


Add in the fact that it’s hard to identify the exact ‘cone of detection’ that each enemy has, and it makes for a frustrating chunk of gameplay that I’d rather not repeat. There are also some brief segments where you must employ stealth to avoid becoming overwhelmed with enemies, but how this is implemented mechanically is ultimately underwhelming, as you’re not provided with extra tools outside of standard movement to sneak around. These puzzles are adequate for their purpose, but I did find myself wondering what the game could look like if it had an expanded focus on puzzles alongside its tower defense elements, as these short interstitial moments made it clear that the style of Dwerve - in both its lovingly crafted environments and bursts of strategic combat - would make it well suited for more complex puzzles to serve as downtime. In between its combat sequences and bosses, there are brief puzzle moments, mainly involving flipping switches and levers in the right order to find a route to progress forwards. There are also bosses at the end of each major section of the game, which whilst a lot less strategy-focused than the game’s usual encounters, do require you to lean on the principles of rapid turret placement and choosing the right tools for the job.

Thanks to this challenge and clever design in how it unfolds gradually, Dwerve proves to be fairly consistently engaging throughout, offering up enough variety in terms of its enemies, attack patterns, and new turret options to keep players adequately invested. Turrets will take damage easily, and you can only place a few turrets at a time, meaning the average Dwerve session will have you running as fast as your little Dwarf legs can carry you to frantically replace your crossbows, spinning blades, and spike traps in the best positions. Each enemy has a different style in which they will pursue you and engage with your turrets, and a variety of enemies will be employed to keep you constantly vigilant. Dwerve proudly proclaims to be a daring mix of tower defense and Link To The Past, a statement that the game’s delightful story-driven experience mostly delivers on, offering up an adorable, strategy-focused, and frequently challenging adventure that made me reconsider the untapped potential of the humble tower defense game.Īt the core of Dwerve lies a fun gameplay cycle that involves placing a variety of ranged and melee ‘turrets’ in increasingly complex tiled areas to defend yourself from oncoming waves of enemies. There are certainly some games in the genre I’ve enjoyed in the past, but it mainly reminds me of the bygone era of flash games. Although there's a clear vision for Dwerve, each member of our team is encouraged to share their ideas and help shape Dwerve throughout its development.I’ve never been a huge fan of tower defense games, and if I’m being honest, I don’t know anyone who is particularly devoted to the genre. Our team is composed of self-motivated developers powered by passion, persistence, and professionalism. A small handful of contractors and volunteers from all over the world have also joined us on our quest to develop Dwerve. Since then, Percy and Peter began working full-time on Dwerve. A year later, they founded Half Human Games. During this time, they spent their evenings, nights, and weekends developing a tower defense dungeon crawler RPG titled Dwerve. They then joined Artix Entertainment in developing the cross-platform MMORPG AdventureQuest 3D. They met while studying game design and development in college, and, shortly after graduating, developed a top-down space shooter titled Blacksea Odyssey which released on Steam, Xbox One, PS4, and Nintendo Switch. Half Human Games was founded in 2019 by Percy Legendre and Peter Milko, but their journey began 5 years earlier. Half Human Games is an indie studio with an international team, crafting interactive pixel sagas from all over the world.
