Spilled! – Demo Impressions

The waters are clear as we clear the waterways.

Spilled!

Developer: Lente

Release Date: Coming soon

Clean up ocean waste in this relaxing & satisfying cozy game! Recycle, earn coins, upgrade your boat, repeat! Explore and clean up new areas with more waste and new challenges!

Spilled! is a breezy 10-15 minute demo that I recommend checking out if you enjoy flow-state, meditative games.

Upon booting up the game I was greeted with a very wholesome screen with a small amount of information about the developer. They are creating this game after leaving school to follow their dream, living from their savings while living on a boat! I honestly would love if more indie games would do this as I immediatly felt more of a connection knowing the story behind the game. This isn’t the entire reason for the recommendation of course. The game is zen, therapeutic and ran smooth as can be.

In Spilled! we take control of a boat, driving around clearing spillages and plastics polluting the water around us. The more that we collect, we can cash it in to buy upgrades for our boat, allowing more efficiency in our cleansing operation. The more that we clear the waters of the litter, the clearer they get in colour, giving us the real time effect of the efforts we are making and we can collect wildlife along the way.

Lente the developer, is very transparent about the goals of her project. This isn’t going to be a long game, but it is clearly made with love and I hope that the game sells well when it gets a release, allowing her to move onto further projects!

Demo Length – 10-15 minutes
At a glance
+ A meditative experience.
+ Very pleasing on the eye.
+ Cleaning rather than fishing fits the wholesome feel.
+ A solo developer with an interesting story.
+/- It is going to be a short game.

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The Operator – Demo Impressions

I’ll be your newly hired guy in the chair. How can I help you today?

The Operator

Developer: Bureau 81

Release Date: 22 July 2024

Welcome to the FDI. As our newest Operator, your role is to use your detective skills to assist our field agents and investigate mysterious crimes. Use cutting-edge FDI software to dig for clues, solve puzzles, and uncover the truth.

In The Operator, we take control of a high security computer, using the tools available to us – such as a person database, evidence files, photo and video analysis and more – to assist the agents that are out in the field.

I have played a few games that take place within a computer interface and I am thoroughly impressed at how this particular game has implemented it so far. In order to recieve files to investigate we communicate with agents via phone call. These are fully voiced and continue running regardless of whether we are listening intently, or furiously doing our own research in our other files. It is all transcribed and logged in-case you need to re-read and the dialogue itself feels natural and easy to follow.

At it’s heart this is a puzzle game. We are provided with information and questions, and it is up to us to solve the query, whether it is as simple as finding someone’s last known address, or a little more complex like pointing out discrepancies in a victims testimony. A notable point is that we don’t loose access to the previous case we were working. I am very curious to see how far they take this. Can you imagine the web of mystery that we could uncover, finding minor, seemingly unrelated details that weave together further down the line, unravelling a mystery that we didn’t even know we were trying to solve? Someone get me a corkboard and some string!

While the demo is brief, it told me everything that I need to know about how The Operator plays, showing that I am not in for a railroaded experience and will be required to use my brain in detective-like ways. Not only that, it laid plenty of ground to get me feeling very intrigued. The opening minutes of the game set a scene that is unexpected for a computer based experience, and the final minutes confirmed that there is more going on than meets the eye.

Demo Length – 30 mins
At a glance
+ Polished.
+ Allows player freedom.
+ An unexpected but intriguing mystery.
+ Potential for some complexity.
+ Very user friendly.
+ Good voice acting and dialogue.

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Vampire Therapist – Demo Impressions

Centuries of experience brings centuries of baggage.

Vampire Therapist

Developer: Little Bat Games

Release Date: 18 July 2024

Guide vampires through centuries of emotional baggage, decades of delusions and the odd bout of self-loathing with real cognitive behavioral therapy concepts and become a Vampire Therapist! Even vampires need a shoulder to cry on when a neck to bite just won’t do.

Vampire Therapist caused my brain such conflicting opinions that despite the game not feeling entirely for me, I had to write up some impressions. Generally, if I don’t completely vibe with a game then I don’t do a write up as indies need all the help they can get, deserve all of the love, and if a game is not for me that is ok, it is probably for someone else. This demo, just like life, had its peaks and valleys, and once I got to the summit I just wanted to shout about it, despite the trudging I felt I had to do to get there.

The complication with writing about my valley is that it is all about the tone of the game, which of course is entirely subjective. Horniness around vampires feels like a well established trope at this point, and while I believe it is supposed to contrast with any more serious tones occurring, I just personally didn’t find it endearing at all. If anything, it was a little off-putting. However, once I reached the meat of the game, it felt worth it.

Vampire Therapist is a visual novel where we play as Sam, a vampire with a mission to help other vampires. Over his centuries alive he has met a few people and learned some things. He is now ready to pay it forward under the mentorship of an already established therapist. While part of me expected a meme game, it didn’t take long from this point to provide me with legitimate profound moments, suddenly making me want to take it a whole lot more seriously.

As Sam is chatting to his new mentor about himself, you are taught about certain thought patterns that can occur – generally unhelpful but sometimes involuntary habits that you may not even recognise that you are doing. The aim of the game is to recognise when your client is expressing these behaviours, identifying which it is and calling them out on it. In the demo I spoke to two clients, and since then I have also caught myself doing almost every one of these same behaviours in real life. That is what flipped my opinion of the game and made me want to play more despite not enjoying the rest of the style very much.

Anyone who has ever had therapy before knows that therapists can’t solve your problems. What they can do is give you a safe space to address things, and share tools, growing your own toolbox so that you are better equipped to deal with the challenges that face you. I feel like, so far, the game represents that really well.

Overall.. I could be bitter, deciding not to play or recommend the game as the tone is not catered to me. OR, I could take the parts that resonate, let go of my control fallacy enjoy the game for what it is, which for me is a thought provoking environment to practice healthy habits through entertaining stories.

Demo Length – 1 hour
At a glance
+ Could help teach habits of checking and identifying your own thought patterns.
+ Very forgiving, these is no failing.
+ Centuries old characters have so much opportunity to have interesting stories.
+ Fully voice acted.
+ Recurring characters.
+ Treats therapy respectfully.
+/- The tone.

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Goblin Cleanup – Early Impressions

This dungeon is closed for cleaning. We apologize for any inconvenience.

Goblin Cleanup

Developer: Crisalu Games

Release Date: To be announced

A co-op cleaning game where you have to clean and rearrange a dungeon before the next adventurers come to complete it again.

As evidenced by my Powerwash Sim and Crime Scene Cleaner love, I have a bit of a tendency towards a nice, cleaning, task simulator. I am always so grateful when another game pops up like this and they are good. The line between compulsive and boring is surprisingly thin, it would be so easy to misstep, but this demo – along with the other games I mentioned above – sits on the compulsive side.

The game is planned for an Early Access release (no date at the time of writing) and that makes Goblin Cleanup all the more exciting to me. This was a great, fully functional, polished demo that showcases the core concept of the game. Community feedback will inform the direction of the rest of the game and the functionality of the demo makes me have confidence in the developers to really deliver the content.

What I mean by that is everything just worked so well. Goblin Cleanup is a twist on the genre where your job is to clean away the blood and gore of heros and adventurers that have fallen in the clients dungeon. Through the grime you will be both avoiding and resetting traps, placing the furniture back where it belongs and wondering what the heck happened to make such a mess. It is user friendly, snappy and there was only one mechanic that I would have liked an upgrade for.

The traps add a new idea to a tried and tested core, adding a slight order of operations puzzle to ensure maximum efficiency. After all, you don’t want to trip the crossbow to shoot you point blank because you didn’t move a piece of furniture earlier, spilling your own blood and meat over your freshly mopped floor. Navigation is also part of the fun, finding the best way to get the furniture to where it belongs without stepping on a pressure plate because you couldn’t see in front of your feet, because you were carrying furniture. Each dungeon has a large amount of levels, allowing you to experience the journey that the unfortunate heros themselves would face, with interesting winding level design and no way of knowing how to navigate until you try it for yourself.

I can’t speak for the co-op experience as these types of game are a solo endeavour for me, but it is certainly going on my wishlist as a podcast/tv show companion game. I only played 2 levels but I am sold that this is a fun time, worthy of it’s place in the genre. Adding magic to cleaning is an angle I didn’t know that I needed.

Demo Length – 2+ hour
At a glance
+ Another fine example of the genre with its own twist.
+ A funny concept.
+ Plays smoothly.
+ User friendly.
+ Compulsive.
+ Stays on the right side of fun vs tedious (so far).
+/- I did not get as far as levels with enemies yet so I can’t comment on whether that adds a fun challenge or frustration.
My one problem was walking backwards and forwards so much to get fresh water, I could have used some pockets for my slimes.

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Blue Prince – Demo Impressions

Schrödinger’s Mansion.

Blue Prince

Developer: Dogubomb

Release Date: To be announced

Welcome to Mt. Holly, where every dawn unveils a new mystery. Navigate through shifting corridors and ever-changing chambers in this genre-defying strategy puzzle adventure. But will your unpredictable path lead you to the rumored Room 46?

Blue Prince is a first person, exploration puzzle game where you will be using RNG and resource management to make your way through an ever changing mansion. Almost all of what you find is temporary, but some lessons will stay with you as you reset each day, making another attempt at traversing this bemusing abode.

The gameplay is very decision focused. The house you are exploring is made up of Schrödinger’s rooms – every room simultaneously existing and not until you open the door. What I mean by that is, every door that you open will grant you a choice. Three different types of rooms are presented to you and you can pick which one you want to walk into, adding it into the bluprint map that you carry around with you. Layout, benefits and resources within all need to be carefully considered as you attempt to make your way towards the north of the house. 

I am going to make a potentially strange comparison so bare with me here, but I can’t help but feel a lot of very similar feelings that I get when I play The Binding of Isaac. Blue Prince doesn’t have combat and is an entirely different tone, but RNG and resource management are two stand out mechanics of Isaac, ensuring every run is entirely different and causing difficult decisions. Where Isaac has it’s keys, bombs, coins and health, Blue Prince has keys, gems, coins and steps. You are going to want them all but whether you get them is another question. Movement itself being a currency adds another complication, as your keys aren’t worth anything if you pass out as you open the door.

Continuing with the Isaac theme, you are not going to be able to do everything in one go. The items that you draw in TBoI inform how you play your run – for better or worse. A similar thing happens here, except it isn’t only the items that you have found, it is also the rooms that go with them. For example, you may find a room with dig spots but never make it to a shovel. This coulddd be considered annoying and even cruel, but if you are anything like me, it will trigger the synergy hunting and experimentation part of your brain. No run is wasted when you have a goal to try something new, and even if you don’t succeed, you are likely to run into something else.

The last thing that I want to bring up about my first impressions are how I enjoyed the whole concept of the puzzle solving, from the micro to the macro. Every type of room that you draw may or may not contain something relevent to the overarching mystery. This makes it extremely tempting to use new rooms immediatly, even when there is a chance that they will mess up your route or lead to a dead end. In doing this I managed to find some neat things that I will need to write down on paper for the full game. There are also individual puzzle rooms, containing bite sized puzzles that serve their purpose well. They take less than a minute to solve, you get your reward and then are back to the rest of the problems at hand.

I was impressed that by the end of the demo I had found so many loose ends that I had not found the answer to, and sad that I couldn’t continue on. I have never played a puzzle game like this, it is very unorthodox but it is exactly my flavour of dopamine and I really hope the rest of the game lives up to the first couple of hours.

Demo Length – 1-2 hours
At a glance
+ Overarching macro puzzles.
+ Smaller puzzles within.
+ Tough decisions.
+ Short runs.
+ Time to think.
+ So unique.
+/- Doesn’t hold your hand.
+/- Resource scarcity.
+/- RNG – was fun for the demo but has chance to get frustrating.

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Times & Galaxy – Demo Impressions

It is a pleasure to report that this game is stellar.

Times & Galaxy

Developer: Copychaser Games

Release Date: 2024

Embark on an interplanetary adventure as the first robo reporter for the Times & Galaxy, the solar system’s most trusted holopaper. You’re just an intern, but if you can get the scoop, write great stories, and impress your colleagues, maybe you’ll get to keep your job!

I am having a blast with all of the new ideas on display at LudoNarraCon 2024 and Times & Galaxy is no exception. In this demo we are an intern robo reporter, given the opportunity to take on 2 very different cases and explore our central hub.

I am not a stranger to adventure style games, particularly enjoying the detective type. In those games you generally hunt for clues, trying to get to the bottom of a mystery in order to deliver justice. Times & Galaxy takes that general concept but adds its own entirely new spin on it. We do get to inspect scenes, snooping around as we see fit and interviewing witnesses, professionals and suspects alike, but delivering justice isn’t necesserily the end goal, unless you want it to be.

Our actual goal is storytelling. Just because we have figured out the culprit of a crime it doesn’t mean we actually have to tell anyone, especially if it aligns with our own morals or interests (how morally right or wrong that is is a whole other discussion). It is up to us to choose the angle of the story that we present to our readers based on the information that we have collected. Writing about a spaceship crash.. Do we implicate the police, do we play it down due to the fact that it is not an infrequent occurrence in this area, or do we expose a huge scandal that we may or may not have discovered based on how much digging we did. Do we respect a persons wishes for anonymity at the cost of our reputability, or do we break their trust and tell everyone exactly who the are for our gain. We get to shape the identity of our cosmic newspaper one story at a time.

I already applauded the whole twist on the detective genre, but there was a second stroke of genius here – setting the game in space. I would have been happy enough trekking around our world reporting on global events, but the extra terrestrial setting allows for anything to happen. Anything. What a choice this was. You can give me the most mundane scoop to chase and there will be fun in it due to this funky universe we are scrutinizing. Of course, the cases available so far are anything but mundane. When my colleague scoffs at me for being delegated menial cases like the intergalactic cat show, all I can do is scoff back about the things I saw.

The excitement of space shines through the entire style of the game. Colourful, cute and creative, it is almost comic like which makes sense in this world because we are literally making holopapers. This runs through everything from the UI to the environments we are scouring. It is all so bold, smooth, and it just fits. The puzzle isn’t only about finding as much information as possible, but asking the right questions to get responses that fit your narrative.

If you are looking for a new take on the adventure genre where you value being learning about and being within a world as much as the play, then I do recommend checking this one out. It is charming, it is cosy as heck and it gave me a good laugh.

Demo Length – 1 hour 30mins+
At a glance
+ New take on detective genre.
+ Player has a lot of agency.
+ The reward for exploring is getting more data for you to decide how to use.
+ Creative cases.
+ The reveal in Chapter 2 got me good.
+ I really appreciate the commitment to the jokes.
+ Feels it will be easy to pick up and play a story at a time.
+ The bold and colourful aesthetic is energizing.
+ Only being able to ask a limited amount of questions makes you think about which questions are worth asking.
+/- Has a familiar, comfortable structure of hub, story, hub, story.

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Yes, Your Grace: Snowfall – Demo Impressions

The perfect kind of sequel.

Yes, Your Grace: Snowfall

Developer: Brave At Night

Release Date: 2024

Rule your crumbling kingdom as you try to satisfy the petty needs of your people in this cinematic kingdom management RPG. Balance your resources, collect taxes, hire agents and make difficult decisions to see your kingdom prosper or fail.

It feels really important to preface this post by saying – Yes, Your Grace: Snowfall is a direct sequel and I highly recommend playing the original game, ‘Yes, Your Grace‘, first. Deciding not to is a viable and reasonable choice, but since I had such a phenomenal time with it, it would be a disservice not to explain why.

Firstly, this game opens with a recap of all the major story beats of the first. This was fantastic for me as it is quite a while since I played it and great for anyone who isn’t going to, but if you even have a slight interest in a Game of Thrones the video game, kingdom simulating, stressful decision making, trauma inducing, jolly old time then do consider going back and playing before spoiling it. If you like this game you will almost certainly like that one too and it is worth your time. Secondly, if you wish, choices you make in the first game carry over into this one, meaning that everyone can have their own slightly different canonical story. How much do these choices impact this game? Only time will tell but at the very least – somewhat. For me, I love the idea that some of my desperate decisions to survive the first game may come back to bite me in a sequel that I had no idea was even going to be made at the time. It is almost poetic with the themes of the game.

Alright, I have made my pitch, now onto Snowfall itself. This demo raised my blood pressure. As soon as I found myself perched back into my familiar throne room I was overcome with feelings from the first game. Feelings of life or death stress, trying to please everyone and barely scraping by… and it made me so happy. Even from the hour that I played, the demo confirmed that at it’s core, it is going to follow a very similar structure to the first. A structure of impossible choices, humorous and heart felt family time, tragedy, responsibility, treachery and hope, but with some shiny new upgrades.

The intensity of the resource management is felt after the very first week where you may be finding yourself squeezing your community for all its worth just so that you can pay one of your staff. This is also when we get to feel some of the new mechanics of the game. Resources have categories, and while it may feel harder to have stock of everything you might require, satisfying villagers needs can be more flexible as a result. More flexible, but also difficult to optimise most efficiently. Excursions beyond the castle have also been upgraded, adding another weight to balance on the scales, attempting to do enough to drive folks stories forward while still being able to tend to new folk in need.

Finally, and possibly the most grateful change to me is the ability to ask your people to wait once they have told you their woes. The one little change that changes everything – “Hold up a minute sir, let me back out this request for a second, let me go and have a mooch around to see if I can scrape some supplies together before I commit to rejecting your cry for help, dooming your friends to death. I am back! Yeah sorry I couldn’t afford to buy what you need but at least I tried, come back in a few days and maybe I will have saved enough money to pay for the funeral.” In the previous game you had to make a decision there and then so talking to people felt like a huge commitment in itself.

Of course there are other things to mention like the graphical and cinematic updates, but the biggest thing that I want to point out is that this demo gave me faith that this sequel is the perfect kind of sequel. It takes what was good about the first game, makes some QoL changes, presents a slightly different challenge while retaining the tone that made me fall in love with it originally. I can only pray that this game goes smoother than the first did as I am not sure how much more the King can take.

Demo Length – 1+ hour
At a glance
+ A true sequel.
+ Maintains the charm and draw of the first game.
+ Cinematics add to the drama.
+ A fun family to follow through their life.
+ Weighty decisions.
+ QoL upgrades.
+ More layers to the resource management.
+ Decisions follow from first game.

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The Horror at Highrook – Demo Impressions

Screw the madness, I have got to know more..

The Horror at Highrook

Developer: Nullpointer Games

Release Date: To be announced

The Horror at Highrook is an occult card crafting RPG. Explore a haunted mansion with your team of investigators, summon dark entities, craft powerful protections, uncover the fate of the missing family, and choose your own path through the darkness.

I have been searching for my perfect crafting game for a while now. So often I have the urge to gather stuff to make things, to distribute them, to gather more and make more, but I have yet to find the jackpot game that satisfies my very specific itch. I didn’t even consider I would find it here. The Horror at Highrook demo allows players to play through Chapter 1 of the game. I could have played a LOT more. I am not saying that this is the perfect game or the jackpot, but based on this first hour, it not only hit that compulsive management corner of my brain, but made my eyes sparkle at the idea of increasing complexity. All of this, seasoned with a really enjoyable flavour made this demo an absolute treat.

The game begins with an instruction manual which I found incredibly easy to read. It suits this game a lot more than a conventional tutorial would, immediately setting you loose playing god over a group of investigative explorers. The house that we are inspecting is our board, the team and their belongings are our cards, and it is up to us to set everyone away doing tasks, using the resources that we have to discover new tasks to perform.

As we perform our tasks we find journal pages and other bits of lore scattered throughout the mansion. This guides us forward as we follow in the footsteps of the family that lived here. Doing questionable rituals to appease eldritch horrors is never a good idea, with one exception. Luckily for us, we are doing it to rescue someone, which makes it absolutely fine, and we can all be sure that nothing terrible will happen.

I like the cast of characters. One of them wants to leave – rightfully so might I add – but is reluctantly convinced to stay due to history with another character and despite the fact that I have only known them for 30 minutes, I totally believe it. I didn’t expect to empathise with a card on a board but it is the little details like that that engage the player within the story and make it a memorable experience.

It is hard to put my finger on the exact reason this game hits for me. It has a lot of elements that I like individually, like crafting, management, cosmic horror, character interactions, investigation, and even exploration somehow works considering we are on a static board. Everything feels additive to the next thing with no padding involved. So far it has been linear and I imagine the rest will continue to be the same, I just hope the game continues to feel as fresh as the beginning, as getting new cards is a dopamine rush that only has limited legs. Either way, I will certainly be keeping an eye on the game, consider it wishlisted!

Demo Length – 1+ hour
At a glance
+ Easy to learn.
+ Drip fed the story.
+ The character interactions.
+ The theming is great, especially when surprises happen.
+ I just love arranging my cards on a mystery mansion.
+/- On one hand I could see the game remaining engaging with complexity, but on the other I could see it getting repetitive. Hoping for the former.
+/- We can choose the way we manage our time and characters but the overall story so far appears to be linear.

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The Drifter – Demo Impressions

I can’t think of a better set up for a point & click adventure.

The Drifter

Developer: Powerhoof, Dave Lloyd

Release Date: To be announced

A Pulp Adventure Thriller – A murdered drifter awakens. Alive again, seconds before his death. Hunted and haunted, help him untangle a mad web of conspiracy in this fast-paced point ‘n click thrill-ride.

The Drifter is a demo that I tried for the first time around 2019, back in one of the early Steam Next Fests. It left such an impression that it has been on my Wishlist ever since. I was thrilled to see the game in the LudoNarraCon line up and delighted that I enjoyed it just a much the second time around as I did all of those years ago.

The first thing that immediatly stands out to me is the presentation of the game. The pixel art and animation is fantastic, the colours immediatly setting the gritty tone that will continue throughout the entirety of the chapter contained within the demo. The game is fully voice acted, including narration from the main character himself which in my opinion, elevates The Drifter from a typical point and click adventure to a more unique cinematic experience.

The demo can be played in less than 30 minutes and even in such a short space of time manages to establish two excellent story hooks. One is more realistic, setting the tone in what immediatly feels like a very down to earth game. However, the other is a science fiction twist that has the potential to allow for some very stressful, suspenseful, intense story and puzzle scenarios, or even hilarious ones if they want to. One of these hooks would have been enough but together, along with the entire aesthetic, this is the set up for a narrative that I am itching to see play out.

Demo Length – 30 minutes
At a glance
+ Lovely pixel art and animations.
+ Great story hooks.
+ Narration.
+ Writing feels good so far.
+ Drama.
+ Nice, clear, time saving UI.

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Hauntii – Demo Impressions

A pleasant journey through Eternity.

Hauntii

Developer: Moonloop Games LLC

Release Date: 23 May 2024

A beguiling adventure in which you uncover the secrets of an expansive and mysterious world – haunting both the environment and its denizens to craft ingenious solutions to the many challenges that await.

When I read ‘twin-stick shooter’ and ‘action’ as tags on steam I was a little hesitant, but felt drawn in by the art style on display. Thankfully for me, there was a lot less action than I expected. The demo showed off a game of exploration, collection and puzzles where navigating the dangerous dark land of Eternity is our goal, guided by the welcoming lights around us and the friendly locals.

While our character moves quite slowly, shooting feels great and is used for many more purposes than just shooting enemies. We are Hauntii, a ghost that has the ability to posses objects and other things, influencing them to do as we please. This could be lighting up a previously unlit path, growing to allow us to reach other places, becoming a turret to shoot heavier objects or even allowing more traversal to find all of the secrets. Our goal is to collect fragments of our past, bringing them together to paint a clearer picture of who we were and how to free our self from the tether this land has on us.

Hauntii reminded me of some other indies that I have played or seen in the last couple of years, and while it isn’t exactly like any one of these games, I will mention why they prompted memories in me. My first touchpoint was Gris, a very artful, intentional experience promising emotions through imagery and sound. Chicory is the second game I was reminded of, due to the way that we can change the world as we interact with it, as well as having a sweet vibe underlined by a threat. Finally, The Wild at Heart was my third reference point, not at all through gameplay, just very vague aesthetics, exploration, an interesting forest family, a hub area and the use of the dark. If you like any of those games for any of those reasons then there is a potential that there will be something here for you too!

This feels like a one for the couch, to play on a cozy night in with the lights low, candles on, a blanket and a nice cup of hot chocolate in hand.

Demo Length – 1 hour
At a glance
+ Art.
+ Music.
+ The animation.
+ The use of colour.
+ The distortion in the dark.
+ Shooting feels very smooth.
+ Finding secrets.
+ The whimsy.
+/- The puzzles were quite simple, but I also didn’t feel like my hand was being held.
Not sure why I was collecting things other than my memories.
Movement speed is a little slow.

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