![]() The combat feels fine-tuned and satisfying right from the start, and then builds from there with a host of options and impactful decisions that add layers of complexity while remaining perfectly understandable. The attention to detail in Drinkbox's take on the dungeon-crawler action-RPG is a quality that becomes apparent from the outset, when you skitter through a dungeon in the form of a Mouse, using your little chompers to shred through enemies. And as I collected my reward, the experience made me appreciate how meticulously developer Drinkbox designed every form, every combat encounter, every moment of Nobody Saves the World to feel great. I was a tiny gastropod avenger, cackling as I choreographed a ballet of monster carnage the likes of which had never been seen. Friend, let me tell you: That snail ripped through the dungeon like it was wet paper. The humble, unassuming Snail was a form I hadn't really tried, figuring it was more or less a joke. On a lark, I decided to switch to the Snail form, which had a signature Light ability. ![]() The Light abilities I could import from other forms were close-range and I was getting overwhelmed in the scrum. ![]() I had bashed my head against a dungeon using my best and strongest forms-switching my shapeshifting hero between forms like the burly Knight and the nimble Ranger-but none of them had Light-based abilities necessary for countering the dungeon's monsters. About midway through Nobody Saves the World, I was getting wrecked.
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