Reviews from

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A Space for the Unbound ist ein erstklassiges Slice-of-Life Adventure, das mit wunderschöner Pixel-Optik eine Geschichte erzählt, die emotional mitreißend und trotzdem zu jedem Zeitpunkt irgendwie wholesome ist. Wer Spiele wie Life is Strange mag, wird sich hier sofort wohlfühlen und sonst schaut euch einfach mal den kostenlosen Prolog an.

Starke Story, schöne Pixelgrafik, aber das Gameplay ist unerträglich langweilig und teilweise frustrierend.

such an underrated coming of age game
this game kept me sane and im extremely surprised that nobody really talks about it

Por momentos le cuesta, pero sus virtudes terminan por brillar más que sus defectos.
Jugablemente a veces es más molesto que una patada en el culo. La gameplay se estructura en ir de un lado a otro del pueblo cumpliendo subrecados para, con ellos, poder cumplir recados una y otra vez, de forma muy poco orgánica y, entiendo, para que el juego dure más. Las veces que hay puzles, eso sí, suelen ser decentes (hay uno que te pide coger un papel que tengas a mano y ponerte resolver ecuaciones, valiente movimiento).
Cuando la historia despega, lo hace de verdad, y si bien es un poco predecible en alguna cosa una vez pasas el ecuador del juego, el puñetazo emocional en las costillas te lo llevas igual. Quizás sólo por esa recta final tan memorable a nivel sentimental merezca ser recordado.

En cualquier caso, experiencia recomendable si te gustaron cosas como Night in the Woods y si estás en el mood de una historia sobre la depresión, la ansiedad, crecer y sobre aprender a dejar cosas atrás. Y además, llorarás.

Not much to say about the story without spoiling it. I'm just a complete sucker for this kind of story. The ending really got me. I love the strong sense of place in this game, made in Indonesia and set in Indonesia and feels, sounds and tastes Indonesia. The sprite work is top notch, with enough details for nuanced facial expressions. Gameplay is mostly just running around talking to people and light puzzle solving. If the narrative doesn't hold you attention, there's not much else in this game for you. I nitpick I have is the lack of a map. Six hours in I still got lost in the game.


A Space for the Unbound is a side-scrolling adventure game with some absolutely gorgeous pixel art. It’s set in rural Indonesia during the mid to late 90s and is about the relationship between a boy and a girl. It brings up some topics about depression and letting go that hit pretty close to home for me and made me feel for some of the characters in this journey.

When you’re not adventuring around the town you are jumping into some villagers' minds and doing mini games related to what they are going through. With various approaches to help those around you who are struggling I felt like it did an amazing job blending some serious topics into a laid back adventure. Some acts hit pretty hard on the emotional strings but addressed the subjects in a way that made me continue to think about the game months later.

To me this is one of my favorite games I played in 2023 and I think more should experience it.

Acho que eu não podia ter começado 2024 melhor

A Space for the Unbound has a touching, gripping story paired with stunning pixel art, and hit or miss puzzle game play.

The greatest complaint I can level at A Space for the Unbound are the loading screens peppered throughout the beautifully drawn town of Loka. Given how much the game has you going back and forth between different areas it can get extremely tedious seeing that brief loading screen so often.

Ultimately, my issues with traversing Loka are something I'll forget, but the memories I had with Atma and Raya will persist.

I can't wait for this studio's next work.

A Space for the Unbound is a perfect example of a well-told story set in an adventure-style game. A few games have tried to revive this classic genre, but they have yet to do it as well as A Space for the Unbound. Whether you're new to the genre or a veteran, you’ll find plenty to love in this beautifully created game.

This review contains spoilers


    As 2023 comes to a close, I realised that I hadn't played many games that released this year. Actually, I realised that I hadn't played a single game nominated in the game awards. So before the year ended, I thought I'd pick something to try out. A Space for the Unbound caught my eye and after I already decided to play it, I noticed purely by coincidence that it was made by the same developers behind Coffee Talk, the game I played before this one. With what Coffee Talk was like, I expected a light-hearted, chill and relaxing puzzle game. Instead, I was given a vibrant tale packed with more emotion than my tissue box could handle. And here's why.

    What immediately stood out to me was the setting. I hadn't realised with Coffee Talk but the company behind the game is Indonesian. However, unlike Coffee Talk,  Indonesian culture is heavily celebrated and embraced with this game. It shines through the colourful clothing, the sweltering heat in the atmosphere, the food and so many other aspects. You can really tell how much the creators wanted to convey the beauty of their country. Details like street vendors and Indonesian food stalls make you feel like you're breathing the Asian air and immerses you in their world. Every aspect of the map is riddled with small things that make the game so friendly and lively. I mean, for Christ's sake, they have cats in every corner of the map. How could it get any better?

    Another aspect that stands out is the art direction. Pixel art is one of my favourite types of art and this game may have some of the best of it I've ever seen, in and out of games. The feeling of a lively and youthful summer is captured perfectly. Its overflowing with many details like bottle caps on the floor, cats everywhere and school kids running around. Although my childhood wasn't exactly the same, it evokes nostalgia nonetheless. But what really stands out to me is the background art. Some of the most beautiful and breathtaking shots of the sky I've ever seen are in this game. And not only when the game draws attention to it. There were plenty of times when I was running through the game and stopped to stare at the background that I'm sure goes unnoticed by many. They're not just still images either, but they move with the character and have small details in them too. Its layered with clouds, the sun and other features that all move at different speeds. It's beautiful throughout but only gets better the further into the game, until by the end I'm left in complete awe at the sight. The amazing art also extends to cut-scenes where the design of the characters are more detailed. Even despite it being pixel art, the emotions of the characters are so vividly expressed on their faces in these moments. The art is able to powerfully capture the wonder of an Indonesian town and subsequently convey an apocalyptic and destructive beauty - it could not be better.

    The next greatest contributor to the game being so beautiful is the music and sound design. Sound design normally flies over my head but I did pick up on some small things I liked. For example, the typing sound that plays over text appearing on the screen is really nice on the ears and the running sound effect for some reason stood out to me too. Ambient effects like cats meowing, bird chirping and people talking add to the experience also.
    The score is packed with emotional piano, upbeat, and relaxing tracks to fit every mood. Running through the town under the summer sun with chill music in the back gives me such a warm and great feeling. But when the story takes an emotional turn, the music becomes some of the most poignant and powerful music I've heard in gaming. Honestly, I get emotional listening to the music even without the gameplay behind it. On top of this, there are a few tracks that have vocals in them so when they pull out those vocals at the climax and ending, it is very moving. The lyrics are very relevant as well, especially in the final song. **I'm not musician so there's no way for me to not undersell how impactful the music is, but there are countless tracks that I'll be scouring the internet for after writing this, to listen to again. 

    On the other hand, the gameplay was pretty underwhelming. I like how well it integrated into the story and themes but on its own, it was lacking for me. A significant amount of the game is running around the map, looking for items or talking to random people who tell you to go and look for items. This isn't unenjoyable because of the great music and art, but the game design doesn't do it any favours. A lot of it is repetitive and is normally along the lines of: talk to the person you're told to, space-dive, go search for all the items needed for it, space-dive again, do the puzzle and then continue. Outside of the space-dive, there is a fun little combat feature where you have to enter a specified string of inputs under a time limit. But it's very basic, doesn't mix it up a lot and isn't challenging enough to love.
    The main gameplay feature is the puzzles. It has some good ideas and I like how it uses things outside of the puzzles alone, like getting you to explore the map and keep your eye out for things or clues that may be useful. However, the puzzles themselves are effortless, with the clues and hints being spoon-fed to you. Throughout the game, I only got stuck about 2 times and quickly figured out what to do because it's normally obvious. Some puzzles have sneaky solutions but that's about as hard as it gets. Most of the puzzles will ask for you to collect something external but the main character will say something like "Oh, if only I had X item right now..." so not a lot of thinking is involved. Or you'll walk past an NPC saying something in the same vein. It's clear that the game has the story at it's focal point and making the puzzles too hard would retract from that for some players, but I think the puzzles are just too easy and that's coming from someone who isn't even that good at puzzles in general. Albeit, even if they aren't that mentally stimulating, I think adding puzzles and small gameplay features like this is better than having a visual novel format or a walking simulator, for this game in particular, and there are some fun puzzles here and there. Overall, the gameplay is definitely the area aspect I enjoyed the least, but I didn't hate it by any means.

    The plot is actually rather loose, but not necessarily in a bad way. The premise can't really be described well in a few sentences as it starts out unassuming but then expands greatly to surprising heights. Foreshadowing begins very early on and creates an ongoing mystery that is revealed to have many sides to it. The somewhat loose plot here is an advantage because there is so much unpredictability and flexibility to every event. As the story is not grounded in reality, the setting is constantly changing and norms are bent. It takes you to so many imaginative places and scenarios and really uses the eccentricity of fiction to it's best. There is a constant use of visual metaphors and the flexible setting lends itself to having a large range of themes for the puzzles as well. However, it's loose nature does have its weaknesses. For example, some plot points seem very random and contrived when there is no real purpose for them and they kind of come out of nowhere. There are plenty of long sections in the game where you need to solve one random problem of a person in the town before continuing the story, even if it's completely unrelated. Stuff like this would be great if it were optional, shorter or more relevant to the story but being so long and pointless takes away from the tension of the main storyline. 
    A big portion of the story is using the 'space dive' feature and this contributes to making the story very psychological, which is fascinating. The world and characters feel more alive and humanized when we delve into the psyche of the people across all ages and occupations. Expressing their mental struggles using metaphors in the form of puzzles and imagery is also very creative. This is at its best when being used on the important characters because we can see how it links into the story and the central themes. It's a brilliant way to give exposition and exploration on each character's current position and growth as you go through the game. Rather than simple and plain dialogue or a long and sappy backstory, it is shown through artistic and creative ways of representing the inner workings of their minds. 
    However, I do think there is room for improvement. With one of the largest features of the gameplay being diving into the brains of the characters, I think there could have been further exploration as a lot of it was rather surface level - especially for the minor characters. Some definitely do stand out though and I think it was very fulfilling to see people change their perspective about their memories and situation and take a new path. But with such a powerful concept like diving into the brains of people and their mental struggles, it could have tackled more powerful situations and themes for a lot of the minor characters. However, I did like how small problems were given attention, as the little things do matter as well.

    What I love about the game most though is the characters and theming. (big spoilers ahead). The game undeniably revolves around one central and exceedingly multi-faceted character: Raya/Nirmala. Heck, even her name seems pretty complicated. There are other characters that have depth to them but mostly all of them are used as devices for Raya. Truthfully, even the main character is predominantly a device for Raya, and it wouldn't be far off to say that Raya is actually the main character herself. The entire story takes place within her imagination, which is revealed to be during her coma, and is why every plot point is so entwined with her whim and character development. That's one of the reasons why the themes stand out so much and are so powerful; they are ingrained deeply into the story itself and push forward the plot.
    Now as for the main theme, there are a few I could put into that box but none that I can definitively say is the message and the number one thing the game is trying to say. The game says a lot in many different ways, so I'll go through some of the ones I found interesting.
    One of the most prevalent themes is escapism and stagnation. The entire premise revolves around Raya's imagination. And whenever she appears, she avoids facing her problems and manufactures solutions by using her magical abilities. She runs away from all of her problems and indulges in her fantasy of a world just for her and Atma, where no-one bothers them and they just do whatever they want. But the truth is that she has problems that she can't just run away from. She has a temporary escape in her self-delusion but eventually she crumbles under her loneliness and the weight of her past. Now this is actually something I can relate to a lot. In fact, it's partially why I played the game. Just like many others, games and other forms of media serve as a form of escapism. It's a space where I can be unbound (hehe) by the worries of reality and live in a temporary fantasy, like Raya. If I find any issues, that's fine, I can just pick up another game or put on a different show. But just like Raya, this can't go on forever. You can try to flood your mind with endless distractions but there will be nights when you're in the dark trying to fall asleep at 3AM and you're reminded of the problems you still have and how little you've done about them. It creeps up on you. Without confronting your issues and past, and without learning to appreciate the things you have instead of flooding your brain with imaginary value, you can't move forward. 
    Closer to the end we learn that Raya 'split into two' and discarded her child self, 'Nirmala'. 'Nirmala' embodied her passion, curiosity and love for the world around her. But because of her father's abuse and classmates' harassment and bullying, she chose to discard that part of herself because she couldn't take it all. She tried to become someone she was not, and was stripped of her authentic self, essentially splitting into two. Being forced into a box, it made her depressed and after bottling it all up, she ran away into her imagination. Raya is told all her life that she's a failure, weird and no-one has ever appreciated who she was. So she grew up thinking that being herself was wrong. Raya is terrified of sadness so she avoids it by escaping to her imagination. The role of Atma is to convince her that it's okay to be herself. Despite all the bad things about her and the horrible things she does, Atma has to remain determined to reassure her that she is loved. Raya is stubborn and continues to run away, even becoming hostile and trying to kill Atma. Eventually, she gives in and discloses her problems, allowing Atma to console her. With intimate and personal dialogue, they work through her problems. With this, during an introspective conversation on the rooftop with Atma she says 'all the fear, failure and loneliness are part of me'. Instead of rejecting and avoiding the negative emotions, she learns to accept them and accept herself in the process. With Atma convincing herself to get up and finally take a step forward, to face her past and her issues, we go on a very emotional section of the story - a journey back to Nirmala, her true self. And in order to become her true self again, she had to address her harsh memories, take responsibility for her mistakes and learn to love herself. 
    One of the first obstacles in doing this was Erik. Now he isn't such a nice guy. He bullies her and even (accidentally) killed her cat. She has plenty of reason to hate him. However, she knew that Erik is actually in love with her, he just struggles to convey it. But Raya refuses to help him out and understand him, but instead ignores his feelings. Despite recognising that Erik was similar to her in how difficult he finds it to accept and express himself, she ignored him. Raya learns to move past her hatred for him and not let it hold her back.
    The next obstacle was Lulu. As a defense to being bullied and ridiculed, Raya tried to become just like someone everyone looked up to, Lulu. But she then find out that it was impossible. She couldn't transform into someone she was not. She ended up being put down by Lulu and felt horrible about herself. Here, Raya accepts rejection and becomes strong enough to no let others define her value and force her into being someone she isn't.
    Next was Marin. Through their friendship, Raya was constantly reminded of how unfortunate her family circumstances were and compared them to Marin's generous parents. Truthfully, Raya was really jealous of Marin so when Marin did not step in to help when she was getting bullied, she used that as an excuse to deny their friendship. She knew that Marin was just too scared to help her and despite that she withheld her forgiveness to avoid the pain of jealousy. Here, Raya learns to accept those negative emotions and not let it take away from their beautiful friendship of drawing and writing together.
    And the final obstacle, her dad. Needless to say, her dad is irredeemably awful. But she didn't have the strength to confront him, scared of the consequences and negative emotions. With her newfound confidence in herself she cements him as awful in her mind, giving her the resolve to leave him behind and move on.
    Having addressed these problems, Raya had bridged what was stopping her from being herself and goes to greet Nirmala, the authentic part of her, the part she and nobody can live without. Once again, Raya rediscovers her love for the little things she enjoyed as a kid: 'the people who care about her, the things that bring her job, the feeling of sitting down to write'. I thought it sounded corny growing up but gratitude and appreciating the things you have really does change your perspective on the value of your life and life around you.

    Onto the ending. The climax of Raya reuniting with Nirmala, accepting herself and then the visual representation of her leaving her imagination is no less than beautiful. The symbolism with the yellow flowing budding, the breathtaking imagery, it all creates an unbelievable spectacle. Now, the climax and catharsis of this game may be my favourite out of any game I've ever played. Raya wakes, revealing that she was in a coma. She, quite literally in this sense, couldn't live without facing her past and struggles. After a time, we learn that she and her mother are moving away from her father. Raya gets up, and leaves the house. As she walks around town, we see how every other character ended up and how they have changed. Even the minor characters, like seeing the hiking club members in a relationship or a member of the biker gang join the karate dojo. Seeing all the characters and Raya's new self and attitude show through what she says to the other characters and how she speaks had me so giddy and smiley. The game really illustrates how despite it now being 'reality', it's just as if not more beautiful that her imagination. A life where you are comfortable in your own skin is wonderful. In combination with one of the best soundtracks I've ever heard (seriously, it's called An Ode to Life, check it out), she walks to a bridge where she reflects on herself and where to go next. Once again, this might be my favourite ending in gaming. Every single tiny loose end was tied, as if they had everything planned out perfectly from the very beginning. And with the emotional impact built up by the stellar art direction and soundtrack, it is simply superb. I actually stayed up until 3AM to finish it and the feeling I got afterwards was really special for me. I was in this rare state of feeling really appreciative of the life I have and the beauty all around me that's really hard to describe.

    Despite it's shortcomings, the game stuck the landing with a backflip and landed on 10 feet. I have to admit that I'm a sucker for amazing endings and recency bias so I'm finding it very easy to look past the things I didn't like. But nonetheless, the game is beautifully hopeful and a brilliantly crafted story with a complex and deeply explored character. It juggles unbelievably powerful emotions and tricky topics like trauma and self-acceptance that resonate with me deeply. Honestly, a game hasn't captured me like this in a very long time. For it to have me so invested in the story and characters and empathize so deeply with Raya, it really is special. It is lathered with love and passion and is truly an unforgettable experience. 9/10.

Indubbiamente un gioco molto solido, il problema sta nel gameplay. Per quanto la storia abbia una sua innegabile dolcezza che può portare ad una riflessione sulla sensibilità e sui vari temi che porta sul tavolo la profondità rimane comunque ad un primo livello. Di per sè l cosa non è un problema, il gioco rimane comunque una esperienza piacevole e dolce-amara. Come dicevo però il gameplay è troppo primitivo e ripetitivo, nella sua quasi decina di ore il gioco inizia a diventare inutilmente pesante. Il design però rimane indubbiamente validissimo, questo per me comporta nel complesso una valutazione positiva.

This review contains spoilers

A Space for the Unbound is a heartfelt story wrapped around gorgeous pixel art, a nice soundtrack, but frustrating gameplay, extremely on the nose hints that ruin surprises, and padding.

Ultimately this is a "story game", it is the main focus, and as such is the most important thing for this game. Overall, the game tells a beautiful story about inner struggles, depression, anxiety, self reflection, abuse, loss, bullying, and more. The main character's struggles are sure to be relatable, especially if you play this while you're still in school.

The main issue I have with the story itself is that every hint is so on the nose, you'll know most twists and turns before they happen, while not really looking out for or thinking about trying to solve the game's story. This section will contain spoilers:

The game opens with the South Star Princess dying, yellow (warm colored) flower petals used for magic, and a dark colored cat. One chapter later you hear of the North Star Princess, but you don't know much about her. You then see Raya's light blue (cold colored) flower petals used for magic, and she has a light colored cat. Complete opposites, totally not the North Star Princess. You know Nirmala wrote these stories, so either you are in her story, or Nirmala has a new identity and taken on the role as the North Star Princess. The game reveales both of these are true. Shocker.

This goes for a lot of the twists in the story. They're always very clearly explained before they even happen, and the only sense of mystery the game has comes from the game realizing they're being too obvious, so they have a cat tell you very ominously that "You don't know what's happening, fool, I am very mysteryous, nothing is as it seems". Then in the end the cat just gives up and starts explaining that it didn't want to be mysterious after all, they're all just here to help. This part of the narrative just felt and still feels out of place even after completing the game.

The hints are so on the nose, that when you launch the game, the first thing you see is a trigger-warning list. "Animal death", I haven't even played the game yet, and my first thought is "The main character's cat will die, ok". This alone ruined any emotional impact this scene would have had otherwise.

Other than that, the story itself is mostly fantastic, and handles the heavy topics with grace. The only thing that really took me out of the immersion was that they made the teenage characters censor themselves during fights. A late teenager would not censor themselves and say "You're such a B-!" when they're in a fight. It's not how people would speak, especially not a high school jock who isn't afraid to beat up people he doesn't like. This happens fairly often, so I thought I should bring it up.

Writing aside, the game's biggest issue is the padding. Everything you do has padding. I think the developers were scared that just writing a good story wouldn't be enough, so they needed to insert a ridiculous amount of steps to do literally antything in the game, and it's simply not fun.
For example, you need to go buy a cake, but you need to run around every part of town to gather each of the ingrediants. Fair enough. Actually, this wasn't enough, the chef is having a mental breakdown, so you need to sabotage her dream-food by pouring oil into it. The steps finding the oil alone is:
Leave dream > Find Oil > Can't buy it, so you find a secret password to get free oil > You need your own container > Find container > Actually the container is dirty, find the one place in town you can clean it lol > Get free oil > Finally sabotage the dish.
This was one of three foods you have to sabotage before the chef will help you. So to get the cake you need to run around town a minimum of 3 times.

Doing this adds nothing to the story, you can barely call it gameplay, and it makes for an incredibly dragged out experience. It's simply not fun to run around the whole town looking for a random button to press, often with no hint. If it was just a few times, sure, but it happens almost every time you need to get anything done.

The worst part is that you can't pick up items before you need them. For example that container you need for the oil, I found that ages before I needed it in a quest, but I wasn't allowed to pick it up.

Adding these extra steps is something the game does any chance it gets. You need to break into the school? Cool, find a hammer to break wall (we'll skip every step it takes to find the hammer) > Run back to the wall > Break it > Actually you can't break it now, run for 3 whole minutes to the same wall in the past, then break it > Run for 3 minutes to get back > Finally, breaking it in the past made it decay, so it's broken for real now. What did this add? Another 6 minutes of holding left on the control stick? It wasn't a puzzle because the game literally told you to do it. It's just frustrating.

I think if you take away this padding, keep the missions and dialogue generally the same, but without all the extra steps that add nothing, you'd probably save 3 or 4 hours of the game, and nothing would be changed otherwise.

Something else that is baffeling to me is when the game introduces combat. You have a quest to beat the "Future Fighter" high score. This is the first time you will fight. Funnily enough, this high score is the absolute most difficult fighting you will do in the entire game. Why make the hardest fight the first? Everything after that is easier by a long shot. It is honestly ridiculous. Sure, you can try it once and skip doing the high score, but the high score isn't difficult to begin with, I did it first try, but it's still weird that they choose to make it the first fight the most difficult.

This review is getting quite long, so I will end it here. In conclusion, the game features a fantastic story, gorgeous pixel art, nice music, but ultimately fails in the gameplay department. They should have toned down the gameplay and settled for a shorter playstime more focused on the story instead of tedious tasks, and they should be a bit more careful with the hints. Not saying a game can't be "figured out" before everything is revealed, but it should not be figured out without trying to pay attention to the finer details and without giving it much thought. I am glad I played it, I overall enjoyed the story a lot, but I can only hope they learn from their mistakes when their next game comes out.



I can't say anything about A Space for the Unbound other then it's a masterclass in storytelling. One of the most compelling indie games I have played in a long time. Go in knowing nothing.

The collectables, puzzles, and how timelines interact are very fun. Unfortunately I find that the gameplay drags when it attempts to implement other mechanics. Fights require a dynamism that couldn't be accomplished. That being said, this issue (which is actually the only drawback that merits being pointed out) did not take away from the overall experience of the game. It’s a story that deserves being played, rather than told about.

A beautiful story taking place in a rural Indonesian town in the 90s, a setting we really don't see often in really any medium. It has the occasional tedious back tracking, but overall is really well paced.

Ele é MUITO mais do que aparenta ser
Com uma gameplay engajante, músicas lindas e uma narrativa profundamente poderosa, triste e bela.

Um jogo que trata sobre depressão de forma lúcida, respeitosa e otimista.
Há sempre uma luz no fim do túnel ❤️

I think the main cast and story at the core of this are excellent and very compelling. It's a sweet narrative and the kind that's important to share and feels like it comes from a personal place. But my problem with ASFTU is that you mostly see those develop at the start and end of each chapter, and what's left in between is really tedious and mundane adventure game gameplay that becomes very frustrating after a bit. By the end of chapter 3 I had to look up a guide because I couldn't fathom wasting any more time running from one end of the game's word to the other in vain, having missed an important item or conversation necessary to continue the main path.

Unfortunately, on top of being tedious, the "filler" feels like it kind of ruins the cohesion between the main mechanic of the game and its main story. "Space diving" as they call it, is the protagonist's ability to enter the mind of NPCs to see a manifestation of their lives and struggles, as well as the power to manipulate what's inside in order to help them move forward with their lives. This works extremely well when it's used for actual key events of the narrative, but when it's part of a mundane fetch quest... Not so much. In fact, some of the less important space dive segments ARE very good, but the disparity in quality and seriousness can be bonkers: One moment you'll be helping a martial arts' teacher realize that his passion and vocation for passing his knowledge to vulnerable kids in order to improve their lives is more important to him than pursuing a more stable, but less fullfiling office job, and the next you'll be breaking apart a guy's alarm clock so that he falls asleep in real life and you can steal his step ladder. The tonal shifts aren't great and usually come from content that feels like a complete waste of time.

And yet, again, I did like the core narrative very much and can't just chalk off this as a bad game. But definitely one you're gonna need a lot of patience with. And it's a real shame because I believe it could have been a phenomenal, say, 4 hour long gem. But they went for 12-ish hour one instead with a lot of wrinkles.

This sci-fi slice-of-life story is well told and features some fascinating twists as it weaves its deeply personal narrative. Still, the simplistic adventure-game design holds it back from an earnest recommendation.

Full Review: https://neoncloudff.wordpress.com/2023/11/30/now-playing-november-2023-edition/

a really interesting and emotional game with beautiful pixel art, that is occasionally held back by the simplicity of its gameplay. some parts can feel like a grind, but the ending is very satisfying and well worth the journey.

A timepiece to a sense of nostalgia I have no relation or memory of having, but I can still feel through the work itself. A delightful story with twists and revolutions that constantly shifts the player's interpretation of the story as it goes on. It is rather short and simple, but the story is worth it for home much impact it made in such as short time. Puzzles can be a bit questionable, some being fun, others being tedious, as well as having a bit of a "guide dangit" when it comes to specific triggers and collection points. As well, the game could be a bit slow to work through, as you somewhat move pretty slow. All in all, the story and characters are a real hit and make the experience all worth it.

This game really hit home and had a powerful message. My only real issue with it is the gameplay and puzzles. Honestly at points I wish it was more a linear story than having any interaction at all. Overall that doesn't hold back the wonderful experince this game was. Highly recommended won't forget it.

Awesome concepts here - a lot of emotional gut punches in this game. However, some of the puzzles/gameplay had me really frustrated. Still
a big recommend for this one.

Truly one of the best games I've ever played


Just a wholesome game simply put. I think everyone can relate with mistakes we have made in our lives as well as hurting ourselves and ones who love us. I really enjoyed the pace of the game especially at the beginning. I feel like the last big chapter gets a big annoying with a mechanic they add, but overall this is a game that people should check out.

Another game that I wanted to make already exists. The bittersweetness is too much to handle.

A story with time travel, going into people's psyche. Involving lots of powerful emotions, both negative and positive. A story about hope, but also about hopelessness that stems from true loneliness and denial of self.

Ultimately it's much more hopeful than anything I would make, but then again I'm still stuck and locked in indecision.

Glad to see another story where someone who chooses or is forced to abandon reality, makes a real choice.

This is one of the things I'll think about as I die

Que gema rara, conheci ele graças ao Game Awards e que bom que descobri.
Linda história, emocionante e bela, mas ao mesmo tempo triste e melancólica, mas não deixa de ser verdadeira, até demais, me peguei chorando ao fim do jogo, e é algo que eu gosto, mostra o quanto algo me impactou, e nesse caso, foi graças a experiências pessoais.
Falando do jogo, tem uma linda pixel art, trilha sonora que condizem ao que está acontecendo e ajuda a contar uma história, minha única ressalva seria seu segundo ato, que é arrastado e confuso, mas ao chegar no terceiro e ultimo ato, o jogo brilha no seu máximo, uma experiência e tanta.
Recomendo a todos a jogarem e darem uma chance a esse jogo que passou despercebido por muitos, mas não ao Game Awards , e mais uma vez agradeço por isso.

I kinda hated it which is crazy considering I thought the narrative was great and the art was also strong. Just a mish-mash of game mechanics that grated and tediously revisiting places or repeating dialogue as you figure out solutions. I ended up using a guide but probably should’ve just dropped it. I just wanted to see how it ended still…