Hyper Light Speedrunner

A terrible confession: I almost fell asleep during the presentation for Motion Twin’sWindblown.

This wasn’t really Motion Twin’s fault.

Sometimes when I fall asleep in front of a screen it invades my mind.

A player dashing across a series of rock platforms in Windblown

If I’d fallen asleep in front of Windblown I’m sure I would have dreamed of its dash.

Windblown has a hell of a dash.

Each biome has its open-ended sections that encourage exploration, with secret areas tucked behind destructible scenery.

Cover image for YouTube video

“Our intention is to reach a new level, a new state of flow.

And by still having pattern-based combat, it becomes like a dance with the monsters.”

“They were like ‘I’m broken completely’.

A player at the centre of a bunch of glowing projectiles in Windblown

So we added a few pauses here and there.”

Enemies include golems with assorted attachments, and some marooned pirate rats I feel a bit sorry for.

“There is not a real boundary between the two - it’s as seamless as possible.”

A player using a giant fish to attack enemies on a flying pirate ship in Windblown

Like Dead Cells, Windblown doesn’t take itself very seriously.

One of the trinkets summons a fish that can be used as a trampoline, for example.

I am a disgrace unto journalism, but then again, you knew that already.