As you explore the caves surrounding Hinterberg, there are different environments to choose from, each offering unique mechanics, visuals, and abilities. For example, in the snow-covered Kolmstein area, we get a tuned snowboard and a laser beam that can be used to cut through icicles and stalactites – part of this area was available in the previous demo. In the autumnal Hinterwald forest, we get the power of wind and a small tornado to move heavy objects. These abilities not only help with solving puzzles, but also with fighting monsters.
The game's combat is based on a classic mix of light and heavy attacks, but as Louisa progresses and meets new adventurers, she can learn more and more offensive and defensive tricks from different characters. These combat techniques refresh the gameplay experience in a fun way and make the battles diverse. Despite the variety of enemy compositions, boss battles are mechanically less creative.
Another big draw to Dungeons of Hinterberg is the variety of physical puzzles that are an integral part of the game. Solve puzzles by throwing rocks, breaking through walls, jumping on mine carts, and navigating rotating rooms in the style of Monument Valley. These puzzles are challenging, but solving them carries great rewards.
The game's graphical style is a matter of personal taste – my opinion remains that while the environments look great, most of the characters are made quite ugly, but this comic book style definitely makes the game world memorable.
Dungeons of Hinterberg not only immerses you in a world of adventure and discovery, but social RPG elements reminiscent of the Persona series also play a major role. Louisa builds relationships with the townspeople and visitors, giving her the opportunity to play a deeper social role. Each individual in the town appears as a distinct character and shares different stories with Louisa. During social interactions, you can complete various quests that offer different rewards, such as more incoming packages or even dinner at a fancy hotel.
One weakness of the social elements is the lack of synchronized dialogue, which makes the soundtrack somewhat flat, which remains one of the weaker aspects of the game.