Esteemed readers of Push Square, we present to you the first game review produced entirely through random generation. Quench. Sycamore. Lithe admonishment. Right, done. Seven out of 10.
Hang on, that wasn't very satisfying, was it? See, that's the issue with anything randomly generated — it's about the opposite of crafted. That's the general design of dungeon crawler Nobody Saves the World - all the major areas are, unfortunately, created in this unsatisfying manner; it's a shame, because the game otherwise has a strong conceit mixed up with smooth controls and a fun world to explore.
The gimmick is the many different evolving forms you'll take out into the quasi top-down overworld, ranging from a lowly rat with its rapid chewing attacks, to a majestic horse that always attacks backwards, to a regal knight with fearsome sword slashes and timed counters. There are plenty of options to use, abuse, and improve as much of the game becomes about watching your experience bars fill, huddled with bated breath around the screen to see what little tweak will become available next. It's fun, especially when you get to mix and match your buffs and abilities a few hours into the game. There's scope for real creativity there and it's about six or seven hours of genuinely enjoyable stuff.
Unfortunately, Nobody Saves the World is around 15 hours in length, stretching its gameplay tightly over its duration to the eventual distortion of both. Is it a bad game? God, no. Most titles don't even have two hours of worthwhile stuff to do. This is an original idea attached to traditional adventuring fun with all the customisation that comes along with its genre here given a renewed focus. We only wish its dungeons were as well-crafted as its skill trees and visuals, but while there's not enough meat on the bone, what's here is still pretty delicious while it lasts.