Happenlance is a platform puzzle game, created by Phillip Trudeau-Tavara. You take control of Sir Happenlance, a knight armed with a single long spear, and drop straight into a dark dungeon. There is no explanation or turorial. But you are not alone as other players can join to help or hinder the adventure.
The beginning of Happenlance
Happenlance's presentation is sparse, with no tutorial, introduction, and a rather sparse menu. While starting a new game, Sir Happenlance falls from above, scattering debris - over an underground cave. You must make it to various checkpoints, located either directly above or behind a front barrier. Sir Happenlance freely advance or retreat and make short jumps. His main form of movement is the pole vault with the use of his spear. The weapon is hovered over the position of the mouse, allowing full 360 degree rotation. The exact angle and speed of the spear determine Sir Happenlance's trajectory. However, due to the blade at the end, it can also be used to pick up objects, scale walls, and impale enemies.

The perilous journey
Happenlance has many dangers. Enemy knights charge in while archers lurk to shoot you as you climb. There are also plenty of spikes, pits, and lava to worry about. If Sir Happenlance dies during the journey, he will be revived at the final checkpoint. This added challenge can be both exciting and almost frustrating. Checkpoints are not overly generous.
Moving
Every move is dangerous as obstacles and challenges are won through hard earned practice or a bit of luck. Players are unlikely to naturally get through a level unscathed using only their acquired skills. You are forced to learn from your mistakes, with the satisfaction of conquering a once seemingly impossible challenge and then further beating your own personal record.
The game modes
Happenlance offers two online modes: Co-op and PvP. The former is essentially the main campaign, with a second player joining exclusively online. There is no local option as both players are free to roam with their own independent full frame camera. Players can make contact with each other's spears and bodies. This allows partners to level each other up and complete levels faster. However, it is also possible to accidentally collide and disrupt the other player's swing. In a way, co-op can be turned into a race to the end on purpose.
PvP, on the other hand, is fought in an arena where each player earns points by successfully stabbing their opponent. There are a few different tiers, including ones that contain pits and others that endlessly envelop the world on either side, top, and bottom. There are no set rounds or timers, and both players must decide when they are happy with the current outcome.

The menu
Both modes use a very lackluster menu and don't take advantage of Steam's native UI. When a player hosts a game, they must select online mode again to learn their unique room code. Another player can then enter the code to join. With the incredibly small player base, you're unlikely to find a random match. You will be much more likely to have to organize a multiplayer setup alone between your friends, discord or on message boards.
Happenlance as word of mouth
Happenlance doesn't seem quite like a standalone game that you can play in complete offline privacy. Everything from content, gameplay, and aesthetics feels like it's meant to be shared in some way. This can include telling friends by word of mouth, or discovering the game as a little gem on YouTube or Twitch for others and yourself to discover. This makes it difficult to recommend it easily. Instead, consider Happenlance if you want to create your own videos or live stream the game.
Conclusion on Happenlance
Happenlance has a lot of very cool concepts, but despite being a finished product, it comes across as a vertical slice or early access game. Everything is included for players to make their own fun, but no quality of life features at all. Calling Happenlance a virtual toy instead of a video game might be a bit more accurate.
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Here it goes to Happenlance Steam page
