
How to Say Goodbye is a beautiful narrative puzzle game inspired by picture books. Reorganize the environment and solve puzzles to help a group of ghosts on their quest to finally move on.
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About
THE JOURNEY OF A LITTLE GHOST
How to say Goodbye tells the story of someone who has recently been turned into a ghost, lost in an unfamiliar world populated by disoriented spirits.
In this narrative puzzle game, move the decor to help the characters escape the liminal world in which they are lost. Help them on their quest to move on and escape from the grasp of a mysterious Wizard.
A PUZZLE GAME BASED ON WORLD MANIPULATION
Overcome tricky grid-based puzzles to lead the ghosts onward and travel through more than 15 chapters, from your kitchen to the moon.
Solve numerous conundrums in a universe inspired by illustration and great classics of children's literature (Tomi Ungerer, Tove Jansson, Antoine de Saint-Exupéry, Maurice Sendak...)
A STRONG AND UNIQUE THEME
A poignant puzzle game that deals with grief with kindness and subtlety
Save your friends before they disappear forever
Guide the ghosts out of the strange world in which they are trapped
Meet various characters, help them find peace and mourn their own death
Unveil the secret of the Wizard and the Spleens, the misguided spirits that haunt the other side
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Portuguese - Brazil*languages with full audio support
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 lost my mom two months ago i cried while playing the game and still do writing this very beautiful game
How to Say Goodbye is a short but emotionally powerful puzzle game that handles grief with care and elegance. The art style is gentle and symbolic, perfectly matching the theme of letting go. It may be brief, but it leaves a lasting emotional impact.
So...this game is fundamentally a sliding block puzzle game. It really looked to me like it was going to be a little more story-forward and hit feels on some level. Which it...just didn't for me. It's cute, but I found the experience just a bit empty. Nothing wrong, but something missing.
How to Say Goodbye is a mobile app that's been dumped on Steam as if it was a real PC game (it's not)... it's a cash grab from greedy mobile devs. This mobile app is an interactive art exhibition where you take on the role of a dead French person and must guide the ghost through various grid pathing puzzles to get to the afterlife from purgatory. While the presentation, as an art piece, seems reasonable for a mobile app, it doesn't look anywhere as good as games like Expedition 33. Also, this is a mobile app that's pretending to be a PC game when it's not, and this was done purely as a cash grab. So, it's hard to describe this as a game, the focus of the product is more like that of a mildly interactive "art" experience, there's only minor, shallow and uninteresting gameplay elements. The crux of this is to push a mediocre "experience" at gamers of the kind you would normally see in a public art gallery on amateur week. It's true games can be art, that's where the pinnacle of technology and design meet, this fails at both. The Mona Lisa wouldn't be hanging on the wall at the Louvre if she was drawn in crayon on a bar mat. It's true that games can be art, of course... art is where the pinnacle of creativity, craftsmanship and expertise come together to form something greater than the sum of its parts. This product does a poor job of all of those three. The Mona Lisa would not be hanging in the Louvre if she was drawn as a stick figure in crayon on a napkin. Trying to address social issues through the medium of video games is misguided and can be harmful. While it's plausible to suggest the intention was noble, this can do more harm than good. Game developers are not professionals in areas of mental health and social problems, and when they use video games to pretend they are, this can cause far more harm than good. It's my opinion that it's improper to use video games to push political or social agendas. Apart from the harm such hamfisted attempts at addressing social problems can cause, this offers zero benefit to PC gamers. People suffering from health issues or other social problems should seek out professional help rather than going to crap shovelware video games attempting to get sales by exploiting such problems for their own benefit, as is the case here. From a technical perspective, as a mobile app, this doesn't meet basic minimum requirements that most PC gamers expect as standard. While there are options to change the resolution for the game, all this does is scale up the simplistic 2D art assets used to make the game, which makes little or no difference to the graphics quality. Without any other substantial graphics tweaks, it's not possible for gamers to improve the lacklustre 2D visuals. The game features somewhat lazy, simplistic "retro" looking 2D graphics, of the type you normally expect to see in low effort Flash/browser games and mobile apps. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. Because this is a mobile app, it carries a number of deliberate design deficiencies. Compromises were made to cater to the iPhones that the game was designed for. These are unfortunate handicaps and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was an afterthought for the iPhone developers who are to blame for this. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for mobile phones forces upon a game. Once more, mobile devs have made gaming worse for everyone. I didn't spend thousands on building a gaming rig just so I could pretend it's an iPhone. These flaws make this mobile app fall far short of the professional standards we expect from a modern PC game. The poor quality of this mobile app is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was [b]only 19 players[/b]. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 130 million gamers on Steam and well over 140,000 games for gamers to choose from, the overwhelming lack of interest in this low quality mobile app is to be expected. Let's talk about price and the value this represents for us gamers. Should you buy this mobile app? Is it among the best the Steam catalogue has to offer? This happens far more often than it should. Greedy mobile devs are attempting to scam PC gamers. On Steam this costs $13 USD, yet on the app stores it's only $5 USD. That is more than TWICE the price you can buy it for on the app stores. Mobile devs must learn PC gamers are not here to be gouged, and can't be expected to pay a premium for a mobile app just because it's been lazily dumped on Steam at an inflated price. This is unacceptable disrespect for PC gamers. Because this is a mobile app priced to gouge PC gamers, and because of the other defects, it's impossible to recommend. For comparison, the $13 asking price for this mobile app could get you games like "Phantasmophobia", "Halo: The Master Chief Collection" or "Valheim". Quality, professionally made games like those are frequently on sale cheaper than this. [i]They want $13 USD on Steam for a $5 USD mobile app!!![/i] Just who do they think we are?
非常好小游戏 谜题也很简单 [strike]毕竟我这样的啥比都能不查攻略过去[/strike] 音乐和美术渲染的氛围很棒... 很多场景的配色和互动细节也很喜欢 剧情更是津津乐道的 ”面对他人的死亡或者突然离去“ 话题 感觉这种话题真的很重要呢 依稀记得spiritfarer(也是讲 “how to say goodbye” 的游戏 特别高质)里结尾插曲有一句大概意思就是 “我们终究要学会如何道别” 但是滑动的手感还是怎么说的 反正就是有点差 拖动到屏幕边缘会有卡壳 以及有些章节中间出现的插图我还没来得及看完就过去了 不应该像是章节名一般按任意按钮后再跳过么 还有[strike]毕竟放库里吃灰不知道多长时间了[/strike] 我还以为本游会有中文的...当然有中文是锦上添花 没有也没关系吧?(主要是一排支持语言但是没有中文就有一点点难过啦——) (剧透注意)[spoiler]Tove和主角(就是开头玩家命名的那个死掉的家伙)相识、相知、做了好朋友, 又突然永远地离别.... 很好地诠释了已经阴阳两隔的朋友间的过程呢(我这个语言表达能力已经烂成啥了) 作为参与全程的玩家 代入感一定会很强吧... 个人认为这个无论如何都要学会的能力 还是早早地学会或者说在虚拟世界模拟几遍其实是挺好的 毕竟谁知道明天和意外哪个先到来呢(不过我觉得我会是那个先死的哈哈) [/spoiler] 就像最后一章的标题一样 IT'S OKAY TO CRY 生活还得继续 就请尽情哭泣和悲伤之后站起来吧 不过那个story模式我只找到了Senak(对不起我忘记具体怎么拼了我记性不好)的 可惜指南里没有这个攻略 我也不知道是不是只有ta一个人的uwu [strike]我可悲的已经烂掉的语言表单能力啊555[/strike]
6/10 制作完整 短小的滑块解谜 打折入合适 精巧的小品作,主要玩法滑块找钥匙进门。后期有两三个机制,但是整体难度很低 大多数都是试试就能过的难度。整体制作很完整,操控的其实是好几个幽灵,也说明了每个鬼的去向(有一个故事在额外内容里),算是完整的讲了个故事。 如何处理 接受死亡,是人类永远在思考的问题。游戏里就是因为难以放手所以才有了这一系列事情…不过这个主题只影响剧情线,和解谜完全没啥关系。这也使得剧情变成每个场景放一段文字告诉发生了什么,以及能够找到其他幽灵对话了解到底发生了什么事。互动上的演出很少,感觉很可惜…后期重复多了就像看ppt似的,看完去解谜 解完看下一张…… 以及感觉这个操作天然还是更适配触屏滑动…键鼠虽然很灵活没有啥bug,但是滑到边缘有时候还是感觉划不动…
很有意思的小游戏,我断断续续玩了大概两周才玩完
+ Unique art style and concept + Interesting puzzles - Dialogue is a bit childish for the subject matter? Maybe there's something lost in translation, but the lexicon level is like 2nd grade. The conversations between characters could be more meaningful.
A slow-paced, gripping and emotional story. It was made to be lighthearted but leave you with the painful answer of having to learn to let go. It is about how to say goodbye to the loved ones that you've lost. I truly recommend playing it, just for its message.
the game has pretty graphics and good background music. the puzzles are pretty easy, some are a bit challenging at times. i bought the game on sale for 75% off and i would say it's worth it on sale but not full price honestly. i enjoyed the game but the story was quite fragmented and hard to follow. the ending was like whiplash with no real explanation on what happened and no 'closure'. i assume that's because it's supposed to be an ambiguous ending where the player decides what happened. (that or i am slow to understand what was happening) i personally didn't like it because it made the whole story very lacklustre and confusing around halfway/three quarters of the way through. despite that i think the game was fun and worth the money (on sale). it's the type of game you either play a few times a year or once every now and then.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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