
Walk as Lula, on the path you choose, as she journeys to discover the meaning of the Genie and fulfill her destiny.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Significiantly better than the first one. I'm a stickler for playing games in order, and played the first one before this, and I was absolutely confused the whole way through. This one is better, with two paths to take, a more full achievement list with a couple of missables you have to keep an eye out for. It took about 2 hours of walking through each path to beat the game, so 4 hours total playtime. The first was only about 40 minutes, so this one is significantly longer. The graphics are about the same as the first one, just walking through pretty mountainous landscapes. Theres a random cute dragon in this one as you are climbing the final mountain. He doesn't do anything but make you long for skyrim cause this is a walking sim. Imagine having to walk from one end of the map to the the other in Skyrim without having anything to fight. That's about what this game felt like. At least the story was more coherent than the previous, with the main character talking about her past the whole while you are walking.
take 1 hours to finish this game BY WALKING!!!!!!!!!OMG
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I like walking simulators. The fact that this game is one is not the problem. It is clear the game did not have a huge budget and was made by a very small number of people, which is also fine as this can give a game a sense of charm. The problem with this game is that it's entire focus is walking through a landscape and listening to triggered dialogue, and the landscape and the dialogue is uninteresting and makes no sense. There is no incentive to explore. Any asset that isn't part of the natural environment feels awkwardly pulled from an asset pack and dropped into the world. There's no reward for exploring, either physically or mentally, because the creator expects you to stick to the path. The dialogue feels like a 14 year old whipped out a thesaurus and wrote, what they thought, was poetic and philosophical prose, when in reality, it's grandiose nonsense. Finally, the nail in the coffin is that you're given a random 50/50 choice early on without any information. Follow the "wrong" path and you'll be lectured at the end of the game. If this choice had been presented to the player with some context then the final reveal would have held more weight. This game is only for people who are in the mood to feel the way they felt in English Lit as a teenager when they thought their lofty writing was actually good and not incredibly cringe inducing. I hate to be so negative because I love to support small creators and never expect perfection from them, but this game actively made me mad and felt like nails on a chalk board
To begin, I'll say what I did find good about this game: it was really pretty. I enjoyed walking through all the different environments, looking around, and especially catching sight of the dragon. Now let's get onto all the things which spoiled this experience. 1) It's a slog. I played nearly 3 hours and didn't even finish one path. (I didn't get much further past the dragon, had to stop to go to bed, and never picked it back up again. I'm not a masochist.) There is no map, and I have terrible - I mean TERRIBLE, non-existent - spatial reasoning, so I can get turned around within 2s flat just by stopping to look at a pretty flower. The path was mostly obvious - until points where it wasn't - and there are many places along the route which look quite similar (just think how easy it is to get lost in the real world when hiking), and where two completely opposing directions are both uphill. So I found myself reversing my route more than once, and having to retrace my steps after realising - or reaching one of the very rare 'you can't go back further this way' natural barriers. At a couple of points in the game, the character tells you you're going off-path, so WHY COULDN'T SHE SAY I WAS GOING THE WRONG WAY?! There is no running. At one point I got stuck in 'crouch' mode and didn't even realise, which slowed the whole experience even more horrendously. Why is there a crouch mode, you ask? Because you can't actually stop moving, so you need a slower movement rate for when you want to take in the scenery. It's less 'crouch' than 'dawdle' mode so it's not immediately obvious since normal walking isn't a great deal faster. It's not really an issue when you're going forwards enjoying the unfolding sights, but when you're lost and trying to backtrack it's a nightmare. And there are some distinctive landmarks, but they are spaced out so that you can spend a long and frustrating time walking back and forth between them. I also managed to get stuck in a couple of places (between trees or rocks) and had to go back to the nearest save point, which are also few and far between and give no hints as to which way you should be going when you return to them. I'd say that a good third of my time was spent in this sort of frustration rather than looking around, and the fear of getting turned around stopped me from exploring quite as much as I would have liked to. In short, the game both encouraged and punished exploration, which is mind-blowingly off-putting. 2) There was a nice little progressive story, narrated by the character, which explained the world and her (your) place in it, but this was utterly ruined at several points by the narrative switching to the most pretentious and nonsensical philosophical "poetry" I have ever had the misfortune to listen to (you can't turn this off and anyway, you don't know when the story might resume). My feeling was that the poetry had suffered from translation and perhaps was better in its original language, but if that original language was in fact English, all I can say is that the author should not attempt it again. My English is excellent but I would swear some of the words were made up! It would have been awful even at a poetry recital; it had no place in a game, or on a ramble through the countryside, whichever you take this game to be. It honestly felt as though I had been click-baited into playing just to be forced to listen to the creator's 'creative genius' because it was the only way they could obtain a captive (and non-consenting) audience. If it was intended to be filler for the unrolling story, it would have been far better just to maintain the ambient peace of the environment. Between the getting lost and this pontificating irrelevancy, I was near to tearing my hair out. I cannot stress enough how much both of these factors stopped me from wanting to return to this game, or made me feel that I wasted the 3 hours I had already spent on it. Even a promise of getting to meet the dragon at the end (there was no such promise) would tempt me back, and nobody is more obsessed with dragons than I am. 3) Rather more minor, but still detracting, issues:- There are several landmarks which are buildings, with what look like quest items inside - shiny, spinning, out of place beacons to the inquisitive - like a giant lollipop or a glowing carrot. You cannot get to these items. You cannot interact with them in any way. There is no explanation. They have no intuitive meaning relating to the storyline (or the appalling poetry). They look like models which were intended to be used, but the game was finished and put out before anyone could actually get around to coding. They were jarring, ridiculous and pointless, and didn't even have any aesthetic merit (most background scenery is 'pointless' in game terms, but it provides valuable enrichment). You have a command for interacting with key items. At no point, as far as I got, was I required to use this command (and believe me I tried, especially around the phony quest items and other interesting features). Doing a little post-play research, I discovered that there is only ONE POINT in the ENTIRE GAME where this command is used. I don't think I need say much more about that... Finally, in a game which requires little more than walking (automatically) along a given path, listening to the narrative and appreciating the scenery and quizzical landmarks along the way, you suddenly come upon what is probably the only platform style jumping obstacle, AND IT IS REALLY, REALLY DIFFICULT! No warning. No practice with other jumps along the way. No narrative link. No reason for it to exist, honestly, since at other points when they really don't want you going back any further they just put in a steeper uphill bit that you can't navigate. Why, in the name of SANITY, does this jump exist? By this point you've spent hours walking and getting lost and you just want the game to progress somehow, even slightly, and suddenly you realise that in order to get through that arched hole in some rocks, you have to take a running jump off this particular rock, with the angle just right, and oh yes, don't forget you can't actually run. It took me several attempts and never have I had to undertake anything so pointless in a video game before. Several people would have quit at this point, but I am stubborn, and I was not going to be turned back by a difficult jump. I made it through. I might as well not have bothered. To summarise: if you can get this game on sale, a short ramble around appreciating the graphics is probably worth it. Maybe. Unless you can find any other pretty game with both nice (and at this point in technological progress, almost certainly better) graphics AND stimulating gameplay. Or, you know. Go outside. The real world is even prettier, and harder to get lost in. You can also avoid the would-be poets.
My thumbs up for this game is tentative. I've followed this dev for years and enjoy his work, but this isn't among his best games. Pros: The world is vast and beautiful. As with nearly all of this dev's games, this is a walking simulator in the original sense of the term. You walk, explore, and listen to the story unfold. If you require more action than that, you won't enjoy this title. But if you appreciate beautiful, relaxing games, you may like this one. I'd recommend beginning with one of his other games, though. Cons: There's no way to control the speed at which you move, and when the game forces you to walk, it's excruciatingly slow. The world is enormous, and there are special things you can discover if you venture off the path. However, when you move so slowly, there's not much incentive to explore because it takes forever to return to the path, and you may not have even discovered anything interesting. Be careful if you do explore. It's easy to get stuck, and then you'll have to reload the last checkpoint. The narrator's voice is clear and pleasant, but she has no emotion at all. It just sounds like she's reading a script. The voiced story often gets sidetracked by long, poetic musings. It'd be better if the narration either focused on the story or on poetry rather than mixing them. That's just my opinion, though. The ending of the first path I took was... not good. It was sort of cheap and disappointing. This game included a surprising number of missteps, but no game is perfect, and one can't be too critical of a walking simulator that fulfills its purpose with gorgeous visuals.
Это пожалуй самая отвратительная и нудная бродилка-тупорылка. 2.5 часа просто одного хождения - все. ущербная история или "повествования" о которых рассказывает закадровая баба. Я пожалел не один раз запустив эту игру. Будучи выбивателем ачивок и таким же как я советую -ЗАБЫТЬ ПО ЭТИ ИГРУ НАВЕКИ ВЕЧНЫЕ. 0 из 10 убитых скукой коков. Рейтинг Топ 1 - самая отвратная игра на прохождение.
In the beginning I was full-on prepared to say that this is the best Bodur game I have played yet (after Bottle, Chionophile and Drizzlepath) but the more I experienced, the less I liked it. Let's start with the good bits: - the voiceover is mostly good, some weird pronunciations and emphasis but overall quite well done - the music is good and fitting, though towards the end sometimes so loud that it's hard to hear the voiceover - the world is well designed and looks quite pretty - there is more of a story to the game - some of the thoughts are quite interesting - there are two slightly different stories to experience But with all this good comes hell of a lot of bad: - there are weird parts of the world that are never once mentioned in the story, statues that don't fit into the rest of the world at all - the caves are UGLY - the STUPID jumping parts - your character randomly runs, you can't control their speed at all, which is unfortunate if you have to jump across several stone things and she just starts sprinting halfway through and you have to start over; the walking speed is just too slow - the two paths take ~75 and ~90 minutes which is WAY TO LONG, after 45 hours you just want it to be over - the goal is always to get to the mountain of fire. you pass a vulcano but the "mountain of fire" is covered in snow and has no reason to be associated with fire in any way - the charcter models are ugly and don't fit in with the rest of the world - during the voiceovers you are sometimes shown pictures. those cover your entire screen and it's almost impossible to continue walking because you can't see the path anymore - sometimes you can't walk up the path until you find the sweet spot, otherwise you just walk against an invisible wall or start sliding down again - the ending of both stories is perhaps the stupidest ending they could have thought of, it did not fit in with the fantasy or whatevery kind of world they created before - the ending is probably what ruined the game most for me Edit: ignore the extra playtime, I was waiting for the cards :D
Общие впечатления от игры ужасные. Начну с окружения оно выполнено просто ужасно, красивого здесь очень мало. Тут просто набор пикселей особенно при освещении там просто квадратный пиксель и много мыла ужас. Может для 16 года было нормально, но многие игры которые вышли ранее выглядят гораздо лучше. Потом главная героиня или рассказчица, настолько всё монотонно и без эмоций, что быстро теряешь интерес к происходящему, я лично был рад, когда ее голос на 0 поставил. Ещё во время повествования иногда вылезали рисунки и ты либо стоишь или просто идёшь вперёд в слепую и я иногда просто сбивался с пути или вообще уходил в другую сторону, что очень раздражало. Единственное что можно выделить хорошее это сюжет и его развязка, героиня хоть и говорила что-то умное и философское, но в основном она говорит много воды. Канцовок тут две в зависимости куда вы пойдете. И ещё это режим дракона, где он прокатит вас по всей карте, но это открывается после второго прохождения. И хотелось сказать, что столько времени на эту игру нужно потратить это не нормально, она выглядит как загатовка или не доделаной. Разработчики реально считают, что человеку захочется 3 с лишним часа ходить и разглядывать мыло? Мне лично хотелось по скорее, чтобы она уже закончилась и сама героиня так говорит ближе к концу и тут я с ней был согласен на 100 процентов. Интерес быстро теряешь и становится невероятно скучно. В итоге я не рекомендую эту игру , особенно любителям симуляторов ходьбы.
boa música. maravilhosos cenários, mas as imagens mais distantes ficaram esquisitas, como os gráficos dos personagens. Muito legal de ter dois caminhos. A música do anterior era melhor. e este é bem mais narrado =.
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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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