
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
This game is a weebs wet dream i love it also its quite hard the game and my penis.
One of the most addicting games I've played in recent years! Endless Dream is an odd game. It's a mix of roguelike with tower defense game, and packed with cute (and funny) story bits with anime-looking characters. At first, it plays like a more clunky Binding of Isaac, but won't take you long to notice the differences. This game is NOT about the action, but creative thinking! And it's not just about surviving, you also have to protect Mimi, a (at first) stationary character that sits in the first room. To do this, you can built towers that shoot enemies, towers that heel you, etc. But the resources to build them are scarce, and knowing where and how to build them is VERY important, specially in the escort mission at the end of the level. Yes, escort mission, and that's another difference from similar games. You have to to to each room, kill enemies, install towers and un-curse rooms, but do all that to reach the final objective in each level: escort Mimi transporter room. The game is not evil though: you can start the escort mission whenever you want (and have found the transporter room), so feel free to prepare the way with towers and stuff. I mentioned "un-curse rooms" before, and that's a very important thing to notice: cursed rooms WILL produce enemies whenever you open a new door OR when you start you escort mission. So it's IMPERATIVE that you un-curse them. But you will NOT have enough resources to un-curse every room, so knowing which room to un-curse is part of the strategy. The game is way more complex than it looks, BTW: a good strategy is REQUIRED to succeed, even at low levels. The action is not very important: knowing where to install towers and what rooms to open (and un-curse) is the core of the game. It's like a game of chess: you CAN play if you just know how to move the pieces, but don't expect to win if you don't use your brain. Lastly, the game is packed with random events (and they are usually dialogues between the cute main characters. And are usually funny!) and tutorial classes, but the best thing is that you don't HAVE to see them. After the first few introductory events, the "New Game" option is enabled, and you don't have to worry about tutorials and story events, if you don't feel like it. They start in a separate screen, so you just look at them IF you feel like it. There are LOTS of options before starting the game, BTW. From multiple characters to multiple classes (and one of the characters can be any class), multiple difficulty and parameters, and even multiple supporting passive skills (in form of some fairy-like thingies. And they are cute!). The graphics are simplistic and kinda repetitive, but the character sprites are very cute and well animated, and the characters' faces in the dialogues are very well drawn and full of funny expressions. And while the action of the game is indeed a bit cluncky, it's like I said before: the action is NOT the focus of the game. tl;dr: This game is not perfect, but it surely is WAY better than I was anticipating it. I'm addicted to it, and HIGHLY recommend it if you feel like playing a tower-defense-rogue-lite game with anime characters, optional story segments and a deep and VERY challenging gameplay.
В отсутствии нейтральной оценки, и только из-за уважения к автору игры, ставлю положительную оценку. Об игре: Она очень сложная и есть некоторые у меня к ней замечания: 1. Игра не Rogue-lite (хоть и заявленно что рогалик) - нечего из предедушей игры в новую не переносится (лвл персонажа, уровень строений, вещи) кроме "Сакура-поинтов" которые начисляются за каждый пройденный этап игры и расходуются в специальном вне игровом магазине (уже по завершению игры) где вы можете купить нового оператора (взять в новую игру вы можете только одного оператора) или улучшить уже имеющегося (достаточно незначительные). 2. Игра не является RPG - в нормальном смысле этого слова. В игре вы можете улучшить своего персонажа только тем, что вам предложить в местном игровом магазине (у NPC которых вы можете рандомно встретить на карте). 3. Менеджмент ресурсов - ресурсы добываются только при открытии комнаты или при нахождении кристаллов ресурса, а "розовая" эссенция только в кристаллах. И если у вас не было достаточно ресурсов на "очистить" комнату, то следующая дверь может лишь усугубить ваше положение. 4. Рандом - комната телепорта может появится как за следующей дверью (что сбережет вам ресурсы), так и через цепочку комнат с 2-я дверьми (что уничтожит ваши ресурсы в попытках "очистить" и оборудовать минимальный коридор безопасности для МиМи) 5. Ресурсы переносятся с этапа на этап в полном объёме, не каких бонусных ресурсов за окончание этапа вы не получаете. 6. Цена на сооружения - до 3-го этапа все нормально, после 3-го появляются роботы способные с легкостью уничтожать ваши сооружения, что при всех выше перечисленных особенностях игры усложняет ее в разы. Персонаж которым вы играете на 3-м уровне становиться малоэффективным в борьбе с противником. ПС: Лично я, пока, не смог на уровне "Normal" пройти 4-й этап игры. Я все-таки хотел видеть в игре Rogue-lite составляющею - пусть персонаж хоть как-то улучшается от игры к игре.
[h1]Summary[/h1] Winged Sakura: Endless Dream is a roguelite tower defense, with a lot of interesting mechanics, features, replay value and even a cutesy, fun story; however, due to how certain elements are implemented, the positive aspects of the game get overshadowed by the bad aspects. It saddens me, but for this game, in its current state, the cons outweigh the pros, and because of it, I cannot recommend this game. In this review, I will be summarizing the gameplay, highlighting some of the issues I have with this game, and try to offer some solutions on how these aspects could be improved, so that the game could be better, as I do want this game to succeed and do better. Although, I highly doubt that the game will be receiving a major overhaul, as the game is developed by a single developer, who likely moved onto other projects, since the release of this game… [h1]Gameplay [/h1] The main objective of the game is to protect and escort a character named Mimi to the exit. You use your characters abilities and various towers to protect her and try to secure a safe path for her so she can pass through the level and reach the exit. If either Mimi, or your character dies, it is game over. You get 3 tries, but after the 3rd loss, you must reset and start over. As a roguelite, each floor is randomly generated, and the layout is different with each level. With every new game all your progress is reset, but the game does feature upgrades and powerups (known as “Sakuras”) which can be upgraded through in-game currency and they retain their levels on subsequent runs. Sakuras offer a ton of gameplay variety, as they can significantly alter the way one plays and approaches a situation. Fun stuff. The game has 4 playable characters, but there are 3 playable classes (Mage, Archer, Assassin), as one of the characters, Mindy, is capable of changing in-between these 3 classes at the start of the run. The Mage class is the ranged AOE class, Archer is the ranged burst class and Assassin is the burst, only melee, class. There are also a ton of different interesting towers, which can help you out. [h1]Flaws & issues[/h1] [u]Enemies[/u] Enemies can damage by simply touching you. Certain enemies are programmed to go after the player, but enemies that are targeting your buildings or Mimi, will still damage you, even if they are not going after you. Enemies also spawn and start moving as soon as you unlock a door, and to unlock a door, you have to move your character directly to the door and interact with it. This means that you have to put yourself into a position where enemies will spawn on top of you, and you will likely have to run back to the room where your towers are located, in order to properly defend against the wave. This also means running through large clusters of enemies. Which will damage. Why is there not a countdown of some sort after unlocking a door, so that you can properly reposition yourself, instead of having to suffer unnecessary damage from enemies? By the time you arrive at your desired location, the enemies have already reached Mimi, and she suffered a ton of damage. That, or your towers have already been destroyed by the time you arrive back to them. [u]Towers are destructible by enemies[/u] After the 3rd level, you will start encountering enemies which are capable of destroying your towers. This on its own would not be a problem, but taking into consideration how limited your resources are, you really DO NOT want to lose your towers. Once a tower is destroyed, it is gone for good. The resources you spent on it are lost, and now you have a situation where you are much weaker than you were beforehand, and the enemy waves are only getting stronger as you progress. So, to counteract this, you have to protect your towers, on top of being able to protect Mimi (the main objective). The fact that you are forced to both protect Mimi (main objective), your character and, on top of that, the towers, the thing that usually protects you and the objective in most tower defense games, is extremely punishing and frustrating. If the towers, at least, rebuilt themselves at the end of each wave, the destructibility of the towers would not be a problem, as they would at least sponge off some damage from the enemies. [u]Grinding & rewards[/u] Each floor rewards a static 150 petals. To unlock a new powerup (Sakura) it costs you 1000 petals, and you also have to spend more petals on each Sakura if you wish to upgrade their abilities. And the game has over 25 Sakura to unlock... This way of progression seems more fit for a freemium mobile game, than a full price game. The fact that the higher levels give out the same amount of petals, as the beginning levels makes no sense. Higher levels take much longer to complete and are much more challenging. So, if one would want to farm out the Sakuras, the most optimal way of farming them would be to play the first stage of a run, reap the rewards, reset and do it all over again. How fun… By all means, higher stages should absolutely give out bigger rewards than the easier ones. [u] Character control[/u] If your character is not lined up with the enemy, even by a pixel, their attacks will go through and miss the enemy. This is most apparent with the Archer and Mage class, as the rely on their ranged attacks. The Assassin can still miss, but due to being melee, this issue does not hinder their effectiveness as much. Trying to aim with keyboard and mouse is also awkward, as you have to align your characters movement with their attacking. Shooting in a certain direction, does not turn around your character. You have to move your character with the WASD keys first, and then once you properly aligned yourself with the enemy, you can shoot at them. This is tedious and costs valuable seconds. A smooth implementation would be to have the character automatically turn the direction in which you are attacking. [u] Gems & Sakura [/u] I already mentioned the petals, but I also have to mention the gems, which are used to build, upgrade your character and towers, and purchase level ups within the run itself. The game splits the resources into red gems (for building towers), green gems (leveling up your character and purchasing additional Sakura from vendors during the run), blue gems (purchasing tower upgrades) and pink gems (for purifying a room to stop enemies from spawning in that particular room). The only issue I have is with the green gems. Why is character levelling and purchasing of Sakuras tied to the same resource? For building towers and upgrading towers you have 2 different resources, so why is there not a separate type of gem for purchasing Sakuras? Choosing between purchasing a random non-leveled Sakura, or just upgrading your character is pointless, as the benefit of upgrading your character is usually a much safer choice. If a vendor does offer a, upgraded Sakura, then there is a reason to consider between levelling and purchasing an upgrade, but for every other situation, you will just want to level up. If your characters level falls off, you won’t be able to match with the enemy scaling and spawn rates, any you will just statistically lose the game. Why does the game even offer you Sakuras that you haven’t even unlocked as a purchase option during the run? I have not unlocked the Sakura, yet I still can use it. What? Green gems are also used to heal Mimi. A single heal costs 40 gems… 40 gems is the amount to level your character to (I believe) lvl. 4. Just why? You also have the ability to heal your character during waves for 3 green gems, but considering the value of these gems, you may as well forget that the heal button exists at all. [u]Insufficient explanation[/u] The tutorial teaches core aspects of the game, such as character abilities, tower building and controls, but the game never explains how the stats work, what are considered to be decent tower setups etc.
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Let me start by explaining one of the hidden issues with this game that once understood the game becomes quite enjoyable. This game will kill you, alot, but this is one of those games where everytime you lose you should learn something from it and do better next run. It took 11 tries to clear all 10 dream worlds in a single run whereas the first 7 of those runs I didn't even make it past world 3. The game teaches you very little in the tutorial other than controls which you are not given very many tools at the start of a run to defend yourself. There is however a way to skip this giant cliff of a learning curve and that is to go to the disscussions and read the pinned guide there. Now in my personal opinion the gameplay mechanics in this game are very addicting and a breath of fresh air when it comes to the dungeon crawl/ tower defense genre, however like the other winged sakura games the dialogue is a bit... let's just say I look pretty good in an eyepatch. The story itself is great, but the actual dialogue make all of the characters look really silly and down right annoying. I like Mimi best, she doesn't talk much at all.
Personnellement ce jeu est une bonne surprise. Un choix de 4 personnages jouables en plus de 32 soutiens (Sakura) si vous avez les 2 premiers jeu de la firme sinon cela reviens à 30 ce qui est déjà beaucoup. Cependant malgré que je le recommende âme sensible s'abstenir ce jeu est vraiment dur et pour le coup le côté rogue-like vous allez le sentir car l'obtention de certaines améliorations ou objets peuvent vraiment inpacter la partie. Gérer d'ailleur vos ressources sera primordiale pour pouvoir finir les 10 étages. Graphiquement rien à dire c'est propre,cependant dans les couloirs en particulier vous croirez que vous pouvez passer mais en réalité ce ne sera pas le cas et vous serez bloqué contre le mur ce qui peux vous faire échouer la partie vous pouvez me croire... En tout cas amusez vous bien sur ce jeu qui ma foi est bien parti pour durer pas mal de temps ^^
"New Game" Option is disabled... game is unplayable. Atleast on Ubuntu
Es un juego muy bueno y bonito mas allá de la estética anime. Es un Tower Defense táctico en el que vas abriendo salas y purgándolas para evitar que salgan monstruos y construir en esas salas torres para proteger a la chica que te puede sacar de allí. El mundo se genera proceduralmente, lo que significa que ver dos mundos iguales es casi imposible.
I think if this game had a licensed rock song for it, it’d be Andrew W.K.’s [u] “Ready to Die” [/u]. Because you are going to die. [b]A lot. [/b] “You better get ready to [u]DIE” [/u] The Plot: Um… I am going to assume that it’s something like out of “Dungeon of Endless” because there are some overlaps: Open doors to new rooms, fight off hostiles, put down defenses, and end the floor by escorting your… Pinkhaired Goddess to some central room so you can evac to do it again. “You better get ready to [u]KILL”[/u] Luckily, you do have some defenses that are upgradable, assuming you can get enough gems to make the upgrade. Resource allocation is definitely a key thing here. And you can buy some help, in the form of companions, but they’re only as passive aides that provide subtle boasts for either you or your defenses. But even at it’s “easiest”, don’t expect to make a milk run out of it. “You better get ready to [u]RUN”[/u] So far, I am only on the forth floor and even with some lvl up in both character and defenses, my progress can best be described as: [*]Open the room: You’re gonna die! [*]Fall back to defensive position: You’re going to die! [*]Rush into room: You’re gonna die! [*]Let one hostile slip into the same room with the Pinkhaired Goddess: You’re gonna die! “'Cause here we [u]COME” [/u] Is it beatable? Good question! But I am willing to keep trying. Trying and dying, and dying and dying some more.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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