
A relaxed roguelike space odyssey in a procedurally generated universe! Travel through a lonely and mysterious cosmos. Customize your ship, explore and survive!
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Well I have given this game 2.2 hours via Steam timer and I can honestly say that I cannot recommend this game. Some people may say that that amount of time cannot give a game a fair shake I think it can. I made it about 5 minutes into chapter 3. Pros: - The music is wonderful and quite relaxing for my tastes. Middle of the road: - The visuals are decent. While I found the background and resource collection objects unique and very well done, but your ship and floating resources were very crude and uninspiring. - The voice asset in the game were in my mind very well done. I do not know if it is a fully synthesized voice or if they had someone reading lines and then ran it through a mixing board. That being said the actual dialogue/diaries entries were written like a 16 year old trying to be deep, like Jayden Smith's Twitter deep. Some will find it endearing, I do not. Cons: - The game-play just feels mediocre to me. All I have to do click in the direction that I want my ship to go, dodge some obstacles and that is it. But that is all you need right? In my mind no. A person needs challenged, they need to be drawn into the experience. There is no depth with this game-play. I feel that they could have done much more with the IP they created. I think I can see what they were trying to do here and I applaud them for their efforts. This game is not my cup of tea, but it may be yours. Give it try if you feel that the points I brought up are not important for your experience.
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Languages: English**languages with full audio support
Hours played at review time, across 49 reviews with recorded playtime.
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I sincerely wanted to like RymdResa. I did find it enjoyable, initially, but the latter part of the game is filled with questionable gameplay decisions that detract from the experience significantly. RymdResa is an atmospheric, space exploration game with a somewhat charming aesthetic. You are alone in space, and the story is trickled to you in sporadic pieces of poetry. You have no weapons at all, and your health and fuel are one shared resource, which is pretty unique in a space game. It features decently accurate Newtonian physics, which is a rarity in games. The biggest criticism I can level against it mechanically is that you travel faster when moving diagonally, because your velocity is capped in X and Y directions independently. There's a standard RPG progression mechanic, with experience and levels, and progression is generally preserved across deaths. There is also loot and an inventory system, which can be transferred across different ships. There is a sort of currency, called spacepoints, which you can spend on new ships. You use the ship once, and if you die you have to repurchase it. Equipped items are preserved across deaths, but are not shared between ships. The game itself is broken into 3 chapters. In the first chapter, you have to visit 9 different points on the map. If you die, you have to start over from the beginning. It eases you into the game, and has decent pacing as long as you don't die too often. In chapter 2, you gain a central base. As long as you're able to get back to it, your progress gets saved. It introduces an entirely new progression mechanic, which keeps the game interesting. However, chapter 2 also introduces multiple ways to regenerate health, which makes it significantly easier than chapter 1. There are a few instant-kill events that are 100% RNG based, but that's acceptable in a rogue-like game even if frustrating. The final chapter is where it all goes downhill. You once again have to visit 9 different points on the map, this time to gather keys. Fortunately your progress is saved between points, because you will spend 10 or so minutes playing Asteroids betwen each point, except in this game you can't shoot back. The story snippets begins to grow bland and, by the 4th or 5th point, the game becomes a chore. What's worse is that you have 'boss fights' for the last 3 keys. The boss fights are a simple frustration mechanic. The bosses are space-god psychopaths, and you beat them with the power of dialogue. You are given sets of two choices multiple times. One is right, the other will get you brutally mauled. Sometimes the answer is obvious, sometimes it's obviously a crapshoot ('left' or 'right' is a choice you have to make multiple times). Unless you consult a guide, it is highly unlikely to win in under a few tries. Combine that with the amount of time required to get back to the boss, and you have at least an hour or two artificially added to the game for no value whatsoever. To be honest, I would recommend skipping the last chapter entirely. It introduces no new mechanics, unless you consider attempting to empathize with psychopaths as such. The ending is extremely underwhelming, and frankly disappointing. And the story snippets begin to feel like you attended a poetry reading for longer than 10 minutes. The first two chapters of the game are actually somewhat pleasant. But when judging the game, you have to consider it in its entirety. The last third of the game gives no new mechanics, and offers very little payoff for a lot of frustration. I cannot recommend this game at full price. Even if you are genuinely interested in the premise, you should only consider getting it on a major sale.
Story premise of RymdResa is a bit of a cliche as you see the Earth explodes leaving our astronaut avatar only one hope – to find a habitable place in the neverending vastness of space. Soon you start to realize that your are probably the only human left alive, and that there is a little chance that you will find a new home in the ‘Big empty’. As years go by and your resources run low, so does your psyche, burdening you with moral doubts and at times deep poetic conclusions. Separated in a three unique chapters, each having a different premise, Rymdresa feels and acts like a true space odyssey. As space you travel through is procedurally generated by means of y and x axis there are literally no bounds to where and how far you can go, and for how long you can try to survive. As in any rogue-like game, the basics are difficult to master and take a bit of time to get used to. You gather resources scavenging through celestial bodies and abandoned spacecrafts or picking up particles of astral dust. Well, it’s not exploration as it first comes to mind, as you just need to get close to the objects and click the explore button. There are many different upgrades that you can apply to your spacecrafts; maybe you want your shields to be of a higher capacity so you can take a more rigorous punch from space debris or hostile UFOs, or maybe you want more powerful engine to cover more distance faster, or, maybe you just want a whole new ship with different preferences altogether. The RPG-ish style of your inventory immediately lets you know that there is huge amount of upgrades available. Weapons are permanently offline as there is no combat in RymdResa, and i’m really glad there isn’t any, because the omnipresent melancholic atmosphere is just as perfect as it is. Actually that’s the thing that stroke me the most from the very start of my adventure. That strange, even bizarre feeling of loneliness and complete separation from some kind of a illusionary safe-zone. RymdResa is the most tranquil space rogue-like you will ever play, but so unforgiving at times. With it's unique twist on space exploration and rogue-like features it somehow manages to separate itself from other space exploring titles. [i]Disclaimer: Key was provided by developer for testing the game and for review purposes only[/i] [url=https://pcgamesnnews.wordpress.com/2015/10/18/review-rymdresa/]FULL REVIEW[/url]
RymdResa is not a game I fell in love with immediately. The strange poetic writing, the minimal graphical style, the frictionless navigation of space, and a soundtrack that felt unsettling did little to impress me, until I gave myself over to the experience. This is not a game that will fling obstacles at you, floating through the void of space you will maneuver through planets, asteroids, and satellites in search of resources. RymdResa’s soundtrack slowly won me, as the empty loneliness of space dawned on me. Is RymdResa truly a barren void? Or are there treasures under the surface? It’s time to experience RymdResa. The most interesting thing in RymdResa is the differing gameplay modes between the three chapters. The first chapter leads you around by the nose, to 9 random points where you will collect “resources” and “spacepoints”. The second introduces the idea of a home planet, where you will drag a third currency called “materials” which will be used to build 9 upgrades. Finally, the third chapter smashes all of your prior experience into what really feels like the pinnacle of the game. There are boss fights and endless peril, and it is the only part of RymdResa that feels like a true game. A choice was made between brutalizing the gamer into the ground, or forcing a couple of chapters where you are able to learn through doing in a relaxed environment. Both choices are correct, but the latter is a bit more enjoyable, at least on the surface. The endorphin-rush was considerably less. You must learn the delicate dance of space! Resources will keep your ship afloat and powered, spacepoints will let you buy upgraded ships with a variety of special abilities. From the turtle I used in my review video to an insanely-accelerating racer craft, the variety of ships available is sure to keep you coming back for more. Level-ups will carry over through death, so you will slowly power up your craft and realize your true potential. RymdResa is a beauty of a game with tons of items, ships, and customization. The music gets a little eerie at times, but then you look at the void and realize it should feel strange. The lo-fi graphical choice is still not my favorite, but doesn’t truly matter. While I never find myself overly-invested or absorbed in the gameplay, I find myself endlessly wanting to explore that next corner of untouched space. Huge congratulations to Morgondag on a game that is getting a good amount of attentions, for very valid reasons. Thanks so much for the review copy! I plan to revisit this one in my personal time quite soon. Gameplay: Controls- 10/10 Fun Factor- 5/10 Difficulty- 6/10 Replayability- 9/10 Innovation- 8/10 Aesthetic: Graphics- 6/10 Music- 9/10 Sound FX- 8/10 Story/Lore- 7/10 Level Design- 8/10 Final Score: 76/100 for replayability, controls, and music. Summary: Casual spaceship roguelike offering tons of items, ships, and obstacles. Verdict: If you like space, RymdResa will easily keep you occupied for hours. Full text/photo review: http://www.indiegamebundles.com/review-rymdresa/ "Lets Review" video: https://www.youtube.com/watch?v=VkpuBd1wCnE
A hopeless mission: a lone man sent out into the abyss looking for salvation. The longing for a new place to call home drives him deeper into the void. Hints of life still remain, yet nothing in this empty universe can replace the utopia he was forced to leave behind. That isn't the plot of the game...its how I feel everytime I think I've stumbled across a spiritual successor to FTL. Rogue-like space exploration, ship customization, an original concept, and choices that matter, all of these promises convinced me to give RymdResa a chance. I give credit to what seems like a genuine artistic attempt. Slow safe travel emulates the solitude of a long solo space mission, while rocketing forward into the unknown represents the urge to discover, to explore, to hope. The art style fits, as do some of the game mechanics, all of these shades of blue and grey traveling through spaces on their own axis make your lonely little ship seem like an afterthought. On the surface I see endless potential...the existenial trappings of films like 2001: A Space Oddyssey or Moon. Too bad the game is as empty as its space theme. Gameplay is more or less Asteroids minus a gun. Motivation to explore dissipates as soon as you realize choices dont matter. At all. Fly til you die, every experience feels the same. Then there's the poetry! I get it, poetry is hard, and while RymdResa delivers decent (albeit rather brooding) prose, it also rambles. Endlessly. Pointlessly. Shut up, spaceman! Get out of my head! I know these are ment to be the musings of madness from a man who has spent years in solitude, but I don't need it sprung on me every 3 minutes. Just make these into "logs" available from the main menu; I'll read them if I'm curious. Supplement my gameplay, dont interrupt it. Upgrades ultimately mean next to nothing, a meaningless point in a stat that barely matters. Fly slightly faster to nothing in particular! The deeper I try to go, the more shallow this pool seems to be. You, RymdResa, are no contemporary to my dear Faster Than Light. You are simply a pretty face with an empty soul. And so for a brief moment, I thought I had found a new flame, but alas, she is cold and superficial. The spark fades, we drift apart, and once again I begin my hopeless mission. The next FTL is out there. It has to be. But not here. Not like this. Prehaps I will find it in my next life. For now though, I press on into the unknown. Godspeed. *mic drop* Nevermind, I'll just smash into the sun again. I hate you, Poetry Slam Spaceman.
RymdResa has been described as the world's most relaxing roguelike. That descriptor was enough for me to one, raise an eyebrow and two, quickly see what it was really about. Having started my first run, relaxing wouldn't exactly describe this experience. There was a sense of urgency, lack of control and, a surprising air of hostility. I died within a minute. I tried again and even when taking a more cautious and slowed approach, an asteroid still barreled right into me. I tried again and died within a menu from a pre determined hit to my resources. That's when I realized that the statement was true. It's relaxing if you make it so and go at your own pace but you won't make much progress. It's the peaceful tranquility of a lone existence yet the acceptance of a slow death. That's what this game does so well, it creates an atmosphere of loneliness and quiet contemplation, accentuated by the initial soft piano and stirring audio logs. But who has time to think when you suddenly have to reverse course in a instant and wrestle with stopping to avoid that space rock? The game comes alive when you're boosting straight through the gravity well of a sun because you couldn't pull back in time and in doing so, crash through a field of asteroids. Your ship is damaged but you're alive. How about when you're cruising along and suddenly an object 25 times your size comes into view a little too fast for your liking? If anything, the objects should be bigger because it's the most thrilling rush of the game and leads to some awe inspiring moments. It breaks up the banality, you must be alert and pay attention or you're dead. The point is space is cruel. Not by design but by nature. Nothing is actively aware or trying to kill you. The point is you have a mission and no matter how hopeless or bleak it seems, it's better than just a-waitin' 'round to die. As a diary log says, just do. The poor guy has suffered enough and no one wants to drift around in a circle for 65 years.
[h1]Space Voyages are fueled by Stardust and space diaries are the only conversation, in this Interstellar RPG. [/h1] RymdResa translates to “Space Voyage.” If you enjoy poetry and philosophy with your journey through the stars, then this minimalistic asteroid drifter game might be for you. [b]Story: Castaway in Space [/b] The narrative begins with the destruction of your world by an asteroid, which is played out in front of your eyes. Then you are left adrift in your rocket-ship among the stars to recount your angst to the darkness of space. The story is wrapped in poetic devices, which are discovered in pieces as you explore various anomalies on your journey. Events are sad, joyful, lonely, and splendidly beautiful in turns; and so goes the poetry to match. I bought the game on release day, as I had been waiting for it early for the poetry. Though the achievements were not popping then, I continued to play for awhile for the relaxing music, exploration, and poetry; which was what I was there for to start with. I had been surprised to find the danger element, I guess, considering the relaxing nature of the exploration. But, it all makes sense when you consider the goal of the game is to experience the angst and solitude of being a castaway in space. In space, it has been said; no one can hear you scream. What did I expect? Did I actually think I could float around in space perfectly unharmed? I mean, seriously. Well, I noticed they’ve added a sandbox for just such dreamers like me. But, in returning to the game today after not playing for some time, I noticed the achievies have been fixed. So, though I have progressed no further than the first chapter to date, I look forward to exploring the “rest of the story.” [b]Game Mechanic: Rhyme without Reason[/b] I hesitate to use the word mechanic here, because in all honesty there is little mechanics of control allowed the player. You point your little ship in the direction the Sentry is aiming. What follows is an amalgam of random events: chance and luck, with a small bit of skill. You navigate carefully around space, only able to exert thrust or not. I’ve tried using my Steam controller to no avail here. The keyboard controls are mostly a complete waste. The best option is to just use the mouse to pilot the ship; left clicking to thrust, and right clicking when you come up on a random anomaly to explore. The random anomaly may kill you instantly or offer you a choice of bonuses. The bonuses may kill you instantly or give you goodies. Collectables include stardust, which is both fuel and health, consumables which offer special abilities and are accessed at will with the number keys, and spaceship parts to upgrade. The upgrade screen has a neat little interface that lets you click and drag found parts onto your ship. But, if you play in a skilled manner, you will probably feel frustrated from the random nature of both the objects that come at you and the luck of the dice roll that the exploration uncovers. [b]Pros:[/b] *Poetry *Enjoyable soundtrack & Lovely digital art style *Simple mechanics *Large freedom of difficulty choice [b]Cons:[/b] *Minimalistic Graphics *Random Events *Little player control *Screen Resolution both limited & bugged [h1]I recommend RymdResa for gamers who enjoy philosophical poetry and random event exploration in the stars. If you are in it for the game itself, and not too concerned with a rush for the achievements, then you will find the time in space well spent for drifters.
This game has got so much depth to it, and between the music, the diaries, and the vastness of the distances you travel, it really evokes a sense of the solitude of space. If you're looking for a shooter or a ship-builder or an traditional RPG, it's probably not for you. But if you want a game that will make you ache in your bones and reward patience, it's sick.
[b]There is something about the simplicity and zen-like nature of [i]RymdResa[/i] that I just love.[/b] [i]Essentially, this is a rogue-lite title that is best played with a controller from the couch.[/i] You navigate a spaceship through a fairly simple gravity-based physics system in space. Don't hit bad stuff. Collect a 'star-like' currency. Upgrade your ship. Unlock better ships meta-game style with the currency. Collect weird poems and just figure the whole thing out. [b]Pros:[/b] +Fun little zen-like space game that will have you playing in short, yet still engaging play sessions. +The artwork is certainly original and is very nice, in my opinion. +The universe all has a ambience and feel to it. +Metagame unlocks. [b]Cons:[/b] -Yeah, it's a bit pricey. [b]Another little indie gem that is certainly worth it when it is on sale.[/b]
A soothing exploration of space, collecting materials and information while dodging mines and asteroids. The graphics stutter at times unfortunately. [i]This is a first impression review. [/i] In RymdResa you saw your homeplanet being destroyed. Through communicates in space you have to find a new planet, and find resources to progress. You control your ship with the mouse. Click in a direction in order to accelerate to there. Gather materials from planets, satellites and anomalies, and keep your ship's resources on an acceptable level. Crashing into mines will drain resources very quickly. The game is a roguelike, meaning you progress between games by leveling up. [h2]Conclusion[/h2] The game is a very soothing experience, just floating around, gathering stuff. Under very chill synthesiser space tunes. There is a lot of depth to provide a lengthy playthrough. It's therefore a shame that the graphics stutter at times. That's the only gripe, unfortunately. Other than that this game has unique elements, yet keeps a minimalistic appearance without ever getting dull. 70/100 [table] [tr] [td] [i]More reviews at [url=https://store.steampowered.com/curator/39546715/]Omnivore Gamer[/url], games that are easy to control (for handicapped gamers). [/i][/td] [/tr] [/table]
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