Tasomachi: Behind the Twilight

Tasomachi: Behind the Twilight

released on Apr 14, 2021

Tasomachi: Behind the Twilight

released on Apr 14, 2021

Yukumo is a young girl who travels around in her airship, her pride and joy. When visiting a particular Far Eastern town to run some errands her airship suddenly breaks down. She decides to explore the town to search for parts for repair; however, the town has fallen silent with no trace of the people who live there, the only inhabitants being a strange cat-like species... Tasomachi is an adventure game in which you can freely explore an Far Eastern Fantasy town. You will control Yukumo as you explore the mysterious town, clear dungeons and collect items in order to fix your broken down airship.


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the gameplay of this game isgreat but the downside of this game is just graphic that i cant forgive for this type of game
play it at other console
but its still solid platformer game

It can be pretty, but it's too budget for what it wants to be.

this isn't much to write home about mechanically but it's very comfy, really nice to just exist in. i would recommend contracting adhd before playing this for the optimal experience

Its pretty? But there's some glaringly weird borderline unfinished stuff to the way it looks and handles. I wouldn't spend money on this given what else is out there.

This game's UI is so bland good gracious that's what I hate most about it

For consistency's sake, this has to receive my lowest possible score. I'm so sorry.

I reserve F-rank for games that are predatory, evil, or unplayable. This one falls into the unplayable category. I deliberated before giving this score, since it feels like I'm slightly stretching the definition of "playability." There is no life system, no health system, and by all accounts it is easy and completable - as of the time of writing, 17%+ of players on Play Station systems have 100%'d the game.

But movement is so slow and awful. Conservation of movement is inconsistent, especially when moving platforms or floors come into play. I played long enough to unlock two movement abilities, and still cannot tell if momentum affects jump trajectory or not. Each new ability felt awful, with input delay bad enough that I fell off the world in the tutorial scenarios teaching me how to use them.

Which, in the case of the air dash, was not even a full level! It was two gaps to jump over with the air dash to get some pithy currency! And for the life of me I could not consistently jump over to the treasure chest and back without "dying"! That was when I had had enough and turned the game off.

This is where I'm unsure if I'm being mean by saying this game is unplayable, because yes, I was able to get that treasure. The fact that I fell off the world on the return trip realistically didn't matter. But I only had the patience to try six times because the respawn point was right there. If I was evaluating whether the game was properly responding to my inputs, it was failing. The cost of trying to move past the game's failure was low, and the framing of the game's failure was not stressful - the stakes were the lowest of the low. But the failure was, ultimately, the game's, not mine.

Maybe it's because I was on the Switch version, where the frame rate dipped from its already slow pace often enough I did not register the game's slow-motion visual effects as intentional for over an hour. Doesn't matter. On its foundational gameplay, Tasomachi failed.

Which was the kind of fault I needed to allow myself to complain about how amateurish and terrible everything about the game's UI and presentation was. The pause menus didn't even have a back button, only a "return" option to scroll and press A on! Nonsensical vague lore, NPC cats that directed you towards already-completed objectives, plain white text without text boxes, sign posts that made it unclear whether they were tracking progress or stating requirements. What virtues could Tasomachi have to potentially make up for so many pitfalls?

The cover art is cute, the environments are lovely, the character designs are endearing. But juxtaposed with the thread-bare, poorly explained interactivity, the only thing this game had going for it was a "vibe."

However, with games as vibe art, the game needs to function. If the point is to zone out and appreciate some lovely art direction in some easy-to-navigate level design, the gameplay better work so well as to disappear from my mind. The music and sound design better make me feel something more than any technical issues could pull me out of the moment.

For a game like Tasomachi that only has "a vibe" going for it, it instantly fails if the vibe is damaged. I can not play this game for a challenge. I can not play this game for a story. I can not play this game for anything other than "a vibe." So, if its own fundamental means of interactivity get in the way of me experiencing a vibe, the game has failed on the only metric it has asked me to appreciate it.

To continue engaging with Tasomachi's trinket collecting is the equivalent of paying to take out someone else's trash.

To give Tasomachi D rank at one star feels like it does not correctly convey its failure as a game concept. F rank at a half-star feels harsh, but only because the visuals feel like it should earn at least an F+. At the same time, you would have to pay me to boot it up again.