Milkmaid of the Milky Way

Milkmaid of the Milky Way

released on Jan 04, 2017

Milkmaid of the Milky Way

released on Jan 04, 2017

Milkmaid of the Milky Way is a classic puzzle adventure game where you play Ruth, a young woman living alone on a remote farm in a faraway fjord in 1920's Norway. Life is hard, work is tough, and Ruth wonders; Is this the life I want? Then one day a huge spaceship arrives, turning her world upside-down. Milkmaid is a game with a heartfelt story of a young woman breaking free and finding her own place in the universe, all wrapped up in lovely 90s style handcrafted graphics. It's also written completely in rhyme!


Released on

Genres


More Info on IGDB


Reviews View More

Though it does suffer from that maddening "adventure game logic" at times, Milkmaid still makes for a charmingly chill experience. Part of it is the music and wide-open spaces, but it's also the story, where the titular character embarks on an adventure to save her cows from a evil space queen, that tickles my "want to keep playing" nerve.

Listen, I don't like to use the L word a lot when talking about games, especially indie games. But my god so many of the design choices and things I experienced while playing just felt like they existed out of pure laziness.

For starters, I think the most egregious thing for me was that the game doesn't lock the mouse to the monitor it's displaying on. I have two monitors, and since this is a side-scrolling point and click game with a lot of backtracking, my mouse is constantly hovering around the edges of the screen. And way more often than acceptable did I end up clicking outside the game window on my second monitor, which causes the game to pause, mute, and minimize, which is annoying enough, but also served as something that was constantly taking me out of the experience. Sure, I could've tried harder to be more aware of where my mouse was before I clicked, but even then that would've distracted me from the game itself.

And the thing is, I really wanted to like this game. I love point and click adventure games, I need to play more, and I was really hoping that this would be cool enough to be something that I replay every few years like Earthworms. Hand painted visuals? Nice! Interesting mesh of two vastly different aesthetics? Cool! But this game promises those things and then doesn't really deliver on them.

In terms of visuals:
- Yes, the backgrounds are hand-painted, but they look more like unfinished pieces of concept art than something lovingly hand crafted. Not to mention that the resolution on them is just absolutely awful and blurry. I wonder if that was a design choice made to make it seem like a cross between pixel art and paint, and if that's the case, then I want to use this game as the prime example as to why pixel art is more than just shrinking regular art down by 500% in photoshop.
- The game makes horrible use of mixels. I understand that a PNC game is going to be probably one of the hardest to make pixel perfect, especially in a modern engine like Unity, so I tried to have an open mind, but even individual sprites (the mechanic working in the pit comes to mind) have ugly overlapping half-pixels and/or sizes.
- The perspectives and proportions in this game are incredibly confusing, and I'm talking strictly visually. I think the best example I can list is in the part of the map with the lake. So you show up, one of the first things you see is a mountain far off in the distance with what looks like some sort of old crumbling tower or castle on the very top of it. You hover your mouse over it and it appears to be clickable (I'll talk more about this later) so you click on it, thinking it'll tell you what it is. Nope! Instead, your character runs across the screen and up the mountain, completely destroying the perspective illusion. And then it turns out that the massive looming tower was actually just a headstone that was drawn way out of proportion.

In terms of design:
- The game relies too much on quirky point and click logic that in any other game would only be used for maybe a handful of puzzles, if even used at all. For example, you need to find the handle/crank for your milk separator machine. In a normal game, you'd find the crank somewhere in the same map or outside. Maybe the protag had it in some water to clean and forgot about it. Maybe it broke and you need to go into town to buy a new one. In this game, you don't ever find the crank. Instead, you use an old nail you pulled out of a log. In what world a nail would be a good replacement for a heavy duty milk separator crank? Most of the puzzles are like this, too. Weird assumptions that I feel like most people wouldn't make. You can have weird shit like that in your game, too, don't get me wrong. But you need to inform your player of those leaps in logic. This is one of the first puzzles in the game, and ultimately the one that guaranteed to me that I'd be playing with a guide pulled up.
- Going off of that, one of the puzzles involves you putting a frog into a machine and poking it with a needle to make it make a noise that sounds like the machine being squeaky and needing oil. This is done to get the mechanic to use enough oil on it that his oil can is emptied and he discards it, leaving it for you to grab. This is in spite of the fact that you actually become close with this mechanic and work with him on fixing a machine. He's actually probably the closest friend you get in this game. He lends you one of his tools that you carry for the rest of the game. Why couldn't you just have the protagonist ASK for the oil can??? And sure, maybe it's possible for the player to do this event BEFORE befriending the mechanic, but since you don't need the oil can until later, why not just... restrict the player from getting it until after befriending the mechanic? By the time I had gotten to this part, I was playing strictly off of a walkthrough I had pulled up, so I'm not sure how obvious they made it that you need to do that, but even if it was obvious, the whole scene just felt so pointless.
- The cursor is very poorly designed. It has three different displays. Regular (thing you are hovering over cannot be clicked on), animated (think you are hovering over CAN be clicked on) and disabled (you cannot click, reserved for cutscenes). However, what happens when you click is completely ambiguous until you actually click. Some things will just tell you what they are. Some things will force the protag to walk to it. Some things will force the protag to walk and THEN tell you what they are. Some things are actually warps to other micro-areas on the map. And some things will just activate the second you click on them without you having any idea what it is you just clicked on. In the same mountain/tower/lake scene I mentioned before, arguably the most eye catching thing in that initial entry point is a shiny metal pole stuck into a rocky slab. If you click on it, she tells you what it is, no movement, nothing. But as mentioned, when you click on the tower on the mountain which is, based on the perspective, only a few inches away on the screen, your character goes running.
- Movement felt very clunky and very slow, clunky especially in maps that had odd shaped pathways. And for a game with as much running around as this has, slow, clunky movement is a very bad thing to have.

Finally, I don't know why the developer thought having the whole game be written in rhyme was a good idea. Some lines are fine, but forcing EVERYTHING to be rhyme just made so many lines awkward, forced, and out of place in what was supposed to be rural 1920's Norway. Most of the line pairs aren't even on the same syllable count, so it doesn't even sound smooth when saying it out loud.

And also, like other reviewers here said, the White savior storyline is really... questionable. The 'alien race' is almost point for point Indian people but blue. There's a young boy named Halim who wants to help the protagonist fight the queen, and the second after he agrees to help, he immediately gets benched for the entire rest of the game.

Please, don't waste your time here. I hate to say it, but I genuinely don't know how this game won any awards.

A relatively short adventure game that can be finished within 2 hours of playtime. Although not too challenging for seasoned or new players alike, its early 90s-inspired graphics, colorful (ahem) characters and rhymed writing makes for a charming experience, which the developer has succeeded on bringing this game some heart value.

Writing it all in verse was wrong. I love the actual effects, though the puzzle design needed work. I think I need to go to Norway.

Wish it had more to do with the mountains and country-side, but at least it has some nice perspective plays going for