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.

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.

“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’.

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.”

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.