- September 23, 2021
- debugChicken
- 3h median play time
Wirewalk
Platforms
About
"Wirewalk" is a single-player Role Playing Game set in a futuristic world where a powerful computer virus is wreaking havoc. As Rada, a programmer with a refreshingly normal persona, players will use The Wirewalker software to combat the virus in 2D 3-Color Top-Down Action-RPG gameplay. Featuring hand-crafted dungeons, puzzle-solving, and various weapons, "Wirewalk" also offers optional side quests, color palettes, and speedrunning opportunities with original modern chiptune music. The game tackles two unspecified elements, adding further intrigue.











- Captures the nostalgic feel of classic Gameboy Zelda games with charming graphics and engaging gameplay.
- Creative item mechanics and puzzles that allow for varied approaches to challenges, enhancing the overall experience.
- Short but enjoyable, making it a perfect pick for casual gaming sessions without overstaying its welcome.
- Movement in the town can be cumbersome, particularly when moving diagonally, which detracts from the overall fluidity of gameplay.
- The game is quite short, with only three dungeons and limited overworld exploration, leaving some players wanting more content.
- Some elements, like the final boss fight and the overall story resolution, feel anticlimactic and could benefit from additional depth.
gameplay
54 mentions Positive Neutral NegativeThe gameplay is generally praised for its satisfying mechanics and engaging puzzles, with a nostalgic feel reminiscent of classic dungeon crawlers like "The Legend of Zelda." While the variety of mechanics is appreciated, some players noted issues with backtracking and a lack of a final dungeon, suggesting that the game could benefit from additional content. Overall, the experience is described as fun and polished, though some feel the length may not justify the price for all players.
“The puzzles and mechanics are fun!”
“Now, for the part where the game really shines: gameplay!”
“Every nook and cranny was hand-crafted with a clear purpose, whether it is to teach the player a new concept or see if they mastered a mechanic.”
“There's no ending dungeon; you just transition into a final boss that didn't have any puzzle-like mechanics to give it some flair.”
“The first and third dungeons succeed very well at this, while the second, in my opinion, involves too much backtracking and puzzle solving, the core minecart mechanic of the area being the biggest weakness of the game altogether.”
“The game could also do with one more dungeon, as the roller blade and rope-swing are strong enough mechanics that they could've had a level each, rather than challenges related to both crammed into the same dungeon.”