles seems a wonky/unforgiving (if you're fighting a boss from a distance with fireballs, I see them often miss). The ice projectiles for the ice challenge have the same problem. - NPCs serve no purpose after mentioning they can help the player. This is probably being saved for future chapters/installments to the Glyde series but hearing a character saying they can improve your armor set or sell you things and then not having that after returning to them was a bit disappointing. - Swimming is a bit slow and I would like there to be an underwater dash or simething to make swimming less of a slog. But overall for a free dragon game, I can't be mad. Afterall it's still a demo/prologue to the series with fixes and other stuff planned for the future. And as far as I know, the dev team are really small so developement times will be slow and long but I'm willing to wait to see this game release in full with my wallet ready. TL;DR the game is overall great with some areas needing improvements but I recommend trying it yourself!
Was soll ich sagen? Dafür das dies "nur" ein prologue ist, ist es sehr umfangreich. Ich freue mich schon auf das komplette spiel. Alleine, dass das Tutorial simpel gehalten wurde ist es viel angenehmen zu spielen. Selbst dinge herauszufinden gehört einfach zu einem Spiel dazu.
People say this game reminds them of The Legend of Spyro. It reminds me of that too, but I also see a bit of A Hero's Tail in this game, as well as the developer's own unique touch. And anime. It is a good game overall.
i quite enjoyed myself especially considering its free demo positives for a demo this is huge i mean huuuge nothing its behind the demo it could almost be a full game, the animation are great. The voice acting is sometimes very good other times just mid. I liked the combat especially since you can combine ability's together. I LOVE the art style so much the environment is also great the dialogue is nice but can be long. there no game breaking glitches that ruin the game or at least heaven't found any. I LOVE the detail of the fire element losing its glow when going in water. i didn't play with music but the bit of music i did hear it was great. negatives i do wish we had some sort of map cause i kept getting lost. the challenges are sometimes annoyingly frustrating that left me crying. it didn't really explain i could drive in the water before i got the water element so i got stuck for a long time before i watched a video and after pressing a few random button i found out how to do it. the walking does feel a bit too floaty when looking from the side (especially when walking) like the character moves faster than the legs do. there is no lip syncing. sometimes glide turns back into his normal form other times he keeps his element form when talking to other dragons. the baby dragons are just adult dragon but smaller. the boss fights are fine but without the nature element it be almost impossible. i wish we may had a better tutorial with the ability's cause i didn't know the ice element could freeze water(make sense). occasionally you can move Glyde when talking to npc. in the intro and outro 2d animation the video doesn't line up with the sound which at least a 5 second delay, the 2d animation is fine its not the best not the worse it may be better off just animating in 3d. i do not know if the into and outro thing is a (arch) Linux issue my ass despises the rhythm game (skill issue on my part) also no way my guy Glyde is orange, hes yellow/gold!
Incredibly impressive. There are some big gaping flaws like the lock-on being problematic, the enemies being spongy and the elemental powers feeling... lacking. It's worth sticking with it though, because this demo is a huge and beautiful world full of life that can really nail what it's going for. It's not perfect, but for a free game it's definitely a lot better than a lot of paid games.
Exceptionnel
This gives me the feeling and charm of Spyro. Gameplay is super fun and the combat is really cool! At a couple of points I got lag but other than that it runs very well! I will definitely get this when it comes up!
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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