Sleep Tight Review
cre: Sleep Tight Review
Sleep well on PS4
Sleep Tight is like Pixar Monsters Inc, if the children were heavily armed and ready to defend themselves. Very similar to other twin-stick survival shooters, you play as 12 different unlockable kids who must survive waves of increasingly terrifying monsters attacking your room.
Everything about Sleep Tight follows the aesthetic of the nursery, where defense walls are pillow forts, guns can fire water balloons, and turrets look like huge NERF guns. This is ultimately what makes Sleep Tight memorable compared to many other titles that have similar gameplay with horde modes and basic defense strategy.
You use two currencies at the end of each night to build defenses, replenish your health, buy upgrades, and restock ammo. The first currency are suns, and you have eight of them at the end of each night (this can be upgraded to nine or 10 per night) and you use them to unlock just about everything in the game, from health to turrets. The second currency are stars which are collected during battle after killing monsters. Stars combined with Suns unlock new abilities and gear, and improve defenses you’ve already purchased.
New characters allow you to start the night with certain perks, such as unlocked weapons, better defenses, or even a flashlight. Some are unlocked by surviving a certain number of nights with a maximum of 45, others by completing certain challenges like never shooting for eight nights in a row or using all power-ups at once, and some simply by grinding and by reaching certain games. checkpoints like 10,000 total monster kills or surviving a total of 300 total nights.

The final four characters, Kodie, Tommy, Picasso and Ion each unlock new game modes. Kodie unlocks a “Trial of the Teddy” mode where the goal is to protect an illuminated Teddy Bear at the back of the room, Tommy offers the mode in first person “Operation Commando” where one takes less damage, Picasso unlocks “Ultimate Pillow Fort” where you start an endless night with 400 suns and 7,000 stars with stars converted into ammo during gameplay, and Ion has the “Blood Moon Brawl” where you only play Blood Moon levels that occur at intervals of 10 and you are granted tons of stars and suns at the end of each night.
These modes offer a nice variety to the game’s normal basic horde mode format, but overall Sleep Tight feels a bit shallow when it comes to content. There’s no real intro to new characters or the game itself, just one map to play across all game modes, and once each character is unlocked there’s little incentive. keep playing unless maintaining a high score really matters to you. Sleep Tight would really benefit from a story mode where you cycle through the new characters and they each have their own rooms that vary in shape and size for more strategy options on how you will survive the night.
Additionally, there are apparent design flaws that sometimes make building specifically in Sleep Tight very frustrating. For example, the four stations you use to get items and level up are located on the floor of the room itself, at the four corners of a square. As you survive night after night you will start to accumulate more walls and turrets, and if you are not careful you will block your ability to reach one of the stations and therefore have to destroy the objects you have created. Not only that, but you should also be aware of not blocking yourself in an area so that you don’t limit access to the turrets and walls you want to repair after each night. With such limited space, thinking about adding tight spaces to get to stations or your defenses is both annoying and pointless. This could be easily fixed if, for example, you had the option to cycle through all the items you’ve built when a certain button was pressed, or only when you build and upgrade new things at the end of each night.
With these issues in mind, playing Sleep Tight’s main mode is still a fun experience. After my first two rounds of around 25-30 nights max, it was fun to imagine new ways to fight the increasingly difficult waves of monsters, sometimes focusing heavily on power-ups and weapons, others on defenses and advantages. The first 20 levels can be a drag if you just died and start a new game right away, as Sleep Tight is best played as a pickup game rather than one you just sit and play for hours .
It’s also worth noting that the music is great, the art style is fun and memorable, and the difficulty level is fairly balanced, making the old “easy to pick up, hard to master” cliché quite applicable. There are definitely some fun times to be had with Sleep Tight, I feel like the depth of gameplay is holding me back from being a game I’ll be playing regularly for the foreseeable future.
Rating: 3.5/5 (Fair)
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