
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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Languages: English, Japanese
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If I had a nickel for every time I huffed, sighed, clicked my tongue, rolled my eyes, and said something along the lines of "No, Mion." or "Wait, Mion." I think I'd be a rich man. [h1]My Experience[/h1] A young girl wakes up in a mysterious ruin, and has to find out how to escape from there with the assistance of two fireflies. Hotaru No Nikki is Puzzle platformer where you try to lead the girl around threats and obstacles... Very frustrating threats and obstacles. So as I expected considering other NIS games I played, the art is gorgeous and the characters are cute. The art has a really nice hand-drawn, sketchy feel to it. I don't have much to say about it. Sound effects are pretty 50/50 on the other hand, most are stock and are sorta there, a couple are really annoying even if I turn the audio down. At my 2k resolution, there was some really weird object pop-in so I had lower it to 1080p. It's one of those games where widescreen ends up showing more than what the player is meant to see so keep that in mind. The game is focused around indirect control. You don't play as the girl, Mion, but rather the pair of fireflies leading her, Lumen and Umbra. So for the most part the puzzles are mainly about navigating and platforming. Lumen leads Mion to interact with objects or go in certain directions, while Umbra uses the shadows to interact with objects. There's a lot of gesture/context controls like this, but it occasionally leads to issues like trying to make Mion flip a switch but she's standing so close to it that instead it makes her sit down. Most puzzles felt annoying. There were moments where I felt clever, like one puzzle that required me to take advantage of a monster's shadow at the last second in a way that allows Umbra to move to activate an object. But otherwise, really frustrating stuff. An early example is a maze where you walk over a button to open a gate on the other side, then you have to navigate that maze and hit switches as you go as quickly as possible before the gate closes. I'm not even sure if that's a puzzle or did I have the wrong expectations. The game's pacing is generally slow. Mion's walking speed covers a short distance of around 3 Mions per second according to my non-existent calculations. It makes the game feel more like it's trying to be a survival horror game, but without the survival or horror, just tedium. Overall, it felt like I was fighting with the controls honestly. Remember, you don't control Mion, you control the firefly Lumen, which Mion follows. You could put Lumen on the other side of the screen and then watch Mion walk to catch up with Lumen at a brisk pace. All of this while several puzzles require precise timing and movement. The Chapter 2 boss was incredibly frustrating due to RNG being involved. It's a simple boss fight you've probably seen before - Wait for an opportunity, then use that opportunity to push a bundle of dynamite in front of the boss. This is where the RNG kicks in. One of the boss's attacks is to try and bite, so when he eats the dynamite it explodes and damages him. He has two other attacks. One where he roars and causes debris to fall down from the ceiling, and another where he uses a flamethrower to burn a small area in front of him, a small area which is also the same area he could bite. The flamethrower can blow up the dynamite which forces you to go back and get another bundle. He did the flamethrower attack 5 times in a row and didn't bite once at all during that cycle, to the point I was starting to think that I somehow broke him with my several fails and that he will just never bite again. Worst part is that the solution to that boss was something I had to look up a guide for. Everything in the boss fight had basically set my mind to think that I was supposed to only use Lumen and keep moving Mion around, and on occasion I had to get Mion to take cover under a turned-over cart. I got to the finale of the boss fight several times but never understood what I was doing wrong in that last segment even though I tried to run away from the threat and take cover. Turns out the solution was to use Umbra at the last moment to interrupt the boss's final attack to win. I never had to use Umbra up until that point in the fight, seriously? Start of Chapter 3 just flat out broke me. The story is wordless as far as I've seen. There's memory fragments you can find throughout stages that you can go out of your way to acquire to see short scenes. I can't say much else on the story as I didn't progress enough in the game. It's worth noting that this is a port of a game originally meant for the PS Vita, and apparently it's missing some cutscenes and videos that are important to the story. [h2]Conclusion[/h2] I don't recommend htOL#♥♥♥: The Firefly Diary, AKA Hotaru No Nikki. The game is difficult and challenging for all the wrong reasons. The controls and puzzles aren't exactly engaging, they're more tedious, slow and frustrating. It feels like I'm wrestling with the game and not in a fun way like controlling a tank or a big truck. That, and it's a PS Vita port that is missing vital story content which is another primary attractive factor the game has. I went to read through other reviews that put more hours than me because I wanted to see if maybe the problem is me, maybe I'm not the intended audience, or something else, but my complaints are echoed by other players, and the mixed rating speaks for itself. So, I ultimately made the decision to drop the game. The game will test your patience. Make of that what you will. [i]Please remember to check other reviews to make a properly informed decision about purchasing this game. I am but one man speaking from my own experience and with my own preferences.[/i]
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
クリア日: 2017/10/19 👍️
Bad
I never could get into this game. The character moves very slowly it makes the gameplay boring. I also have no idea if this has been updated or not, but when I first picked it up, the translations were really bad.
补票
Terrible game. If the hairline leeway between success and dying isn't enough, the controls are clunky. It's probably one of their earlier works that are very unpolished. Less of a skill game more of grinding to get the right angle to narrowly squeeze through the thing to avoid 1 pixel of spikes
htoL#♥♥♥: The Firefly Diary, developed by Nippon Ichi Software, Inc. and published by NIS America, Inc., is a strikingly unconventional puzzle-platformer that leans heavily into atmosphere, symbolism, and emotional storytelling rather than traditional gameplay satisfaction. From the moment the game begins, it establishes a somber and mysterious tone, placing players in control of a fragile young girl named Mion who awakens in a decaying, labyrinthine ruin with no clear sense of identity or purpose. Rather than guiding her directly, players influence her movements through two fireflies—beings of light and shadow—creating a layer of detachment that reinforces the game’s themes of vulnerability and control. The central mechanic revolves around manipulating these two distinct entities, each tied to a separate “layer” of the world. The light firefly allows players to guide Mion through visible terrain, while the shadow counterpart interacts with hidden elements in darker spaces, often altering the environment in subtle but crucial ways. Progression depends on understanding how these layers overlap and influence each other, resulting in puzzles that require careful observation and experimentation. This dual-world system is conceptually strong and often clever, but it also introduces a level of rigidity that can make solutions feel more like deciphering a specific sequence rather than creatively solving a problem. What defines the experience most, however, is its oppressive sense of fragility. Mion is completely defenseless, and the world around her is filled with hazards that can end her life instantly. From lurking creatures to environmental traps, danger is constant, and failure is frequent. The game embraces a trial-and-error structure that can feel punishing, especially when paired with controls that occasionally lack precision. While this design reinforces the intended tension and helplessness, it can also create moments of frustration where progress feels less like mastery and more like persistence through repetition. Narratively, the game takes a minimalist approach, offering very little direct exposition. Instead, it relies on environmental storytelling, fleeting imagery, and fragmented memory sequences to gradually reveal its underlying themes. As Mion ascends through the ruins, players begin to piece together hints of a darker story, one that touches on loss, suffering, and psychological trauma. The lack of explicit explanation allows for multiple interpretations, making the narrative feel personal and open-ended, though it may leave some players wanting more clarity. Visually, htoL#♥♥♥ stands out with its storybook-inspired aesthetic, blending soft, almost watercolor-like character designs with bleak, decaying environments. This contrast between innocence and desolation is one of the game’s most effective artistic choices, creating a constant tension between what is seen and what is implied. The sound design complements this beautifully, using subdued, melancholic tones and ambient effects to maintain a quiet but persistent sense of unease. Together, these elements form an atmosphere that is both haunting and memorable, even when the gameplay falters. Despite its artistic strengths, the game is not without its shortcomings. The control scheme can feel awkward, particularly in sections that demand precise timing, and the reliance on trial-and-error can disrupt the pacing. Some puzzles lack intuitive clarity, leading to moments where players may feel stuck not because of difficulty, but because of unclear design. These issues prevent the game from reaching its full potential, especially for those who value mechanical polish and fluid gameplay. Even with these flaws, htoL#♥♥♥: The Firefly Diary succeeds in delivering a unique and emotionally resonant experience. It is less concerned with being traditionally “fun” and more focused on evoking a specific mood and telling a story through abstract means. For players who appreciate experimental design, atmospheric storytelling, and games that challenge conventional expectations, it offers something genuinely distinct. However, those looking for smooth controls, clear progression, and satisfying gameplay loops may find it difficult to fully enjoy. Rating: 7/10
良くも悪くも日本一ソフトウェアのゲームって感じ
Нормальная игра.
とても難しかったですが珍しいゲーム性や キャラクターがかわいくて楽しめました!
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