

Labyrinth of Wild Abyss: LayeRedux
Cannibal Interactive · 2024 · Horror, Action, First-Person, Minimalist, Walking Simulator
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About Labyrinth of Wild Abyss: LayeRedux
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Players appreciate that Labyrinth of Wild Abyss: LayeRedux delivers exactly what it promises—a deliberately confusing, maze-like experience that challenges spatial reasoning—but criticize the execution for lacking clear navigation markers and logical level design, making progression feel random rather than rewarding. The fixed-speed movement mechanics and real-time controls create frustration when combined with the disorienting layout, leaving players without sufficient incentive to push through what feels like tedious trial-and-error exploration rather than engaging puzzle-solving.
You ever wondered: hey what if a cruel game developer made a labyrinth inside of RPG maker and made you question your every sense of space and decision making well boy howdy this is a game8 found this helpful
I have to be very upfront: the only reason I'm recommending is this is because Cannibal Interactive will give you exactly what is says on the tin with his games; Labyrinth of Wild Abyss: LayeRedux, if in fact a Labyrinth. However, there isn't any incentive to actually go through it. I can only speak as someone who put in 15 minutes and got to level 5, if my brief is with the game is any indication of what rest of my time will be like then I gotta check out here. There's three critical issues with LayeRedux: [*] There are no clear markers or apparent reason to the labyrinth layout, so the exits I did find were by pure chance. [*] The avatar(?)/character turns at 90 degree angles, similar to a dungeon crawler - at a *fixed speed* - but your movement is in real time, with sprinting giving you a significant speed boost. Given that there's no controller support, regardless of whether you use WASD, arrow keys, or numpad for movement, your fingers and wrist are ultimately going to wear out, preventing long play sessions. I'm guessing the movement vs turn speed was an intentional decision to heighten the feeling of powerlessness when trying to escape the monster(s), but it feels like p…6 found this helpful
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