The Adventure Games thread

And that ending was just bad.

I think it was... interesting. :) And I kinda wonder why. Because, for example, I wasn't a fan of the way Dishonored handled its endings without warning you in advance. Because, I guess, a game needs to have its rules set and communicated in advance. So, perhaps, I'm open to not seeing South of the Circle as a game.
 
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Another FYI, Doors: Paradox will be the next freebie today on the Epic Games Store (and the rest of this week). This is a simple/casual The Room 1 like game that is actually a port and combination of 3 mobile games of the series. It was good enough to get an honorable mention on my favorite games of 2022, so it's highly recommended at the free price.
 

Diabolical

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Another FYI, Doors: Paradox will be the next freebie today on the Epic Games Store (and the rest of this week). This is a simple/casual The Room 1 like game that is actually a port and combination of 3 mobile games of the series. It was good enough to get an honorable mention on my favorite games of 2022, so it's highly recommended at the free price.
It’s been on my wishlists for a bit, and I was looking forward to today to pick it up. Should be a good morsel while plowing into Next Fest next week.
 
It’s been on my wishlists for a bit, and I was looking forward to today to pick it up. Should be a good morsel while plowing into Next Fest next week.
The same dev also just released "Boxes: Lost Fragments", which is on my wishlist. I'm pretty sure I played the demo for it last Next Fest. I might wait for a better sale price.
 
Hexcells Infinite

TL;DR - love the hexcells, hate the infinite

This is a cross between a picross and a minesweeper game. If you've played any variant Sudoku, it will feel very familiar. There's no story and only a thin meta-game. You have to solve enough puzzles to unlock the next set with a lower amount of mistakes. It does have a bit of that synesthesia - it has a bit of a musical feel as you mark cells. All puzzles should be solvable without guessing (more on that later).

The hand generated puzzles are varied and ramp up in difficulty. Each new marking is explicitly explained in a tutorial level. The markings give you clues to where and how many cells are "blue". All other cells are black. Left-click marks a cell as blue and right-click marks a cell as black - it's dead simple control-wise. I really enjoyed the "campaign" part of the game.

The "infinite" part refers to the end-game. Once you solve all the normal puzzles, you game solve a randomly generated puzzle or solve user generated puzzles. Since this is an older game, don't expect much in the way of user generated content. The hype has long since passed. The massive negative is that this part of the game is extremely buggy. I've had generated puzzles where the last cell was a 50/50 guess. There were no markings to eliminate a cell, no column markers, no area markers, no "set theory" to use what so ever. A lot of the clues generated are completely redundant. So, you'll often expose new clues that add absolutely nothing to new to the logic. For the user made puzzles, I've had clues that were just showing the wrong number. Since this game heavily relies on Reddit, you can actually look at the code for a level. The code clearly showed 1 more blue cell than the game clue showed. So, I can't trust the game to spend 40 minutes on generated content that might be broken and most of the user generated content was broken or poorly explained.

For 5 bucks, I can't complain about the price/time ratio. The previous game, Hexcells Plus, however is half the price and the normal puzzles look just as good.
 

Mister E. Meat

Ars Tribunus Angusticlavius
7,241
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Another FYI, Doors: Paradox will be the next freebie today on the Epic Games Store (and the rest of this week). This is a simple/casual The Room 1 like game that is actually a port and combination of 3 mobile games of the series. It was good enough to get an honorable mention on my favorite games of 2022, so it's highly recommended at the free price.
I was looking forward to playing it, but as I was checking out, I realized it was given away free on Prime a while ago. I agree that it's a pretty good Room-like - I finished it.
 
Boxes: Lost Fragments - initial thoughts

TL;DR - It's "The Room 3(?)" and it has that cool factor

This is more The Room-like than the dev's previous game Doors: Paradox. I has the "here's a box - figure out how to open it" mechanic. It also has a "zoom into the item" mechanic, kinda like The Room VR. There's lore notes about talking about harnessing dark matter energy - and this is your "story". I'm guessing that the would fit in The Room series at around the 3rd game for feel.

The mechanic is simple, you're in a room and you open 4 boxes (each in a separate area) to retrieve a fragment. With all 4 fragments, you solve the puzzle in the current room to move up to the next level and repeat. So far, I've played 2 chapters (2 levels with 4 sub levels). The puzzles are more involved that Doors, but it's a lot of "fiddle with stuff" puzzles. It's very intuitive, has a built in hint system that points you exactly where to look next and you can skip puzzles if you like. It's very accessible, but so far it's medium difficulty. It's all very intuitive.

These transforming boxes are the star of the show - this is the cool factor. You're given puzzle pieces and the shape/color gives you a clue where to use it. The more you find, the more the item transforms. I'm sure there's a theme there, but I've not figured it out. It, however, may all be random stuff linked together. This wouldn't ruin the game in any way, but it would make for a neat addition. Everything is very stylized, kinetic, and just fun to see unfold.

Since I've not finished it - I can't fully recommend the game. I'm guessing if your a fan of The Room games, this will be your type of game. So far, I'm digging the hell out of it. I'm guessing the game is about 3 hours, so the price isn't to bad (12 bucks currently on Steam sale). More details later.

EDIT: It's about 3-4 hours, so it's a decent price. The story ends on a cliffhanger, but that doesn't ruin anything. It barely has a story and that's not a problem. I did skip a few puzzles - mostly sliding variants, but I enjoyed almost all of the puzzles. It's more of a casual game, so don't expect anything above a medium difficulty. I especially enjoyed the presentation of the last chapter and those themes made perfect sense with the given lore. If you've an itch for a cool The Room Like, I highly recommend this game.

There's no details about the mobile version yet, so I've no idea how cheap/expensive this version will be. The last release was definitely cheaper on PC. You, however, might be able to play with ad support on mobile.
 
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So ... I'm playing Hexcells Plus (the game before Hexcells Infinite) and it's almost exactly what I expected. There's no online component and no random puzzle generator. Unfortunately, there's also no sound setting (beside just turn off music) and no save state for the current puzzle. The former is slightly annoying, the latter is a major bummer. I played a level and exited expecting to save my progress and had to start from the beginning. It's only 3 bucks thought, so there's plenty of playtime for the money.
 

Artichoke Sap

Ars Legatus Legionis
11,374
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Hexcells Infinite

TL;DR - love the hexcells, hate the infinite

...

The "infinite" part refers to the end-game. Once you solve all the normal puzzles, you game solve a randomly generated puzzle or solve user generated puzzles. Since this is an older game, don't expect much in the way of user generated content. The hype has long since passed. The massive negative is that this part of the game is extremely buggy. I've had generated puzzles where the last cell was a 50/50 guess. There were no markings to eliminate a cell, no column markers, no area markers, no "set theory" to use what so ever.

For 5 bucks, I can't complain about the price/time ratio. The previous game, Hexcells Plus, however is half the price and the normal puzzles look just as good.
I have to date, 2185 Hexcells Infinite daily and/or random puzzles solved, and this has never happened.

With all due respect, you have to be missing something and/or ran out of patience to complete something. Every puzzle is solvable without guessing, full stop. It may occasionally take some very if-then logic, where if cell x is blue or black, distant cell y is always blue, that kind of thing. But the logic is always there. Sometimes I just can't get it, and drop a question to the /hexcells sub-reddit, and someone always helps me find what I'm missing. But exactly zero of the 2185 puzzles was a logic fail.


Hexcells everyone should play. Hexcells Plus is the meaner big brother of Hexcells; the puzzles are on the whole, harder, and kind of less fun. Hexcells Infinite splits the difference on the authored puzzle difficulty, and I think hits the best balance. The Infinite mode is never as good as the authored puzzles, but the Hard "versions" (really just the Hard algo seeded by whatever 8-digit number) of the Infinite puzzles do occasionally surprise, and are at the right level of difficulty.
 
With all due respect, you have to be missing something and/or ran out of patience to complete something. Every puzzle is solvable without guessing, full stop.

I'm aware when I've possibly missed a clue. I hesitated to even mention this until I got a game that was 100% impossible to solve without guessing the very last clue - it was bugged. For the non-random puzzles, I've had zero issues.

Bug example. For the user generated levels, this bug wasn't fixed until 6 years after release:

I, also, would rarely click on the user generated content and it would load the last level - softlocking the game until I nuked the saved folder. Then, I could enter and exit user levels as expected.

The game has bugs, full stop.
 

Artichoke Sap

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If the user-generated levels didn't follow the format, then, yes, I'd seen some funny business; some deliberate, some not so much. I'll give you that. The real draw of the game is the authored puzzles, followed by the "Hard" randomized ones.

As far as the game randomizer making a guess-required solution that you're positive you found, I suppose I got lucky 2,185 times in a row. It could technically happen.
 
The real draw of the game is the authored puzzles, followed by the "Hard" randomized ones.
The authored puzzles are great, but the randomizer is poor quality. For a perfect example, try yesterday's hard puzzle and todays puzzle. Yesterday's required me bifurcating 7 possible states with a graphics program. It took me well over an hour even after looking at a hint on the Steam thread for the daily hard puzzles - it's just bad design. Todays puzzle I finished in about 3 minutes and the "easy" version of today's was probably harder than the hard puzzle.
 

Artichoke Sap

Ars Legatus Legionis
11,374
Subscriptor
For a perfect example, try yesterday's hard puzzle and todays puzzle. Yesterday's required me bifurcating 7 possible states with a graphics program.
Yesterday's hard 06022024? (Not sure of time zones).

Okay, being honest; there are certainly puzzles (I usually play the daily before going to bed) where I do snip out the view, open Paint, and do if-thens. If that's unacceptable to you (and I can see that as a reasonable stance for someone to take a puzzle game), then yes, one could be disappointed. So I'm won't argue that point about the Hard random puzzles; I'm fine with it, and the general feel on the reddit thread is that the fans expect that of the most gnarly ones, and kind of like that now and again.

But, in that particular case (if we're talking about the same puzzle), 06022024 Hard didn't need that at all. (There was a bit of a trick with a 3 at the bottom that could be shown to need exactly 1 on each left pair, top-right pair, and lower-right pair sides that broke open the rest of the puzzle; that didn't follow the straight elimination methods, but was logically solid.)

Anyway, sorry to be grumpy, but I've got 320 hours in this game so I'm not very objective. I find the authored puzzles, vibe, appearance, sound/music design just sublime, and I'm glad that I get to enjoy new puzzles every day. The Easy ones were generally fluff, but the 2.0 update that added Hard puzzles really gave it legs to tickle my brain daily. I just couldn't let a disparaging opinion be the only impression left to the forum.
 

Diabolical

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Just finished off a playthrough of OneShot, a pixel graphics, top down example of a fairly tried and true point-and-click title. Find items, combine in your inventory, apply to the screen.

It's a quirky, quirky little game. It breaks the fourth wall, almost in a Doki Doki Literature Club fashion. I didn't see everything, as I missed some items, but they weren't key to the main quest/decision point of the title.

Basic plot: You play as Nico. Sort of. A cat person. Sort of. Who is carrying around a light bulb. Sort of. To save the world. Maybe.
...
It's a bit ambiguous, I know.
Oh, and when the game says it should be played in windowed mode? There is a reason.

I enjoyed my time with it, but it was a quirky as hell little game. I got it as part of a bundle years ago, finally cleared it out of the library.
 
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Have you dived into Next Fest at all, @Jackass JoeJoe ?
I tried 2 VR games and wishlisted a few games, but that's it.

DYSCHRONIA: Chronos Alternate (VR) was a sequel to a game that I played and enjoyed - despite it basically being a Visual Novel with some interactivity and finding the "right path" to "win" the game. This game added a lot more interactively and constantly takes that control away (a big no-no in a VR game). There's no distinction between what's basically a dialog cutscene and free movement mode. I found it frustrating. Visually, it's just empty and void of life. The previous game used a lot more detail and more characters, but this release was nerfed severely to run natively on the Quest. This demo was 11 gigs for about 1.3 hours of play, so it was massive and I've no idea why.

Chernobyl Again (VR) was a random pick that had all the right tags for my taste. I can't tell you about the game, however, since it bugged out in the tutorial and I couldn't progress. The basic control mechanics were bad and then it loaded into a new section with just orange visible, but I could see the outline of my watch. So I uninstalled and forgot about it.

I already had played the Escape Room Simulator VR demo, but they did an updated "2.0" release. I read the changes, but didn't try it again. The levels available were small, so I couldn't tell about how well it performed. The main game is poorly optimized and struggles on larger scenes, so this would be a huge issue in VR. I'd just like to know how much work they put into optimizing to see if the game is playable on my system.
 
Aliensrock did video for his favorite puzzle games of 2023:


View: https://www.youtube.com/watch?v=rJ4XfwpiDMU


TL;DR

1) Can of Wormholes
1.5) (N-Step Steve - which was late 2022)
2) Polybridge 3
3) Chants of Sennaar
4) Paquerete down the Bunburrows
5) Storyteller
6) Viewfinder
7) Can't Live Without Electricity
8) The Talos Principle 2
9) Magicube
10) Terra Nil

Can of Wormholes (also my #1 game), Chants of Sennaar, Storyteller, and Viewfinder were all on my list of 2023. He also mentioned Cocoon as a game he didn't jive with, but thought others would enjoy.
 
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Yesterday's hard 06022024? (Not sure of time zones).

Okay, being honest; there are certainly puzzles (I usually play the daily before going to bed) where I do snip out the view, open Paint, and do if-thens. If that's unacceptable to you (and I can see that as a reasonable stance for someone to take a puzzle game), then yes, one could be disappointed. So I'm won't argue that point about the Hard random puzzles; I'm fine with it, and the general feel on the reddit thread is that the fans expect that of the most gnarly ones, and kind of like that now and again.

But, in that particular case (if we're talking about the same puzzle), 06022024 Hard didn't need that at all. (There was a bit of a trick with a 3 at the bottom that could be shown to need exactly 1 on each left pair, top-right pair, and lower-right pair sides that broke open the rest of the puzzle; that didn't follow the straight elimination methods, but was logically solid.)

Anyway, sorry to be grumpy, but I've got 320 hours in this game so I'm not very objective. I find the authored puzzles, vibe, appearance, sound/music design just sublime, and I'm glad that I get to enjoy new puzzles every day. The Easy ones were generally fluff, but the 2.0 update that added Hard puzzles really gave it legs to tickle my brain daily. I just couldn't let a disparaging opinion be the only impression left to the forum.

Yeah, 06022024 hard. Above is the hint I looked at. There are 8 possible states, so I'm thinking you missed some steps. Looking at the diagonal [4] line in red, there are 3 states alone and each of those states has multiple cases on the black [3] cell. State 1 (left most cell is blue) has 1 possible and 1 contradiction. State 2 (middle cell is blue) has 3 states with 1 contradiction. State 3 (right most cell is blue) has 3 states with 1 contradiction.
(NOTE: States 3, 2, and 1 shown from left to right for the red line)
hexcells-06022024.png

Each "4" line adds a rule to the board. The Red [4] diagonal must have exactly 1 blue cell. The other [4] diagonal must have exactly 1 black cell. The [4] column must have exactly 1 black cell.

Two of the three states on the Red [4] diagonal force the South East cell of the black [3] to be blue. The north and south cells on the black [3] must have 1 or 2 blue cells. For states 1 and 3 of the Red [4] line, the south cell must always be blue and the south cell may or may not be blue for state 2.

Solution: The only common cell in all states in the second to last cell of the [-2-] column. To see this, you have to keep about 50 cells in you head - which is impossible for 99% (made up statistic) of people. If I missed some other logic to shortcut this, please let me know. I'd love to add another trick to the toolbox for solving these puzzles.

Using a tool to make it easier if fine. Picking a cell and finding a dependency chain is also fine - even if it's rather long. If you can pick a cell and prove that it leads to a contradiction - that's just good design even though it might be hard. If you have to calculate 8 states an then compare the results of the 5 good states to find a single cell that's common, that's unfair and terrible design. This is brute-force and not logic.

All this being said, my opinion of the generated puzzles has improved. I did all of last months puzzles and have been doing the daily seed puzzles plus a few random seeds and most have been ok to good. A handful of the puzzles have been really good. The difficulty isn't really "hard". I'm solving the hard puzzles in 3 to 15 minutes for the bulk, some take about 30-40 minutes, and very few take over an hour and/or require brute-force to solve. Most of the puzzles are just easy to medium. My real issue is trust. I'm less apt to spend 40 minutes because it might be just unfair instead of just hard. The Steam thread for the daily hard puzzle makes me want to spend longer on a harder puzzle, since I can check to see if anyone else had issue with it.
 
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It's that time of year again: The Aggie Awards


The TL;DR is people loved:
The Talos Principle 2
Statis: Bone Totem
American Arcadia

and a new one to me
The Will of Arthur Flabbignton which won the award for best traditional adventure game from the site and from readers.

American Arcadia beat out Chants of Sennaar a lot (which was runner up in about 3 categories). Amercian Arcadia also won the reader's choice for best overall game - which went to Statis: Bone Totem.

Best Graphics Design surprised me with the reader's choice: Firmament (aka Not-Myst). This was Firmament's only appearance. While I liked the game, damn it was a buggy mess. 8 months later, there are still new reviews like: "It's not enjoyable to play when you constantly second-guess yourself about whether something is a bug or not."

I played the demo for Monolith (which was on my wishlist) and I hated the very old-school puzzle design. Even looking at the in-game walkthrough, I was scratching my head what they meant. This was a runner-up for best Voice Acting - which I don't get - and Traditional. The VA was fine for an indie game, but it was poorly recorded and only a bit above average.
 

Artichoke Sap

Ars Legatus Legionis
11,374
Subscriptor

Yeah, 06022024 hard. Above is the hint I looked at. There are 8 possible states, so I'm thinking you missed some steps. Looking at the diagonal [4] line in red, there are 3 states alone and each of those states has multiple cases on the black [3] cell. State 1 (left most cell is blue) has 1 possible and 1 contradiction. State 2 (middle cell is blue) has 3 states with 1 contradiction. State 3 (right most cell is blue) has 3 states with 1 contradiction.
(NOTE: States 3, 2, and 1 shown from left to right for the red line)
hexcells-06022024.png

Each "4" line adds a rule to the board. The Red [4] diagonal must have exactly 1 blue cell. The other [4] diagonal must have exactly 1 black cell. The [4] column must have exactly 1 black cell.

Two of the three states on the Red [4] diagonal force the South East cell of the black [3] to be blue. The north and south cells on the black [3] must have 1 or 2 blue cells. For states 1 and 3 of the Red [4] line, the south cell must always be blue and the south cell may or may not be blue for state 2.

Solution: The only common cell in all states in the second to last cell of the [-2-] column. To see this, you have to keep about 50 cells in you head - which is impossible for 99% (made up statistic) of people. If I missed some other logic to shortcut this, please let me know. I'd love to add another trick to the toolbox for solving these puzzles.

Using a tool to make it easier if fine. Picking a cell and finding a dependency chain is also fine - even if it's rather long. If you can pick a cell and prove that it leads to a contradiction - that's just good design even though it might be hard. If you have to calculate 8 states an then compare the results of the 5 good states to find a single cell that's common, that's unfair and terrible design. This is brute-force and not logic.

All this being said, my opinion of the generated puzzles has improved. I did all of last months puzzles and have been doing the daily seed puzzles plus a few random seeds and most have been ok to good. A handful of the puzzles have been really good. The difficulty isn't really "hard". I'm solving the hard puzzles in 3 to 15 minutes for the bulk, some take about 30-40 minutes, and very few take over an hour and/or require brute-force to solve. Most of the puzzles are just easy to medium. My real issue is trust. I'm less apt to spend 40 minutes because it might be just unfair instead of just hard. The Steam thread for the daily hard puzzle makes me want to spend longer on a harder puzzle, since I can check to see if anyone else had issue with it.

Well, I think I did probably make a mistake. But, I think you also got a bad hint.

The other way to look at it, which may appear to jump ahead to the answer in the back of the book, is the test of whether the -2- spot second from the bottom can be blue, and if so, what happens? A little less of a leap to the answer is looking at the other diagonal 4, as it can have only one non-blue cell. Any of the three left choices force 2 blue cells next to the 3 hex, which is limiting in an interesting way. It's a natural step to notice that because of the vertical -2-, the third from the left hex in the 4 line (the middle one) can be forced to be empty/black by the cell above or below it on the -2- line to be blue, which sets even more limits.

Putting the blue above it doesn't reveal much, the cascade resulting in this:
1708060620901.png

The other option, blue in the -2- column beneath that, gives this:
1708060727204.png

But now the top of the '-2- can't be blue, because that blocks out the left and top right sides of the 3 hex, contradicting. But it can't be black, either, because then both the left and the top right sides of the 3 hex each need a blue, giving a contradiction of 4 blues on the 3 hex. Ergo, the hex second from the bottom can't be blue, and is black (same conclusion as you arrived at).

It's in the nature of the logic of the puzzles (and others, like sudoku) that there can be both a complicated way and a more direct way to get to the same answer. You could argue that there's not much to make one look at that cell ahead of time (I gave some reasons a player might do that, moreso after playing quite a few), but in the end I think that logic means this puzzle still meets your criteria?
Picking a cell and finding a dependency chain is also fine - even if it's rather long. If you can pick a cell and prove that it leads to a contradiction - that's just good design even though it might be hard.
 

Sulphur

Ars Tribunus Militum
1,979
Apologies for: long-ass post incoming.

So - Tunic.

Heads up: there are spoilers here. I won't spoil most of the big surprises, but frankly, if you intend to play Tunic, do not spoil yourself even on the small things, just go and play it first. Okay?

Okay.

On the face of it, Tunic is a Zelda-Dark Souls game. A Zouls-like. You hit stuff with sticks. Then you hit them with a sword. Then you throw bombs at them, and then you redacted and ♑︎□︎■︎♏ and ↑ ↑ ↓ ↓↔↔↗ ↖💦 and then you beat the bosses, and you finish the game. End of story, good game, my previous post in the Gaming Thoughts megathread sums it up.

Except, since I got the game's good ending recently, I've thought more about it. How does a game that looks like this:

7bxclUIl.jpeg

take seven years to make? Answer: because it's more than it seems.

At first blush, you're a fox who's dressed like Link, which is clearly a statement of intent. You go through the Zelda motions, find out that the combat has a stamina gauge, and is sort of punishing, and there's shrines that reup your health but also respawn the things that caused you to lose it to begin with. Ugh, Miyazaki-san claims another victim. So anyway, there's still something compelling about this game - it feels sort of, maybe, tactile? There's an enjoyable palpableness to dodge-rolling, to the way a stick glances off a shield, the way sunlight sinks into grass and stone. Clearly, the creators of the game were in love with both craft and craftwork, as evidenced by its angular painted cardboard world and its penchant for diorama.

But even here, you get the feeling there's something more to what you're seeing. Why is everything a foreign language in this place? Why is the in-game manual itself in this foreign language? What am I supposed to even do? And then you find a manual page that is, thankfully, written at least partially in English; and then you roll your eyes, because you're playing Dark Souls again. Ring this bell, and that one. And then what? Find out!

It's a solution to a self-inflicted problem: what if everyone's hostile and there's no one to guide you? Well, give the player breadcrumbs to find. At this point, though, even if it seems uninspired, you're starting to see where this game's real priorities are - in forcing you to scour the environments and find things to help, it helps you to find a reason to even keep playing, because there's these small things that register off the side of your vision that you might keep in an index of Things that Made Me Go 'Hmm!' in your brain. Doors that won't open, hidden rooms with things you don't understand, dialogue boxes you can't grok, places you know will be reachable at some point, just not this minute.

So far, so Zelda. You ring the bells. And then... well, it's a McGuffin hunt. Your toolset expands, the challenge does too, and you have bosses to fight. You find out how to be better at combat, and upgrade your little fox's abilities. You suss out what the manual's saying in some places which helps you negotiate the challenges better. More odd things in the world show up. Tuning forks? Hooks? When do I get to use them? Meanwhile, the game shows you its tricksy nature by hiding shortcuts in plain sight - or just beyond your sight, behind a wall, or obstructed by a building, say. You take notes, you note landmarks, you note those things that remain unexplained. You now have a map, thankfully, for some of these places at least. And the manual hints at a narrative and some more odd things; there's notations in there? Someone made notes?

You press on, and you finish the bosses, and then... you die. At this point, I feel, most people would give up on Tunic, because the game continues, but it's inordinately punishing because all the upgrades you scoured the world for and fought so hard for are now gone, and you have to fight again at square one. But this is also where you finally get to see what the game's about - using the information you've gained to progress. Because at this point, you're still equipped with the thing the game can't take away from you: knowledge.

And because of this, I've never been so impelled to just figure out a game like this in a good, long while. It teases you with mysteries just out of reach, then looks you in the eye and says, 'Okay, boss. Now what are you going to do about them?'

One of the coolest things about Tunic is that if you started it with the complete manual, and could read its language, you're equipped to end the game in a fraction of the time a full playthrough would have taken. But since you don't know any of that at the start, you have to earn it, and when you do it literally changes how you play the game. Tunic's genius is in knowing that information is its most valuable currency. At the start, you stumble and falter around, threading your way through its innocuous landscape. At the end, you're criss-crossing the place at speed, aware of what almost every feature of it really does, and how you can use it. The game world has reconfigured itself in your mind from simple craftwork cardboard and mowable shrubbery into interconnected layers of meaning and secret pathways. Secrets being hidden in plain sight and how the process of discovering them reframes what you knew about the world: this is the game's strength, and also its biggest weakness.

You see, I've never found a game that's also so in love with making you figure it out, and I've fucking played Riven. The difference is in Riven you usually know something's a puzzle that you need to come back to when you know more. In Tunic, if you want its good ending, you need to go on a scavenger hunt, which involves some observation and cogitation. This is fine, nominally, but some of its puzzles are incredibly arch and the solutions easy to miss. This is complicated by the fact that there's almost always something hidden around the corner, or next to the corner, or sometimes the corner is a misdirection, but sometimes you need to step back and take a look at all the corners, while sometimes the corners need to be lined up so you can solve something else. And then, just maybe, all the corners come together to answer something grander that's only hinted at elsewhere. So the problem is you're bumping into secrets next to secrets at such a pace that it's sort of ridiculous at times. You get the sense that if you asked Tunic's architects to design a castle, they'd lace the thing with hidden passages and fake walls and rooms within rooms until getting yourself a sandwich meant you'd have to travel through the underworld and back out the other side before you got to the kitchen, but then the sandwich was locked under a glass case that you had to dance a three-step jig in front of before it lifted off and allowed you to touch it. It's a bit much, in other words. And then, after you've finished the game, you can take a stab at translating the rest of its manual from the hints strewn within it (if you want). This is why it took seven years to make. Starts to make a lot more sense now, doesn't it?

Thankfully, despite all of that, it's more enjoyable an experience than it is frustrating, most of the time. There are some questionable design bits (did you really need to have enemy attacks that reduced my life bar, Andrew Shouldice?), but in the end I loved my time with it. Most of all, because the empowerment it brings to the player isn't from having shinier armour or a superior sword, but from the sense of having learned things that refract your understanding of how the world works, then using that knowledge to forge your way through it.

In short, Tunic's a great adventure. The world needs more games like it.
 

Ryan B.

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I've read (secondhand on the Internet, so take it for what you will) that the Tunic devs wanted to capture the feeling they had as kids trying to figure out Japanese games. I don't have nostalgia for that because I only played localized games growing up, but I can see how the game evokes that feeling, tempered somewhat by it being designed to be played without comprehension (whereas presumably the Japanese games they played as kids were not).
 

Diabolical

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I've read (secondhand on the Internet, so take it for what you will) that the Tunic devs wanted to capture the feeling they had as kids trying to figure out Japanese games. I don't have nostalgia for that because I only played localized games growing up, but I can see how the game evokes that feeling, tempered somewhat by it being designed to be played without comprehension (whereas presumably the Japanese games they played as kids were not).
I heard something similar when a couple of the devs were on the commentary team for a Tunic run at GDQ... SGDQ 2023, I think? Maybe SGDQ 2022. I'm not sure. But one of those.
 
Well, I think I did probably make a mistake. But, I think you also got a bad hint.

The other way to look at it, which may appear to jump ahead to the answer in the back of the book, is the test of whether the -2- spot second from the bottom can be blue, and if so, what happens?
Yeah, I did get a bad hint. I did reverse-engineer the solution - eventually. Basically, it's another "this row/column/diagonal header has a clue that forces a blue cell into a section/position". It's just a version of this situation that I haven't thought about. So, I would now call this puzzle fair - but still very hard.

Now that I've done over 100 of these generated puzzles (including the daily puzzles from the last two months), my opinion has improved. The difficulty level is still all over the place. Examples:
62622378 - super simple and can be done in a little over a minute
92460974, 17022024 - small puzzles that are surprisingly deep. These took 6-7 minutes each re-playing them today, but probably took way longer days ago when I first played them.
19022024 - rather straight forward and easy until I got stuck at the end of the puzzle with 3 cells to find. I finally asked the right question about how the blue[5] cell affected the left-most column. Placing the two missing blue cells in the blue[5] region in the left-most column created a conflict
 
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FYI,
Please, Touch the Artwork 2 is out on Steam and it's free.

TL;DR - can't complain about the price at all, but the hidden object mechanic does wear thin in the 1 hour of gameplay

This was completely unexpected. The first game was a puzzle game with 3 different styles of puzzles. Some of these modes worked well, others didn't quite work.

The sequel isn't a puzzle game - it's exploration. It has the navigation of a point-and-click game, but the mechanics of a hidden object game. There is another mechanic where you fix broken paintings, but it's not used often. You'll find people with talk boxes over their head. They say you can't continue navigation until you find "X" items of type "Y". It's said with just pictures and numbers, but this is the game.

You explore James Ensor paintings, which are slightly bizarre works that kind of similar to The Case of the Golden Idol's style. It reminds me of a very tame version of Hiëronymus Bosch's work, but it's not very surreal in comparison. There's a series of games, like Death of the Reprobate, made by Joe Richardson that uses existing artwork much better to create neat/funny adventure games. If you're played or watched these games played before, you'll likely be quite disappointed with this version.

For a game about exploration, the navigation isn't very well done. In most p-n-c games, they telegraph where the exits are for the current screen. In this game, you just have to assume where most of the exits are. Maybe the exit is just the edge of the painting, maybe it's a door or window in the picture. The hidden objects are also rather hard to see - most look like fuzzy blobs of paint. It does match the art style of the artist, but that doesn't lend well to the gameplay.

While the first game in the series was honorable mention(?) on my Favorites list for that year, this game is just OK. At first, the game was neat and I wondered why this was a free release. By the middle of the third section (of 5), I understood why. There's not much of a hook for an exploration game. You don't follow a story and the artwork is a bit bland for my taste. It does have a great price of zero dollars.
 

Diabolical

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I just completed 20 Small Mazes, a one person dev game that utterly charmed me.
There are 20 mazes.
It's free.
They are small.
None are particularly difficult.
Took about an hour.
There are mechanics involved across the different mazes to make each a bit of a puzzle.
The only downsides? There are only 20 mazes, and there is no music.
Did I mention it's free?

Steam link:

View: https://store.steampowered.com/app/2570630/20_Small_Mazes/
 
Yes, Escape Simulator has a new DLC ("Magic"). Yes, I'm playing it right now - more to come later. (Despite Balatro grabbing a big chunk of my time).

EDIT:

TL;DR - it's a solid 3.5 hour DLC for 5 bucks (4.50 with current sale)

Magic is exactly what you'd expect. It's 4 Harry Potter themed rooms that don't ever explicitly use the brand name. Unlike the bland Wild West DLC, this has all the neat transformations and gimmicks you'd expect in a fantasy puzzle game. All the puzzles where logical and felt unique. I did get stumped by one puzzle and used the in-game hint system, but I wasn't mad at it. It was one of the most clever ways I've seen to generate a set of numbers using only 3 symbols. I only have one criticism for a single puzzle. They used used a set of clues that could easily bet confused for another puzzle. Both puzzles used footsteps as the clues and both the same 4 flower-like symbols. One clue even had footstep sounds that you could count that had nothing to do with the actual footsteps you needed to visually count using a separate clue..

It a little over a dollar an hour for this DLC. If you like the base game, this is on par with the better rooms of the base game.
 
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I just completed 20 Small Mazes, a one person dev game that utterly charmed me.
Really creative game. I can see why it was short - lots of one-off gimmicks. I've still no idea what The Vault's mechanic was, since I just looked up the answer. It looked like the tic-tac-toe codewheel type puzzle, but maybe I was overthinking it.
 

Diabolical

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Really creative game. I can see why it was short - lots of one-off gimmicks. I've still no idea what The Vault's mechanic was, since I just looked up the answer. It looked like the tic-tac-toe codewheel type puzzle, but maybe I was overthinking it.
The vault?
Each of the four dials had a cross with a dot in one of the quadrants next to it, right? So upper right quadrant, lower left, etc. When you moved the maze-running-dot to that quadrant of the maze, certain paths would show a trail - if you traced out that trail, it would show a number that would correspond to the one needed for that dial. That one took a moment for me to parse.
 
The vault?
Each of the four dials had a cross with a dot in one of the quadrants next to it, right? So upper right quadrant, lower left, etc. When you moved the maze-running-dot to that quadrant of the maze, certain paths would show a trail - if you traced out that trail, it would show a number that would correspond to the one needed for that dial. That one took a moment for me to parse.
Yeah, I over-thought it. I was thinking the dots related to turns around a corner and the glyph over the number dial showed where the corner was.

The same dev has another free game from 8 years ago called RYB - it's on my list to check out.


----

EDIT:

RYB - free on Steam

TL;DR - kinda neat red/yellow/blue puzzle game that unfortunately requires guessing

This game is self-described as a Sudoko and Minesweeper mix. Unlike Hexcells, the Minesweeper part if this game means you'll sometimes need to guess and you start over after 2 wrong guesses. So, you can waste time trying to find the next logical step that might not exist. I played 31% of the game. The guesses weren't many for these puzzles, but a major first step was often where the guess was required. There are plenty of times solving where there's no good logic chain and some pieces just have no clues and are dead ends.

It's fine - especially the free price - but there were no major "ah-ha!" moments of deduction. This feels more like instinct as to what the correct play is.
 
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I just completed 20 Small Mazes, a one person dev game that utterly charmed me.
There are 20 mazes.
It's free.
They are small.
None are particularly difficult.
Took about an hour.
There are mechanics involved across the different mazes to make each a bit of a puzzle.
The only downsides? There are only 20 mazes, and there is no music.
Did I mention it's free?

Steam link:

View: https://store.steampowered.com/app/2570630/20_Small_Mazes/

Thanks for the intro! Just started playing and already loving it, has a bit of The Pedestrian vibes. And thanks to JJJ I got another The Room-style game to play with him recommending Boxes: Lost Fragments. And I also got OneShot in my library leftover to play at some future point, been ages since I got it in the itch.io BLM bundle.
 
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Diabolical

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Wrapped up Call of the Sea.

What I liked: The aesthetic and the art design. Gorgeous environments. A decent story. The voice acting of Norah. Some of the puzzle design. An easter egg for American Arcadia.

What I didn’t like: The back tracking. Good lord the back tracking! And it wouldn’t be so bad, but the run speed is more ‘mildly quick shuffle’ and the pathing collision is just not well done. Some of the puzzles were pretty darn obtuse, and I had to look up solutions - usually to find out that hey, more backtracking was needed!

In the end, I found their follow-up (American Arcadia) to be a superior game in almost every aspect. This was fun, but knowing how good the dev’s next game is/was sort of spoils it!
 
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Wrapped up Call of the Sea.

What I liked: The aesthetic and the art design. Gorgeous environments. A decent story. The voice acting of Norah. Some of the puzzle design. An easter egg for American Arcadia.
There's a VR version of the game that I would have like a lot better. I found the flatscreen version bland but very well done - sans some of the puzzles. Exploring that environment in VR can really improve the experience of a game (eg. GNOG).