
Experience the altered memories of a dying man, reliving his entire life as a little boy while lying on his deathbed. Explore the profound depths of his subconscious as you assist Griffin to shed the remains of his miserable life before his impending demise.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, Italian, German, Spanish - Spain, Czech, Dutch, Japanese, Korean, Polish, Portuguese - Brazil +6 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I should have heeded the mixed user reviews, but the trailer and the wonderful art style just made me want to try it. Alas, I cannot recommend this game. The music is great, the story might also be good, but after an hour of gameplay, I just couldn't go on. The horrible controls, and the often very obtuse puzzles just wasn't fun. This game could have been another good Little Nightmares type game, but it really needed more time to polish up the puzzles and very clunky controls and bugs. Thankfully I got it on sale, but even still, I wish I had waited for an even steeper sale.
When Tarsier created Little Nightmares 2, they stated in interviews and at press events that they'd learned some valuable "what not to do" lessons regarding depth perception when they'd developed the first game. Shoving my way through Daydream: Forgotten Sorrow this week, it was frustratingly clear that this dev team had no such trial balloon to look to, to iron out kinks. For every clever idea the game presents, it self-sabotages with sudden-death drops and critical items only interactive from EXACTLY one angle and no others, with no reliable way to discern what's upstage or downstage of your character. And oftentimes it occurs during speedy chase sequences where precision is required, which quickly rings the death knell for fun. The depth perception is almost wholly unreliable and based on guesswork; whoever designed the hang glider sequence, in particular, seems to have just guessed at every possible juncture, and then simply expected me to do the same when playing. "Die forty times, and then get inscrutably lucky on your forty-first attempt, with no idea what you did differently" is not competent nor trustworthy game design. Also, not to sit here and lob cheap shots while it's down, but the game's Steam page wants me to believe I just played a game about "memories of a dying man" wherein I'm supposedly "assisting Griffin to shed the remains of his miserable life before his impending demise." All I can say to this is that if the developers earnestly believe they conveyed this plot through the actual game, their next at-bat needs a more talented writer, alongside the other shortcomings I've already mentioned needing shoring up.
If I had a physical copy of this game I would have given it to my dog to chew up so one of us would of gotten some enjoyment from it, should have respected the mixed review. I had constant bugs, level resets, the story was hardly noticeable (the name/discriptions) of achievements had more information than the game, the game it self felt like it was only play tested by the same people over and over and never had anyone run into any new problems. the art was pretty. the puzzles would have been decent if I wasn't running into bugs and was just over the game.
yapımda ve yayınında emeği geçen herkesi tebrik ederim yrrak gibi oyun olmuş
I disagree with the mix rating the game has. It is not that bad. I enjoyed playing it. Yes, there are some bugs and the controls are a bit crooked in places, but overall I can name my experience with the game as pleasant. It is a nice onetime journey.
Wow, this was a pretty good game! Bit challenging in places but otherwise I quite liked it. Imagine Little Nightmares and Trine had a baby, and it married It Takes Two, took away the co-op component and then added a bit of jank to the gameplay, just to remind you it isn’t really a big budget game. Biggest gripe is probably the lack of discernible shadows, which for a 2.5d and sometimes 3d game with platforms etc, you misjudge things. Visually appealing and although the story was a bit incoherent, having that npc with you all the time made it seem more cozy. Recommended, maybe pickup on sale though. I was gifted this, so not sure how much I’d pay for it.
I played the Prologue and really enjoyed it, but then I totally forgot that the game was coming out and missed it on release. Finally got around to buying it and playing it yesterday and I was so incredibly disappointed. I really wanted to like this game. I didn't expect it to be exactly like Little Nightmares, but I was definitely drawn in by the obvious inspiration. I was trying to be open minded and not judge it against that game though. On its own, it's got cute graphics/character design, a great atmosphere, and great music... but the pros seemingly end there. Outside of that: [b]Story is lacking.[/b] The overall idea of the story was good, but upon finishing the game I was just confused and incredibly disappointed. [b]Direction is lacking.[/b] Objectives are not always clear, and indicators are inconsistent. Sometimes you're looking for fireflies, sometimes butterflies, sometimes glowing blue, or it's red, yellow, a white streak, or in one case a green bush (why?!) was the indicator... The inconsistencies lead to confusion and needlessly being stuck in areas for way too long as a result. When everything is those colors and random non interactive objects use similar vfx, it doesn't help you figure out the priority/direction. [b]The buddy mechanics are frustrating and don't always work properly.[/b] From having to press the interact button multiple times to get them to do the requested action, to indicators not even showing up unless I'm standing in the perfect spot or the character is in exactly the proper place, it's incredibly frustrating when you literally rely on the buddy to do a task to move forward. Even moreso when the challenge is timing specific and their delayed walking/interaction causes you to fail over and over. This game would have definitely been better if it had the option to play co-op with a human partner instead. [b]Grabbing and clambering are incredibly inconsistent and sometimes require pixel perfect positioning to get them to work.[/b] Two of the most frustrating examples are the floating box in the water when you have to climb up to the ledge on the left (why not just raise the water level a smidge or make the grab area wider?), and the teeter totter with the jump pad UNDERNEATH IT (why not put the jump pad ON the teeter totter's left platform to help prevent this issue?). [b]So many bugs[/b] I can ignore a minor bug here and there, some clipping/collision issues - whatever it's not a big deal. But the bugs I encountered severely impacted my ability to play, from panning the camera off nearly into space and not coming back for a whole minute, to locking my character in a grabbing pose and being unable to get out of it until mashing buttons for 30 seconds, I was growing increasingly frustrated and finding it hard to continue the game as it progressed on and the bugs became more frequent and more detrimental. Overall the game just feels unfinished and clunky. I can't really recommend the game in its current state, but I really do hope they make more of an effort to fix at least some of these issues in the future, as it has a lot of potential. P.S. Dear devs, PLEASE add in the ability to disable rumble on controller. Not only is it way overused in this game, but it's also incredibly buggy and has a tendency to get stuck on FULL BLAST. I had to disconnect my controller multiple times to make it stop. If you have it as a feature, you should also have the ability to disable it.
Very good story and gameplay. Similar with Little Nightmares which makes it very enjoyable, light horror and sad ending.
とても幻想的で美しい作品ではありましたが、いかんせん理不尽な落下が多いです。 ステージ外への足場は見えない壁がある割に、ステージ中の穴や崖はとても足を踏み外し易い仕様です。 まったく堪えてくれないので少し斜めに入ったり、軸がズレたりすると落下します。これがかなりのストレス。 カメラが固定なので奥行きの軸が分かりにくいのもあります。 ステージクリアの謎(というか工夫)も、基本アクションに統一性が無いため、そのステージで唯一掴めるものを、 分かり辛いギミックへ対して、どこでどの方向へ投げるかとか押すか等、理不尽に分かりにくいものが多い感じです。 謎自体はそれほどなのに、操作しにくさと分かりにくさが難易度を上げている感じなのでゲームとしては微妙です。 とても美しく、しっかり作り込まれているのに勿体ない作品になってしまっています。 他にもムービーで"A"を長押しのガイドは最初、ムービースキップと気づかずスキップしてしまってました。 これも残念仕様。「"A"でスキップ」と書いていれば、ちゃんとムービー観るよ… クリアはしましたが、全実績解除まで頑張るにはちょっと楽しさが足りていません。
nice relaxing game
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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