
In the depths of a labyrinthine ruin, a young girl named Mion rises from a deep sleep. Lost, alone, and with no memory of how she got here or where her parents are, she is greeted by two fireflies—one composed entirely of light, and another who lurks among the shadows.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
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
[h1]可愛い女の子が悲惨な目に遭うゲームがやりたい[/h1] <昔買ってレビューを書いていなかった作品。通常のレビューより簡素> そんな気持ちで買おうとしたが「日本一か…日本一か~~~」と買う前から不安を覚えていた。 結局買ってプレイしたが「日本一だったな…」ですぐにやめた。 ゲームとして何一つ面白くなかった。
こんな不幸なゲーム体験はするべきじゃない。 何年も前のゲームに今更文句言ってどうなるものでも無いが余りにも酷い。 最初はパズルゲームっぽくて面白いのだが、途中からはずっと初見殺しのタイミングゲームになる。 所謂死にゲーとして売りたかったのならそこはいい、が余りにもリトライまでが無駄に長いのが最悪である。 例をあげるとただ歩くだけのマップからスタート、その後アクションマップという感じだ。 アクションマップから始まっても操作が必要になるまで1分程度眺めているだけの無駄な待機時間があったりする。 これが1ミス即終了、理由が謎であったり操作ミスであったりするとやってられない。 極めつけに2か所あるイライラ棒である。これが本当に最悪で私は2か所目の方で何度か失敗した後にやる気が無くなった。 何せ判定がやたら厳しい、というか怪しい判定とも言えるレベルで面白さに全く繋がっていない。 「マウス(あるいはスティック)の操作が精密かどうかだけ」というゲームの面白さとは?と疑うレベルだ。 こんなのは精々個人かインディーズの開発者が冗談で出す物であってそれなりのメーカーが出すのはお門違いだ。 普段は合わないゲームでもレビューなどせずただ止めるだけだが、ここ数年で一番最低最悪だった為に勢いで長文を書いた。 同じ不幸を味わう事が無いようにせめてもの忠告だと思ってほしい。
htoL#♥♥♥ is the first of NIS' icolike series, puzzle platformers where you must guide a defenseless NPC through a hostile environment. this first experiment is more or less NAVI SIMULATOR (or. well. tatl & tael simulator might be more apropos) wherein you assume the role of a zelda fairy lookin' firefly to guide world's saddest baby mion out of a bunker filled with deadly hazards and shadow monsters, while searching for clues as to what exactly happened here to cause This Whole Mess. i must clarify my thumbs up by saying that [b]this is a game for EXTREMELY PATIENT PEOPLE[/b], and/or people who have someone else to pass the controller to when they have hit their limit and are about to ragequit. i must ALSO qualify that htol#♥♥♥ was very literally made by TEN GUYS HIDING IN A BROOM CLOSET and that i find its flaws somewhat more forgivable & its accomplishments much more impressive in that context. this game's visuals are beautiful, its sound design is good, its concept is VERY COOL and its narrative is DOWNRIGHT GREAT... but its GAMEPLAY is FULL OF JANK. mion's hitbox feels unforgivably large to the point where she will die instantly if she stubs the furthest pixel of her little toesies or if the very tippy top of one of her antlers clips a hazard. the rng in this game is so unpredictable as to be actively hostile to progression, ESPECIALLY in some of the boss battles, one of which is pretty much a hollow knight boss conceived while hollow knight was still just a twinkle in team cherry's eye, and which has much worse move telegraphing because htol#♥♥♥ was made by ten interns hiding in a broom closet in between NIS' bigger projects. to paraphrase the words of youtuber harris bomberguy in his much beloved pathologic video, htol#♥♥♥ is a great game which i love, but it's also a terrible game that will have you ready to pitch your controller even if you're watching a youtube playthrough to find out exactly what you're supposed to do to solve a puzzle/survive a hazard/beat a boss. Ask Me How I Know Lmao so, why thumbs up it if its such a jank banquet??? mostly because its narrative is VERY COOL and if you like games with VERY COOL STORIES very patient gamers/gamers with a buddy to hand the controller to are in for a real treat. and if you are looking at this review and thinking "oh my god this sounds like a nightmare and i refuse to submit myself to this torture"... yeah don't buy this thing, but what you SHOULD do is watch a full playthrough so you can see the story secondhand. there's one in the steam guides, actually; if you know this type of gameplay is not for you, go check that out Right Now.
ポインターでキャラを誘導するゲームで、カメラが勝手に動いてポインターがズレるから全然違う行動をすることが多々あるのに、要求されることが逐一シビアでストーリーとキャラの魅力がどうでもよくなるくらいにはストレスしかなかった。 理不尽とか鬼畜とかではなく、単純に出来が悪い。
我竟然买了这游戏快10年了!但是快10年了,我从一个死宅变成了一个小女孩的爸爸,这款游戏都还没通关,说白了就是游戏太烂了,也就人物还算可爱,每次打开都玩不下去
htoL#♥♥♥: The Firefly Diary is a puzzle-platformer built around guiding a silent girl named Mion through a ruined, underground world using two fireflies. The concept is distinctive: you do not control Mion directly. Instead, you lead her with light and interact with objects through a shadow counterpart. This indirect control defines the game’s identity. The story is minimalist and told through brief memory fragments. These sequences reveal how the world collapsed and how Mion ended up in its depths. The narrative is intentionally sparse, relying on atmosphere rather than dialogue. It creates a sense of isolation and slow discovery. Gameplay divides into two layers. The “light” firefly moves Mion along paths, while the “shadow” firefly interacts with mechanisms when the environment shifts into a silhouette view. Puzzles revolve around timing, positioning, and understanding cause-and-effect across these two modes. This structure is clever but demands precision. Controls are the largest source of difficulty. Mion moves slowly and cannot react quickly, which means mistakes often result in instant failure. Some puzzles require tight timing that can feel unforgiving. The game expects patience and repeated trial-and-error. The art direction is the standout feature. Hand-drawn backgrounds, muted colors, and dim lighting build a haunting atmosphere. Character animation is subtle and expressive despite minimal detail. The world feels melancholy and fragile, which supports the narrative tone. Audio design reinforces the mood. Music is sparse, with ambient sounds carrying most scenes. This amplifies tension, especially in danger-based puzzles. When music does appear, it highlights emotional moments in the story fragments. htoL#♥♥♥: The Firefly Diary succeeds as an atmospheric puzzle experience with a strong visual identity. Its indirect control scheme is original, though sometimes frustrating. Players who value mood, artistry, and deliberate pacing will find it memorable, while those who prefer responsive action may struggle with its demanding precision.
最悪…理不尽すぎる…
[h1]Review for Those Who Are Hesitant to Buy This Game[/h1] The game has neutral reviews, but don’t miss out on this experience give it a try! It has a very creative and interesting story, featuring two different endings. The world in which the game takes place is highly interpretative you need to pay attention to the details in the environments, the memories you collect, and try to find meaning in everything. The bosses are fun, although I find the final boss to be way too long (taking around 10 minutes to defeat with only three mistakes allowed). I almost lost to it, even with a friend helping me on call. I admit it was a good fight, but unnecessarily long. [h2]Problems[/h2] I believe the biggest issue with this game is Mion’s responsiveness and the overall slow pacing. Because of these factors, you’ll die a lot and have to replay some long sections, either due to autoscrolling segments or just because the game itself is slow. This really affects the experience, as the game isn’t easy—you’ll die a lot until you get the hang of each stage. [h2]Conclusion[/h2] I recommend this game for those who have patience, as the experience of exploring the environments and discovering optional areas is very rewarding. Not to mention that Mion is super cute, the art is gorgeous, and the story is really creative!
400円だから買ったんですが、難しすぎます しかもそれが操作難度(ゲーム自体)の問題です 3-2のキノコは1秒猶予ないんじゃないかと思うくらいにはシビアです 常に移動に関してイライラするので、仕事してる時よりストレスを感じました 難しいだけなら構わないのですが、せめてキャラはストレスなく滑らかに動かせるとか こんなに動かしにくいなら時間にシビアな所は作らないとか せめてどっちかであるとか・・・難易度設定できるとかあればよかったんですが・・・ 正直どうしてこうなったんや?という思いが強いです
Игра кажется миленькой, но у игры зубы похлеще чем у саблезубого тигра. Очень необычная вещь - непрямое управление персонажем, исследование уровня, тайминги, четкая координация, путешествие по теневому миру - японцы умеют удивлять. Но ласт босс создан садистом - запомнить силуэт босса в маленькой щёлочке за 0.04 секунды - это уже за гранью добра и зла, прошёл только с записью экрана и то пересматривать пришлось буквально покадрово. Мион миленькая, но очень медленная - имейте ввиду, управление поэтому довольно вязкое. Иногда фейлишь просто потому что спрыгнуть с ящика занимает секунду времени. Тру энд = сбор всех ростков (воспоминаний). Пропустил хотя бы один? Ничего, в следующем прохождении соберешь, а пока держи бэд энд. Но атмосфера и история (а есть ли тут вообще история? скорее фрагментарный сторителлинг через воспоминания и окружение) очень необычные. Такие игры редки сейчас, поэтому ценителям рекомендую. Остальные скорее всего дропнут на первых уровнях/боссах
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