Just like they did with some earlier games, Wolfire Games have now open sourced the game code for Overgrowth. What is it? Overgrowth is a 3D martial arts action-adventure featuring giant rabbits — jump, kick, throw, and slash your way to victory.
You will still need to own a copy of the game, as the open source release does not include the data files, which is a great way for developers to support the open source community (and enable their game to live on forever pretty much) while also continue to earn from it easily.
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Direct Link
Direct Link
The source code is available on GitHub.
You can buy it on Humble Store and Steam.
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Quoting: ShaoluI actually kind of liked Neverwinter Nights' campaign, but I got stuck and lost my save game and have not tried to complete it since.Quoting: JuliusQuoting: edoThe game itself is awesome (and by game I mean the engine), have you never tried the editor mode? You can do a lot of things there way easier than on a normal engine
As a sandbox and mod platform it seems quite cool indeed, but the official story campaign is very lackluster.
So, precisely the same story as Neverwinter Nights. It's always annoying when game reviews focus so much on the campaign without noting that the original campaign is ancillary to the game's true potential as a platform.
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This is one of those games that could have HUGELY benefited from a more open-world setting instead of the micro level challenges it has now. On top of that more martial combat styles with melee weapon combat styles on top.
I played about 10 levels into the main story a couple times but kind of forgot about it. Certainly had potential but felt too much like a arcade level challenge type of game more so then a continuous interesting story/world. Also I think it was like 30GB or something which seemed pretty extreme for such a basic game.
Last edited by TheRiddick on 24 April 2022 at 4:17 am UTC
I played about 10 levels into the main story a couple times but kind of forgot about it. Certainly had potential but felt too much like a arcade level challenge type of game more so then a continuous interesting story/world. Also I think it was like 30GB or something which seemed pretty extreme for such a basic game.
Last edited by TheRiddick on 24 April 2022 at 4:17 am UTC
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Quoting: TheRiddickThis is one of those games that could have HUGELY benefited from a more open-world setting instead of the micro level challenges it has now. On top of that more martial combat styles with melee weapon combat styles on top.This is literally a game I was excited for, for years... then when it finally released I was too busy to play it... now it's been long enough for it to be open sourced and I've only played it for like 20 min! I did play Lugaru a bit when it first came out and a bit more when Lugaru HD was released.
I played about 10 levels into the main story a couple times but kind of forgot about it. Certainly had potential but felt too much like a arcade level challenge type of game more so then a continuous interesting story/world. Also I think it was like 30GB or something which seemed pretty extreme for such a basic game.
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Quoting: JuliusQuoting: edoThe game itself is awesome (and by game I mean the engine), have you never tried the editor mode? You can do a lot of things there way easier than on a normal engine
As a sandbox and mod platform it seems quite cool indeed, but the official story campaign is very lackluster.
The game itself (meaning the campaign) is short but super fun. It has brutal, challenging, natural, fluid, original combat mechanics and the opponents feel intelligent. It lets you choose a few different approaches to how you beat your opponents. You can sneak around and kill them from behind like an assassin, take them one on one or a few at a time, pull all of them to you in a giant melee, try to leg-canon everyone (kind of a built-in cheat). Enemies will go for help if they're being beaten. They'll spread out and try to take you for multiple directions. They adapt to your fighting patterns. Allies also feel strong and useful.
The platforming part is okay. The environments are beautiful and each environment truly feels unique due to level design details. Jungle levels are hazy and full of foliage, tree roots, ruins, that impede movement and visibility. Wolves are hard to see in the snow. Ice is slippery.. Different weapons feel truly different from each other. There's good signposting that looks natural. In the jungle it's shiny green moss. On stone or ice it's scratch marks. If you look around, you can always find the way from those hints.
What I would have wanted from the game is for it to be bigger. Take all those mechanics and put them inside something greater. It's still a great and unique experience even with such a short campaign.
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