Reviews from

in the past


I dig the visuals and the sound. But the gameplay, story, and writing style do nothing for me. It sounds rough, but I think I would have preferred this as a screensaver.

This game has its own magic, non-standard riddles and a terribly bewitching atmosphere. The game is suitable for lovers of slow immersion, but also for those who want to find something new, I think that it can be considered a work of art.

В этой игре есть своя магия, нестандартные загадки и ужасно-завораживающая атмосфера. Игра подойдет для любителей медленного погружения но и так же, кто хочет найти что-то новое, считаю что ее можно относить арт произведение.

The style and music are great but otherwise, it didn't grab me.

Takes some elements of Loom to the next level


"Do you wish to take a break?" Hmm, no...?

The game is pretty. But whatever charm it may have is buried underneath shit gameplay, and a pretentious story with nothing to say. The only positive thing that comes to mind is that it mentioned Al Jaffe once for the fold-in powers, and even then my only response was 'huh, yeah, I know that guy.'
Also the game exits you out to the menu after each chapter - as if it's an intermission - but there is literally zero draw to actually pick up the game again to continue playing it.
The twitter integration is cringe as hell, too. 100% a game designed for some hipster in a gentrified city to play on the bus.

Fumar um e jogar isso é quase a mesma coisa

Vague and cryptic stories are often seen as an easy way out when creating a game. It's a point of view I don't like to echo as there are many amazing games that tell their stories in obscure or hazy ways, and yet manage to have defined themes and threads even if not all the details are there. There's a blurred line between giving the player something and letting them go on it, and giving them next to nothing and expecting them to ad-lib a narrative in their head.

In the latter case, you get something like Superbrothers: Sword & Sworcery, a point-'n-click adventure where you're a warrior of sorts trying to assemble a triforce of sorts because it's kind of your fate or something. It's a barebones structure lifted from games like The Legend of Zelda series, but lacks both the originality to call itself its own thing and the punch to be considered parody. In fact, what little writing there is in the game is rather poor.

The vague approach seen in the storytelling extends to the rest of the game, which doesn't bother to explain its combat, overworld mechanics, scenery, or even controls, that last point being especially aggravating since the PC version of the game replicates touch screen controls with a mouse. I'll give the game the benefit of the doubt and assume the iPad controls are intuitive, but on a mouse, it's not at all logical to click, double click, long click and drag everything to see if there is an effect, especially since the game picks from those interaction methods somewhat randomly, without any logic to what does what.

The result was having to check guides to understand basic actions the character can perform, then making frequent returns to said guides because most of the objectives in the game boil down to interacting in random ways with random things in the scenery you might not even know you can affect. Even the so-called puzzles mostly lack any real logic and fall back to clicking every pixel on the screen until something happens. Not for one single moment while playing was I ever able to immerse myself into the experience.

Now, I’m no stranger to games that require a guide due to the sheer depth of their mechanics, but the problem is that not only is such depth missing here, but immersion is something the game is banking on, as the stars of the show are supposed to be the soundtrack and sound design. They are indeed stellar, so much so that it seems clear that the game was designed around them instead of the opposite. Just barely designed, to a degree that was far from enough. It's impossible to feel immersed into the sounds when the rest of the work is so broken, it pulls you straight into the opposite direction.

And that's sad, because the game has a handful of elements I do like. The game's exploration of the surreal, with a dream realm that's able to affect the real world, is pretty enticing, if poorly used, and combat is by far the most functional system in the game, allowing you to guard, attack and evade with simple inputs. Of course, you're fighting enemies so abstract that a fair amount of guesswork still applies, but hey. Credit where credit is due.

In the end, S&S is a game I had to drag myself into finishing. If it resonates with you, then more power to you -- to me, it's a forgettable, bare-bones experience that I was better off ignoring.

Walking and Clicking random patterns simulator.... the art was nice, the gameplay was lacking.

This game holds a special place in my heart. I played it a lot as a kid, then picked it up later and finally finished it.
It holds a lot of nostalgia for me, and it’s beautiful soundtrack by Jim Guthrie, combined with the sound design and art make it such a joy to play.

Debo de jugar esta cosa otra vez, se veía harto interesante pero no le entendía a nada, ahora que soy mejor en el inglés creo que me puedo dar ese lujo.

This game has a gorgeous art style and atmosphere, but unfortunately gameplaywise it seemed very very boring to me. I'm not sure how walking from place to place and engaging in light combat gets fun. The conversion to PC also seems clunky as hell and plays more like an iOS game being emulated on a PC rather than a proper port. You play it entirely with the mouse, including parts where you have to click on screen buttons to do things like combat. Not ideal!

an artful mobile game that did amazing for it's platform and had wonderful music

I actually really liked the style, but after my first playthrough (?) I just stopped. I think there's a lot in this game, which is why I definitely want to try it out again.

Мне очень нравится артдизайн игры, который, по моему мнению, не коннектится с комедийным сценарием игры, из-за которого мне пришлось дропнуть игру.

Feels more like a proof of concept/excuse to play around with the combat mechanics but ultimately lacking much depth. It'd be cool to see the concept developed further in a full-fledged experience.

So weird and esoteric that it works.

I got no clue what this game is about whatsoever. The story is tell in a really wierd way and the "combat" feels like scentific-monkey testing. It has amazing visuals and ambience. Maybe it's just not for me.

foundational ipad kid experience

Pretty neat overall. It's been looming over me for years as part of a bundle I got at some point, and seeing things involving jim guthrie here and there made me think this was like a Big Deal, like he's a big deal, and the stuff that happens in this game is a big deal. And it's not really, but it's nice, and does some interesting stuff.

Like twitter integration and trying to do a sort of asynchronous strand type souls thing but with actual social media. It'd be cool if some tweets or something showed up to reflect that. Other than that, it's a pretty nicely constructed atmospheric point and click without too obtuse of puzzles, an interesting time mechanic(that largely if you don't use the in-game item to work around it, it likely would have been a bit annoying), and some fun little rhythm combat sequences. Doesn't have much to say, but it says what it does want to convey pretty well.

I like its style, even tho this style of pixel art feels lazy and uninspired, some of the other details make up for it somewhat.

there is a lot about this game that i think is cool as hell-- the ancient caucusus setting, the beautiful backgrounds and color palettes, and the transportational music. however the meat of this game is baffling to me... how is any of it intended to be fun or feel like an adventure? why does even the walkthrough i looked up not understand the reasoning behind the first real puzzle i encountered? why did the writers choose this strange mullet (Fantasy Novel in the Front, Twitter Draft in the Back) of a writing style for every line? the character sprites are ugly and unexpressive, too. i don't know... in the second episode i decided i was bored so i put it down.

Simple yet complex puzzles and the most amazing retro sounding soundtrack.

I liked the idea of this much more than the execution. It wasn’t gamey enough and felt a little too pretentious.


Couldnt really access the in game moon changer so im ditching this. I know i can change my computers clock but i cant be bothered lol

Nice visuals tho.

Some kind of conceptual art piece with hideous pixel graphics. You don't kill anything. It's good...I guess? I don't even know what this is trying to be or what metric I should be judging it by. But you don't get to kill anything, so it's not for me.

chef's kiss. an overlooked gem of a game.