
Discover. Build. Defend. Survive. Escort. Open endless doors, discover endless new rooms, and defeat endless robots. Build towers, form contracts, gain new allies, and survive the Endless Dream.
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About
Discover. Build. Defend. Escort. Survive. Dream.... Mimi, I just have to find the transport room and escort you there, right? Then the dream will end? Look! It's another door! Is the transport room behind this door, Mimi?
Winged Sakura: Endless Dream combines the most addicting game features into a rogue-lite survival tower defense game! Open endless doors, discover endless new rooms, and defeat endless robots. Build towers, form contracts, gain new allies, and survive the Endless Dream.
Find the transport room and escort Mimi to the final destination!
Several Addicting Game Features and Genres Combined Into One! Action, RPG, Strategy, and Rogue-lite combined with Survival, Tower Defense, and Resource Management! A game that's bound to give you new thrilling experience!
Randomly Generated Levels! A new playthrough means newly randomly generated levels, items, events, towers, enemies, allies, and skill items! 'Randomly Generated Levels' changes the way you think and play, giving you a brand new experience every playthrough!
Discover Rooms, Defend, and Escort! The more rooms you discover, the more difficult the game gets! Discover, defend, and escort Mimi to the transport room!
4 Playable Characters and 3 Classes! Enhance each class with Sakuras! Play as an Archer, Assassin, or a Mage! Expand each class and change their play-style with Sakuras' unique passive abilities!
30 Sakuras to Collect and Master: Unseal Sakuras, raise their ranks, and master them to unlock their full potentials and CGs!
2 Supporters and 3 Operators! Sakuras can be assigned as a Supporter or an Operator, providing powerful game-changing passive abilities!
Survival Mode! Hard mode isn't enough for you? Try survival mode!
24 Towers with up to 4 Upgrades Each! 9 Offensive Towers, 7 Support Towers, and 8 Generators! Towers are randomly generated in-game and can be researched and upgraded! Every new tower opens a new possibility of creating your ultimate choke points.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Indonesian, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Thai +3 more
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
I'm a huge endless fan, but this game has some really bad flaws. -You get damaged by enemies touching you. This would be okay, if it didn't include enemies that are ignoring you and going to an objective. -The projectile attacks from archer and mage have to line up just right, if you are a bit too high or low, it will completely miss. -Some floors are win or lose based on the first door. -I have a 360 controller, but i could not get it to work with this game, regardless of restarting it or toggling the settings. It works fine in other steam games. -Its too much money in this state, it has some neat mechanics, but it is closer to a 10$ game.
I dont normally write reviews this early on, but I believe I understand the game enough at this point to do so, particularly with it's similarities to a certain other game. Plus, reviews help games like this get more attention (something Steam's storefront fails to do, every time). And I think this one deserves it. The game I refer to, that inspires this one, is Dungeon of the Endless, an absolute favorite of mine. Like that game, this combines a couple of genres, tower defense, and roguelike. Also like DotE, it is both turn-based and real-time, at the same time. On top of this goes a layer of RPG-style character stats and similar things, adding more complexity to an already complicated game. Chances are, going into this one for the first time, you're likely to be a bit confused. Few other games work quite like this one... actually, only one works like this one, which again is DotE. The game uses tower defense concepts as the core of the gameplay, but unlike most TD games, a battle is not just constant waves while you struggle to keep up. Instead, there are two phases: Preparation, and combat. The preparation phase is when there are no enemies present. You are free to move from room to room, construct towers, and interact with various NPCs to do different things such as buy items or research new towers. When you feel that you're ready, you go and open a door, revealing a new room. Opening a door effectively means the beginning of the next "turn", and advances a number of things. For example, this is when your resource production happens, and when tower research also goes forward. But more importantly, it begins the combat phase. Enemies spawn in every room that is still cursed, and make their way towards Mimi, who serves as the "core" that you must protect. Your towers will do their best to destroy these monsters, but they cant do it alone. You have to join the fray yourself, adding a very active element to a genre that often consists mostly of waiting. Unlike DotE, you do not have a full team of characters to manage here. Instead, you have just your one character who you play as (though there are multiple characters to choose from when you start a new game). You have various attacks and skills/spells with which to attack the marauding robot monsters, doing everything you can to prevent them from winning. If Mimi goes down, or if you yourself are defeated, that's it, the run is over. Like any roguelike/lite/whatever, this uses permadeath, so loss means starting over from the beginning. Combat is often difficult, as your enemies are outright overwhelming much of the time, and they vary in their functions. Some enemies will make a beeline for the room that Mimi is in. Others will hound you endlessly, trying to crush you. And some will even target your various towers and other gizmos, trying to wreck them. This means alot of chaos, and it will really test the strategy you have been setting up. All that preparation you do before each combat phase is very important, and involves alot of careful decision making. Add to this the random nature of roguelikes. For example, when you go to research new towers, generators, or whatever, you do not know just which ones will be available (another idea carried from DotE). When buying items, you never know what the shop will have. And then there's the Sakuras, a variety of girls with crazy powers who can be contracted to help you; they dont make direct appearances in combat, but you can assign them to be either supporters or operators, to go along with whatever tactics you are using. Like anything else though, you do not know which Sakuras you will encounter in the dungeon. Victory in this game is all about taking what the RNG gives you, and finding a way to make it fit. In my experience, there is always a way to make it work, even though it will seem tremendously difficult. You're going to have to really use your head to get through this one. Which brings up the one problem I think it has: the learning curve. Chances are, when you start up a run, you are going to be annihilated by robot bees. You're not going to be quite sure how you could possibly deal with such opposition. I've heard of players not even being able to pass the first floor (of many). I recall that DotE had this exact problem, which I call "deceptive difficulty". The learning curve creates the perception that the game is harder than it truly is, because you will find yourself struggling to figure out how you can possibly deal with everything. You may start to think that things are imbalanced or even broken, or unfair, or... whatever. Again, same exact problem DotE had. But once you truly learn the game, you find that seemingly unfair situations actually arent. You find ways in which you can alter your tactics, new things you can try, new approaches to different situations. As your understanding increases, so will your progress. But reaching that point is difficult, and I suspect this will push away many players. Tower defense games can be more than a bit obtuse when it comes to the sorts of ways you can strategize in them, and not only is this no exception, but it takes it a few steps further. Which is a shame, because like DotE, the game really is lots of fun. Tons of depth and challenge to be had here. And there's more that I havent gone into, for example the shop that allows you to unlock more Sakuras between runs (and power them up a bit). Or the fact that there are actual story sequences, something which DotE didnt really bother with. The story has issues, but the dialogue and characters are entertaining and the art is well done. Even when you're dying horribly in each run, new bits of story and such will still open up to you. But it's the gameplay that really makes this one what it is. And I'm glad that it exists. I absolutely adored DotE, and wished there could be more games like it, but nope, there really wasnt. Until this comes along. Many similarities, yet still this one does enough to make it stand out as it's own unique thing. The learning curve is absolutely brutal, and the difficulty only increases the further you get into each dungeon, so expect many losses before you start to get anywhere. This is not a game for those who are easily discouraged. But if you can persist with it, you'll find something really nice here that will offer many hours of challenge and fun.
The rogue lite part of the game doesn't mean that once you die (and believe you'll die) you'll keep anything. No, the rogue lite part of the game means that in the unlikely case where you'd be able to complete a level you'll be awared some currency. In two hours I was able to to finish a single level that rewarded me 30 of that currency. I did the maths: If I play 8 hours per day I should reach 100% in a 15 months. Seriously? There are a no micro-transaction so why as a developper would you do that?! But the game isn't only a rogue lite it's also an RPG... it has to be right? When you level up or during a random event [insert a random combination of letters that the game never told you anything about] increased by [insert random number here]. Well, when I read "Random Generated Levels" that wasn't what I expected. But maybe it's me, maybe I should have played the tutorial? In fact, I did: "If you press the attack button you'll attack" was the first one. "When you find the exit escort Mimi" was the second one (but sadly it didn't told me that it would turn the whole level even doors that were still closed into berserk mode). "If you press the health potion button you'll heal yourself" was the third. "If you press the mana potion button you'll restore you mana" was also part of the third. "If you press the special attack button you'll use you special attack" was the fourth, the fifth and the sixth. Six tutorials, five of them useless, one lacking to deliver vital informations. Basic gameplay hints? No. Strategy to survive at the very beginning of the game? Neither. Anything useful? You decide. So yeah maybe it features an awesome scenario that I'll never know about because the game is simply not fun but according to another review it's basically the same one that in the first game (which was "You won't learn anything but everything will be explained later"). I'm in fact almost sad to give the game an harsh review like that. I liked the previous games even if they weren't perfect (at all) and I wanted to support the developper. But here and now I simply can't suggest that game to anyone.
I have played 8 hours and it felt like 2 hours. The game is really addictive and fun. It feels simple at first, but in fact its REALLY deep. Its like chess, its very easy to learn how to play but its difficult to master. Also there is a luck factor involved, so you got to adjust to the situation even though it may not fit your playing style. All in this game feels just about right, natural. I believe that I live in this world. Again its like on a chess board. There is nothing to add and nothing to take away. Those are just my feelings to describe how i like the game. The gameplay is really satisfying. It never feels like a grind though there is some grind here. You start each run at level 1 so it always feels like a new fresh game (again its like chess). This concept is what makes roguelike games a hit. (Desktop Dungeons and DotE 2 of best games of the genre use this conceps and i feel like this game might become the third 1). It never feels boring to play because there are TONS of unlocks ... 30 sakuras with unique story each? Stories are short yes BUT its not a visual novel, yet it gives the game a lot of charm. Also you level up those sakuras which is very nice too. CGs are very stylish too. are there any cons? well .. i cant really get used to controls ... i remapped keys to use r and f as abilities butt still fells like i am too slow to use them. But if the game is beatable with those controls its ok. I wil get used to them. Animation in this game is very cool ... it feels satisfying when those bugs die .. and robots too ... laser pistols, arrows, explosion ... awesome. Protagonist is very well made. Its a cute girl with nice hair animation .. BUT actuaaly you can play as 4 different girls and 3 classes!! Actually if it only have 1 protagonist and archer class it would have been ok .. but we have 4 of them!!! But the most excitng thing about the game is sakuras you unlock .. at first those buffs seems unimportant .. but once you understand that +2 attack really matters you feel the awesomeness of the game. Also those sakuras are not just random girls. The first girl i unlock is a sniper ... (tho story told me that) and guess what? it gives chance to score increased damage on hits ... and now you understand that you run will depend on sakuras you meet in dungeon. They will greatly change the style you play .. and i havent yed mentioned elements. Trust me its DEEEP ... also .. when i levelled up i didnt believe my eyes ... there were like a hundred slots that can randomly .. level ? depending on the finds in a dungeon? or just random level up? YES finally hardcore ! thats so exciting too ... also you get buffs .. random .. like you get +2 attack .. feels standard ? NO its not .. because the buff also applies to towers .. DAMN and it matters now!!!! also you start with the basic laser pistol tower (which is very nice btw), and you got to unlock others .. and .. you also level all of them up .. its not easy .. also when i levelled my laser pistol to level 4 or smth it changed to the beautiful red tower which killed bugs in a very cool way ... and here goes another concept ... RESOURCE management .. its easy to spend all resourses in the beginning and easily kill all bugs on firs and second floor .... then .. then .. you gon no resourses to build towers? and those bugs eat you ... :( there is so much stuff in the game ... but my point as that all that stuff was added with a real care about the game .. very few developers do games this way ... i know there might be some balance issues and other issues but the geme is a rare gem .. you seldom find those games this day ... 9,5 Cecillia clones / 10
This is a wonderful game that is very simalar to Doungen of the endless, except for weebs like us. I highly recomend this game to anyone who also enjoys stragety with a bit of story. +10
I've bought all other winged sakura games and I really liked them, simple, straight forward, and good but for this one I can't recommend it, if you're a winged sakura fan like me and don't like "endless dungeon" game then don't buy this game, this game is completely different from other winged sakura games, you won't get that good story and simple game anymore, it's not even an RPG for me, the story won't be combined with the gameplay, so you can always read the story or just don't read it at all, it's like a sandbox game, so it will feel like the story is not progressing at all. And also the story is the exact same as mindy's arc, yeah dream world again, yeah training again, memory wipes again, her sister behind everything again, cecilia guide again, no telling lost memories again. The rpg element? there isn't one, there's no chance for you to grind anything and when you die you lost all your progress, and don't worry you'll always die, in fact you won't need the continue button there, you will die every like half hour. I'm 18 hours in this game and this is still happening. I'm really disappointed in this game, it's not winged sakura except for the anime art
基本游戏系统全部照搬Dungeon of the Endless不说,实现的太烂了吧这… 角色画的也很粗糙,完全不配这个价
Okay... finally, i'm finished Endless Dream on Hard mode... and not even get some story event... After 5 level it becomes more easy. But not more interesting... So much time loss for almost nothing (Yes, a lot of petals for last level. But that's all) And what now? Play the same thing again, and again, and praying for more story? In Mindy's Ark it was interesting (even after end of game). But here it's more frustrating, than fun... Sorry. But after previous games I was hoping for something more...
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[i]Winged Sakura: Endless Dream[/i] is a quite interesting mix of roguelite exploration and tower defense. It can be quite fun and addicting if you are a fan of roguelite games, but there are a few key things you should consider before buying it. Your goal is to get through the Endless Dream by escorting your partner Mimi to the end of each of 10 levels. You do this by opening doors in a randomly-generated dungeon layout, building towers as needed to help you defeat the onslaught of enemies with every door you open, contracting Sakuras (which provide passive bonuses to your character) for that run, as well as new towers and boosters with Polygons, the game's currency. Between your runs and through story scenes you earn Unsealing Petals which are used to buy new Sakuras to appear in future runs, which can be leveled up. The map layout, and by extention the exit, is hidden until you start unlocking doors, so for each floor you start off blind. Once you're ready to escape the floor, you need to guide Mimi and not allow her or yourself to be defeated by the enemies. Hopefully you used those Pink Polygons to clear a safe path for her, as those are limited, so you must plan ahead as you go through each floor. There are three combat styles to use, many unlockable Sakuras to choose from, and many different kinds of towers. All these mean that [b]there is a lot to learn and there are many different strategies you can try.[/b] This however is where the game's more frustrating side comes into play: As per roguelite standards, this game starts you off very weak to the point that enemies take many hits to kill, and your inventory is bare-bones. If luck is not on your side on later floors, you may not find the rooms which hold the shops or power-ups you need, you may choose a door that leads to a dead end from a fork at the start, which would waste precious resources, and so on. Enemies that target only Mimi or only your towers come very early as well and make things hard, as protecting your towers takes effort and you can easily be overwhelmed by too many enemies if you are unprepared. Frequent failures is the way roguelikes work for replayability's sake, but this one is even tougher than most of the others I have played yet. While you can retry up to three times per run and save checkpoints if you need to, expect to lose a lot if you want to get better at this game. [b]Patience and an open mind are required here, and even some grinding if you want to unlock more Sakuras and achievements.[/b] However, if you enjoy roguelites you probably have a fair degree of patience, so I would say [i]Endless Dream[/i] is worth a try if you are such a fan. It probably won't be a piece of cake for you, though; more like a piece of cake that's been left out of the fridge for too long. Don't let the looks fool you - this game will punish you for screwing up. [b]Pros:[/b] - Very challenging gameplay with three difficulty settings for most modes - Multiple gameplay styles and lots of ways to customize your strategy - Presentation is decent and art style is great - the characters are cute and colorful, and the sounds are decent - Can be addicting if you start grasping the mechanics - Your runs can be quicksaved, so no need to play the lengthy levels all in one go - Quite a lot of achievements [b]Cons:[/b] - Game starts on a steep slope and that slope only gets steeper with every floor. Doing some tutorials and learning from your mistakes is a must. Precision is required when attacking or else your attacks will be off by a couple of pixels. - The multiple gameplay elements are fairly balanced but the tower defense element takes a backseat to the roguelite combat. You can only build towers in designated spots and they may not work to your expectations. This is not a true tower defense game. - The game can lag in some places that use more demanding effects - Re-mapping the controls can be tricky since the menu does not blank out the key you wish to remap before making a choice - More than anything else, the game requires a great deal of time and patience which can scare off people looking for an easier game to pick up and play. This is not a fast-paced game.
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