Survive The Night – 20 Minutes Until Dawn

This post is late because I worked ten hours on Black Friday, which was absolutely miserable and I didn’t want to come home and type up something. Instead, I passed out on my couch. This week is 20 Minutes Until Dawn, by the way.

20 Minutes Until Dawn is a bullet hell, action rogue-like from Flanne and Erabit. The game was released in June for the PC and retails for $5.

Honestly, there is no story, just that you have to survive the night which is apparently twenty minutes long. Good Luck

Just like Vampire Survivors, bad guys flood the screen, you kill them and collect their souls to level your character. As you level up a choice of abilities is given to the player (with their skill trees as well) and the player chooses one.

Unlike Vampire Survivors, 20 Minutes Until Dawn is a more involved game, meaning that aiming, running and shooting are up to the player. The issue with Vampire Survivors for me was that it did get boring eventually because of this absence of player interaction. Now that I have a game that pairs the game concept that I love with more emphasis on player interaction, I am having loads of fun.

20 Minutes Until Dawn has some really interesting characters and abilities to build with. It has reload and movement speed, elemental damage (Fire, Ice, lighting, and a wind modifier), extra projectiles, and the whole nine yards. What makes it a blast to play is that since the demo, ultimate abilities have been introduced. Since I have been playing, I have seen one; the ability to freeze enemies on hit when on fire. GAMECHANGER. That was the first time that I completed a twenty-minute run. The abilities all feel really good so far, with thought put into risk v. reward for taking certain routes, making choices sometimes difficult but incredibly rewarding if it works out.

There are a handful of characters to choose from (and purchase with in-game currency) that all have specific abilities. One may summon a ghost when an enemy dies, the addition of a more potent burn effect, and the ability to shoot all of the shots in the clip for extra damage.

Like the characters, the guns also are plentiful with the addition of gun-specific abilities. A gun that shoots bats that trigger an on-death summons, a fire gun that specifically deals in elemental damage, there are just your average shotgun and revolver. It doesn’t seem like much that guns have specific abilities, but when in-game having the ability to pair gun abilities with character one on top of level-up abilities, 20 Minutes Until Dawn gets pretty deep in the character build department.

Enemies have not evolved since the demo, still have the same monsters that rush you, the ranged enemy, and the exploding enemy. There has been an addition of a few more bosses. They still drop abilities on death that are really enticing but have major setbacks.

The game is gritty and dark. I really like the art direction. A few shades of gray, red, and black paint the screen. Vision is dimmed and the farther you get from the player the darker the screen becomes, but you can always see the whites of the enemy’s eyes as they travel from the darkest parts of the screen to fight you. It adds a lot to the creepy factor as sometimes you don’t know what enemy it is until it is literally in your face and about to kill you.

The music is heavy and ominous sounding. It really puts you on edge as little creepy tentacle monsters lunge toward you.

20 Minutes Until Dawn is the natural evolution of the Vampire Survivor formula. The best thing is that 20 Minutes Until Dawn still retains the power fantasy and adds more player interaction with aiming and shooting. The gameplay is simple but the ability selections add a ton of depth to character building.

I knew the game was good from the demo, and now, with the game’s release into Early Access, I can see it potentially being a great game.

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