
Dagdrøm is a classic point-and-click adventure, where you travel across desert dunes towards The Great Tower to find questions, answers and most importantly: something to drink.
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Languages: English, Norwegian
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Beautiful and very creative adventure game, except for those 5 or so puzzles where I wanted to uninstall it. Seems to be a solo/dev project, and yet feels like it has the effort of a small indie studio, actually a large game, potentially over 7 hours with a lot of animation. Also, on a slightly unrelated note, 2 days in I am writing the first review for this game, damn, the game is not even that niche, am I crazy cuz the trailer looked great to me. I knew the story would have some introspective elements just from the dreamy illustrations, but I was not prepared to play such a philosophical game, the experience is very heavy on escapism, very unique world-building and poetic narrative, various cerebral undertones behind its inviting appearance, only hindered by an absurd amount of surreal puzzles that land somewhere on the moon logic spectrum. To be fair, I actually think the puzzles in this game are extremely creative, but my overall experience was kinda like getting stuck for 30+ minutes, making 10 minutes of progress, getting stuck for another 30 minutes, and making 10 minutes of progress (for the most part). Actually, one of the hardest adventure games that I played just from the logic interpretation, I thought it was kinda unfair in some parts of the game, more so than many similar games. There were a lot of interesting aesthetic choices, it's not just a nicely animated game, but it feels like there is a good flow to the locations and continuation of the world, you can also revisit areas under different circumstances like the day/night cycle, change colors of some parts of the game, and even meet different characters based on the cycle. Many of the puzzles in the game use "dream logic" and you often have to think outside the box, hopefully not forgetting the rules of this game. The game didn't cut many corners on the animation, especially for the price, you would not expect so many moving parts in the scenery, I know some mid-size adventure teams that put less effort into the environment. Overall just very enjoyable coloring, it slightly reminded me of Adventure Time at first, but after taking an extended look they are not that similar. I also like the perspective changes, where most games just have another square room, it feels like the game has more depth to it, It's hard to say exactly how long this game is, specifically because it is a very challenging puzzle game, even if all of the puzzles were fair it's actually not short, I would say at least 7 hours, potentially even longer. The game actually comes with a walkthrough, but the dev designed it more like a hint system, and it can even be somewhat misleading in a way. You can also get some limited hints from the speaker on the wall, although I personally didn't find it very helpful as it would skip puzzles, or repeat the older hints. It still feels like the dev put a lot of effort into the design of the puzzles, although from the player's perspective, some of them just didn't connect with me, I often found myself just brute forcing every possible choice. The narrative might seem a bit silly with all of the rhymes in the dialogue, but I actually really enjoyed the writing, I like how the characters poke at you with their ideology, the game seems to have some mature themes. You are dropped into a world that does not fully make sense, so I think the game had a good mystery going for it, even though the puzzles are hard, it's intriguing to actually progress through the story. [h1] Pros: [/h1] (+) It feels like there is a lot of depth to the world-building, as well as some hidden cerebral undertones. The game seems unassuming at first, but I thought the writing was very compelling, the game has a good sense of escapism, just that infectious feeling like you are lost in a strange world. (+) As a visual experience, I thought it was put together extremely well, I like all of the depth in the panels, not just square rooms, constant movement in the scenery, changing day/night, various dream effects, and also a continuation in the world in terms of navigation. Visually I thought it was just all around a very creative game, even better than many games that cost more. (+) Relatively large game for the price, many similar games are only a few hours, this one is at least 7 hours with no help, potentially much longer based on the difficulty. Not too much in terms of optional content, there are some small trinkets you can collect. (+) To briefly touch on the very unusual soundtrack, it reminded me a lot of Mu Cartographer, I even had to check the credits because it's so specific. Something I refer to as "broken tones", the game has an ambient soundtrack but it leads in and out of the different sound effects, so you have this uneasy feeling, very moody, not something many games would do. I thought the game had a really good atmosphere. (+) I still think the puzzles were exceptionally creative and unique, that said, if there is one thing I didn't like, the puzzles were just a bit too hard to understand, even with the hints that the game provides. [h1] Feedback: [/h1] [u] Nitpicks: [/u] - there are at least 3 characters with whom you have to interact multiple times to trigger a puzzle-related item or sequence. From a player's perspective, if you interact with characters 2-3 times and nothing happens, they are not going to give you a quest item. When you do music puzzles, don't use similar sound effects [b] Update: The dialogue confusion was fixed[/b] [u] Relatively heavy on the moon logic [/u] - now, it is not always a bad thing, it just depends on how intuitive the puzzle is, you can make something surreal and make it rewarding to figure out. In this case, I thought at least 20% of the puzzles were a little out there, was a bit of a war on patience. I still think the puzzles in this game were very creative, but I thought the difficulty of the game overshadowed some of its narrative elements, for me anyway. Maybe you could use the room microphone more for hints, the hints that it gave were often out of order or not very useful, follow the progression more closely. The entire last sequence of the game was a nightmare for me, I feel like the game is not following the rules that it already established. On a side note, it's not clear that you can stand behind the tea. And for the puzzle that changes room color, maybe provide more guidance so you don't have to inspect every location. About that oil puzzle, I never actually did it... (I don't think?) [u] Technical issues [/u] - I had a ton of bugs playing the game. To be fair the dev is fixing them fast. It seems like the flexible saving system is playing with some of the animation patterns, if you save in the wrong spot you might get a black screen, poor position reset, or just animation bugs. [b] Overall Thoughts: 8/10 [/b] The dev mentioned that the game is inspired by a lot of the adventure classics, but honestly, my favorite part of this game is that it does not remind me of any of those games, only that it's in the same genre. It's doing its own thing with the world-building, different approach to puzzle design, and just the very unique vibes to the experience. The animation and the sound design were mostly excellent, with a lot of small details that are easy to overlook. Significantly harder than your average adventure game, but if that is not the problem, it was a very cool experience, the game turned out to be a lot more artistic than expected, and I expected it to be artistic in a first place. If loving this game is wrong, I don't want to be right. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
"Daydream, I fell asleep amid the flowers for a couple of hours on a beautiful day." Just like the song of the Wallace Collection, this beautiful point-and-click adventure is all about daydreaming. You leave reality behind and wake up in a colorful, mesmerising world. Who you are, where you are and what your ultimate goal is, is never clear. You are thrown into the world and have to figure it out all by yourself. It takes some time to learn the game mechanics and it isn't always clear what you're supposed to do but it never feels frustrating or tiresome. The tasks (puzzles) you have to perform are sometimes hard but are always doable and when you're stuck, don't hesitate to use the visual walkthrough in the menu screen. It's a beatifully crafted hint book that gives you some visual clues and can be very helpfull. For a game that's made by one person, it's a very polished one. I encountered a few bugs but they were never game breaking and the dev is very dedicated to his game and is releasing fixes when needed. Visually, it's a good looking game with a lot of little details. I like the colorful art style that gives this world something special. The accompanying music is also very nice and fits well with this strange, almost magical world. There's no voice acting but the writing is ok. There isn't much storytelling; you don't really learn something about yourself or the world, dialogues are actually monologues by the people you encounter, are in rhyme form and don't allways make sense but it's enough to push you forward on your journey. "Wonder and wander". If you have any interest in point-and-click adventure games and aren't afraid of some clever, thought-provoking puzzles, then you should definitely give this game a try. You won't be disappointed.
[b]TLDR[/b] A traditional point-and-click adventure, which suffers from poor puzzle design and world-building. [8/20⭐, 8h🏅, 3/5💡] [b]Context[/b] Dagdrøm is a traditional point-and-click adventure game, taking place in a surreal, dream-like world. This seems to be the first release by a solo developer, who seems to be very dedicated. Unfortunately, this hasn’t been reflected in the quality of the game, with puzzles so arbitrary and plot so thin that I can’t say it was an enjoyable experience. [b]Writing[/b] The player controls a “citizen” in some kind of dystopian world as she tries to reach a tower across the desert for… reasons. There’s really no motivation or justification behind events of the game, and even by end game I really couldn’t connect them into a coherent plot. Sure, this is all happening in a dream-like world where things do not necessarily make sense, but I feel that there was some wider picture that the dev failed to transmit. The NPCs all talk in verse, which I wasn’t particularly fond of, and also didn’t help in passing information. [b]Aesthetics[/b] The game has a simple handrawn style, which doesn’t look amazing but has a certain charm. I found the soundtrack to be one of the best features of the game, but sometimes it felt out of place. There is no voice acting. [b]Gameplay[/b] The gameplay is that of a traditional point-and-click adventure, advancing through interaction with NPCs, combining inventory items, and puzzle solving. Unfortunately, it is affected by the worst problems of the genre, but taken to an extreme. Most of the time you have no idea of what you’re expected to do, and the puzzles themselves are not organic to the plot in any way. Solutions are seemingly arbitrary, only feasible because the number of possible interactions at each time is small. [spoiler]Let me know if you find why singing birds determine which stairs lead to the top of the tower.[/spoiler] And the dev is very well aware of this, because here’s a list of all ad-hoc help that is provided: speakers throughout the world provide hints; you acquire a book in-game with puzzle hints; the pause menu states the current goal; from the pause menu you can access a walkthrough with more hints; in the options, you can turn on additional help for sound puzzles; and there’s even a full step-by-step walkthrough in the official game page. All this breaks the immersion and is information be provided in a way that was organic to the game world, and is a sign that some puzzles should just be redesigned [spoiler](like the ridiculously hard sound puzzle in Act 3)[/spoiler]. And in the end, I couldn’t even find the purpose of some of those hints. [spoiler]What was the purpose of the musical diagrams in the travel guide? And all the symbols in the in the end game puzzles?[/spoiler] You cannot die, nor hit deadends (as far as I can tell) or gameovers. There is an auto-save slot. Be careful when saving the game during a puzzle as this can lead to corrupt saves when loading. [b]Value[/b] It took me 6h to beat the game, but I needed a second playthrough to get all collectibles. You cannot revisit previous chapters, but there are multiple (5!) save slots. Achievements are mostly connected to the progress, except one that requires a missable interaction, and another for getting all collectibles. These collectibles are not persisted between playthroughs, so you may need a second complete run to get them. [quote][i]For more puzzle-game reviews and curated lists check out the [url=https://store.steampowered.com/curator/43326007-The-Clueless-Adventurer-Puzzle-Trove/]Puzzle Trove[/url].[/i][/quote]
It was sometimes difficult to tell what was going on, and some of the puzzles were hard. But overall I liked the challenge, and the dream-logic and dreamy vibes are a good fit for the game's theme's(/story?)
Dagdrøm (which means Dream in Norwegian) is a very mysterious PnC game with quite a beautiful and unique art style. Explore an enigmatic dream world where npcs speak in rhymes, and solve all kind of very tricky puzzles. A beautiful but not easy game to play. The dev provided different in-game hints/walkthroughs to help the player progress, which were most helpful.
Dagdrøm is a beautiful adventure game, drawn in a Mæbius-like style. It has inventive and fun puzzles, though a few are a bit repetative once «solved». Last part borders on a brain/Logic-puzzles more than tradition adventure game puzzles, but in that sense, still great puzzles. Makes you feel smart when you crack The code 😁. Overal, a great modern adventure game. Not without flaws, but a very fun gaming experience.
I really enjoyed this game! The art and color scheme is very nice and unlike any other game I’ve played. I also found the narrative to be super mysterious and engaging. All though I occasionally thought it a bit intricate, it made sense as the story progressed. The game is much bigger than you might expect from a indie game created by just one person. I think some of the puzzles were quite hard, but there is a some what cryptic hint system. A bit to cryptic for me, haha. Fortunately there’s also a complete in-game walk through. At the same time, in my opinion, this is part of what makes the old adventure game genre charming. All in all I think this is a really ambitious project with great storytelling and lots of thought through little details. Definitely worth playing.
Great game! I like it :D
I thoroughly enjoyed this game. Dagdrøm is perplexing and visually captivating despite a few hiccups in puzzle design. I found the overarching dream-like day and night theme to be fun and original. The game play is full of allusions that toe the line between between being plot clues and just story elements. A few of the puzzles felt a bit arbitrary which I found somewhat frustrating, but not enough to shadow the overall experience. +1 for the music as well
Above all I liked the atmosphere of the game, from the drawn graphics to the ambient sound and color schemes. I got the sensation of "figuring it out on my own" a few times, which feels great and is crucial to puzzle solving games. I had to rely quite heavily on the walkthrough most of the time, though. I wish the hints in the "walkthrough" (which is not a straight forward walkthrough, but drawings/diagrams/visual hints - which I liked) were embedded in the game, so I wouldn't have to feel like I was cheating or giving up. All in all it was a cohesive and fun experience (at least for the first part of the game, which I have just finished before writing this review).
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