
Adventure Light is a beautiful and very atmospheric puzzle side-scrolling game about the boy with the magic lantern in the mysterious and dark forest.
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Languages: English
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Technically it's a decent puzzle game, but it was not a very rewarding experience in the end, if anything I feel tired after playing it, for many different reasons, some of the puzzles were unfair, and the game does not do enough visually to be relaxing. On a side note, the format has nothing to do with Limbo, just a similar look, there is no visual storytelling or constant traps, not relevant for the review, just hard to escape the comparison. The game has about 4 stages (around 3.5 hours of gameplay), and all of the areas look the same, there is no aesthetic change outside of new gameplay mechanics that are introduced with each location, and what do you get for doing 4 hours of challenging puzzles, absolutely nothing, there is no story which is fine I guess, but there is also no ending too, it just ends after the last puzzle and a short walk. I am not really sure what I expected, maybe some farewell animation, or some final destination for the character, but you telling me, that after 4 hours of grinding these hard puzzles, I get nothing? Like, you have to find something to motivate the player, if it's not a story, you could give each location some character, and I get it's a simple aesthetic, but you can still change the hue from blue to another color and add some different particles, just so you not feeling like you playing the same level the entire time. Actually, there are some very smart puzzles if you don't mind a little challenge, using manual teleports can be thought-provoking, it's just that there are various issues that can make them unintuitive. First of all, the game does not introduce its core 'teleport" mechanics until the second stage, so it may feel more generic than it actually is. When you teleport around you have to maintain some momentum in order to do "precise" jumps, and in my experience, it could take 5 to 10 tries in some sections, just a waste of time because the margin for error is very small. The game also has a bit of a problem with the trial and error, you simply can't solve some of the puzzles due to limited vision, you pretty much have to do them wrong a few times until you see the path ahead (reloading some checkpoints feels very much intentional). There is also a mirror gameplay where you have to direct the light, except that sometimes you can't tell which wall is solid and which one is transparent. [h1] Pros: [/h1] (+) I would argue that on a technical level, the puzzles in this game are very creative once you have the access to multiple teleports, I enjoyed the challenge up to a certain point, but it was a little too much, the only reward you get for solving puzzles is more puzzles and it just felt like a grind, especially when you are required to do the precise jumps consistently. (+) It's nice that you had some optional collectibles, but you need something to actually make it worth collecting them, maybe a gallery or optional lantern skins, achievements perhaps. [h1] Feedback: [/h1] [u] Visuals/Stage Variety [/u] - in general I think you should reward the player and give me something for solving hard puzzles, you need a little cooldown time too, not just logic grinding. All of the stages are the same visually, at least give them different hue, maybe a few small details so each world has a different theme to it. There is not enough music in the game, felt like I was listening to the same song the entire time, if I am not mistaken. It would be a good idea to have a small playable narrative cutscene between each stage, just to have something to look forward, and some type of ending as well, maybe a little farewell cutscene, not just abrupt credits. [u] Puzzle Issues [/u] - I think you should make the trampoline jumps a bit easier to execute, my instinct is to press it as soon as he is going up cuz that makes sense, but as far as the game is concerned, you have to wait a bit longer. The whole trial and error with the puzzles was pretty annoying, not much you can do about that now, I mean you literally can't solve some puzzles on the first try, so you end up reloading 2 or 3 times in hard areas. The whole thing with the light going through walls was kinda stupid, and it's not even consistent, some gates block it, and some don't, what logic is that. [u] Collection [/u] - for the things that you collect, maybe give them more purpose, if you have some concept art, you know, have some menu unlocks or you could even have some cosmetics like lantern colors. [u] Controls [/u] - no partial controller support as of this review, and also you have to use WASD+Mouse AND arrows too. I mean you really should never design a game this way where I have to take the hand from the mouse, you could just double up on the buttons you already have since it's just a simple switch thing. [b] Overall Thoughts: 5/10 [/b] I kinda enjoyed the game, even though I was occasionally annoyed and wanted to stop playing it so many times. What really tilted me is that I played the whole thing for nothing, no visual changes, no narrative segments, and most of all, literally nothing in the end. Yea I mean, the puzzles were not bad on average, like yea some of them were a bit unfair, but if you could sandwich the game with a more "visual" experience, it would be serviceable. Right now your game is like 95% puzzles and 5% experience, at least give me 80-20, something to motivate the player to actually keep going, some variety, something charming. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
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Hard thumbs down on this one. Games are supposed to be enjoyable & fun, this is neither. What it is, is frustrating, tedious, mind numbing and annoying. The puzzles are easy enough, but getting the timing right is awful. If you don't hit each and every step perfectly you have to restart at the last checkpoint because more often than not you are locked in and stuck. I enjoy a challenge, but this is ridiculous, if you make one itsy bitsy timing mistake you are doomed to repeat the steps over and over and that just is not fun in my opinion.
I hate leaving a bad review for this game. The Dev has put in a lot of work, a true labor of love, and it shows in the hand-drawn art, puzzle design, optimization/performance, and atmospheric sound. Without a question, the game's artistic design is beautiful and a large reason why I bought the game. However, I cannot recommend this game at this time. Beauty isn’t everything and this game needs more playtesting, to be a truly great puzzle platformer. The game's most significant flaw is how it communicates with its player. Many times you can enter a puzzle and need help figuring out what the game expects you to do. I can understand not wanting to “hold the hand” of the player, but there must be some sort of environmental cue (like levers or switches which let the player know “press here”) or hint in the game to direct the player to the solution. I’ve gotten stuck twice so far in the game, not due to mechanics, but because I have no idea what the game wants from me. In one instance I was able to email the dev for help “finding” the solution when I misunderstood a hidden key for a bug; huge kudos for supporting players who happen to get stuck! However, I just can’t be asked to, once again, contact the Dev for the solution, as this is the second time I’ve gotten stuck. I’m not asking for the game to be made easier. However, I am asking the Dev to consider implementing more direction for the player on how to solve the puzzles. It seems that the Dev prefers environmental cues (like keys hidden in the shadows so be on the lookout for those), which work well thematically with the game. There just needs to be more of it. I feel like this game needs more playtesting to find where all these moments of confusion are occurring for the players; another reviewer has also mentioned feeling like they missed clues or hints. Finally, this isn’t a bad game by any stretch of the imagination. Although this isn’t an early access title, the Dev has indicated that they are still actively working on the game, and responding to player feedback; that’s good to hear and I’ve no doubt in time, the game will be great. However, I’ve decided to put the game down for the time being. Maybe in a few months, when more work has been done regarding player direction, I’d be happy to continue playing.
I just got off playing this game a while ago and let me tell you it is harder than what I thought I would be, the teleporting with inertia and trampolines is WILD but it makes it that much more satisfying when you make it. I have gotten stuck a few times(I assume it's my fault for being dumb) but not sure if I am missing clues or if you can get stuck and have to reload from last check point(which I have been doing)? I recorded some of what I played on FB Kurlee324 its a mix of ENG/SPA but mostly its me giving myself ♥♥♥♥ for making mistakes. 1000% RECOMMEND PLAYING IT!!!
Adventure light is a relaxing little puzzle game with a nice look and a beautiful music theme. The puzzles aren't extremely difficult, but some do make you give it some thought later on. As a first release for this single dev I think they did a really good job. The game is well worth the price. Hope to see more from them in the future❤
Adventure Light, um jogo de puzzle que consiste ter teletransporte como principal mecânica em que conforme o jogador avança, a mecânica principal é complementada. O jogo é constituindo por fases para apresentar novas mecânicas assim como faz muitos jogos do mesmo estilo Vamos para os pontos positivos: -Começo de Fases: O jogo acerta bem em colocar puzzles e tutoriais simples e fáceis de entender por início de cada fase, o que faz ser bem agradável no começo -Gráficos e ambientação: Talvez o ponto mais forte do jogo, apesar de não mudar nada do inicio ao fim do jogo, não é cansativo de se olhar, o sound design fortifica a ambientação, fazendo com que nada se sinta vazio -Trilha sonora: Feita por Marcello Colombo, a música combina perfeitamente com o cenário e são excelentes de se ouvir. As músicas são facilmente memoráveis e com poucos minutos de jogo é quase garantido que elas já estejam decoradas dentro da mente do jogador -Teletransporte: A mecânica principal é muito criativa ao meu ver, estabelecendo uma marca de luz onde o jogador quiser para depois se teletransportar até ela. A medida que avança, essa mecânica é complementada, adicionando novas formas de se teletransportar mas nunca abandonando a forma original de como a faz Agora aos pontos negativos: -Falhas no game design: Alguns puzzles exigem que o jogador pense um pouco mais para poder avançar, o que é bem comum em um jogo de puzzles, nisso o jogador está mais propício a cometer erros, o que também é bem comum. Mas em alguns puzzles nesse jogo contém uma falha bem relevante e nada agradável. Aconteceu bastante comigo em que por erro meu fiquei preso em portões, buracos, paredes e plataformas, o que me impossibilitava de voltar atrás e corrigir meu erro, fazendo com que eu fosse obrigado a retornar até o último checkpoint pelo menu, reiniciando todo o puzzle como consequência -Fases longas demais ou Elementos muito repetitivos: O jogo contém 4 fases, em que cada fase o jogo apresenta uma nova forma de teletransporte como citado anteriormente. Cada fase contém entre 15-23 puzzles ao que eu pude ver. Apesar da mecânica principal mudar os elementos de cada puzzle não mudava, sempre consistia em empurrar uma caixa, ficar encima de um botão, apertar um botão, ir para um lado e para o outro muitas vezes no mesmo puzzle . O puzzles são sim um tanto que bem feitos e até que há uma boa harmonia com esses elementos citados junto com a mecânica principal, mas com esses mesmos elementos se repetindo do inicio ao fim do jogo o torna um pouco entediante com o tempo Em geral é um jogo muito bem feito e bem criativo, terminei o jogo em pouco menos de 6 horas de duração, apesar de não prender tanto o jogador quanto deveria, é um jogo divertido e interessante. Nada fez com que a gameplay fosse afetada apesar dos pontos negativos. Recomendo sim para os amantes de jogos indies, pois Adventure Light ainda passa a sensação de que o jogo foi feito com muito carinho e cuidado
When I saw a counter for 0/30 shinies when the game began, I worried at first that the game would be over after finding them. Fortunately no, there's more than one level. One hour in, I've made it to the 2nd level and the difficulty is picking up a bit more, so I think its safe to say at this point that the game has sufficient length. So far the difficulty scaling seems good enough. Quite easy in the beginning though, which added to my worries about a short game. The atmosphere is good as advertised, the music matches it well, and movement is fluid and polished, other than one point in the second level where the character began to stutter a bit, but loading the last checkpoint fixed it. Checkpoints, by the way, are of a comfy quantity, and the game's pacing seems fine. I've not encountered any bugs. The plot is minimal: all show, no tell, but I think that's a good thing for this game. The game's silhouetted minimalism mostly works well, except that particularly in the beginning I think it made some of the puzzles easier simply because of the reduced amount of visual information to absorb. Overall, I definitely recommend; this game is what it looks like it is. Though, I'm not done playing so if there's a major plot twist at some point I don't know about it yet.
В начале хорошо .... Потом скучно и однообразно. Не осилил. https://youtu.be/JXQPw2VQVG0
So peaceful. 10/10
good
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