
“Lona: Realm of Colors” is a point and click adventure in nature focusing on art and narration instead of fetch puzzles and dialogue. Each level is an abstraction of Lona’s story and it is up to you to bring peace and balance to her painting and find out what has happened to her.
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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
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
Really disappointing. Game has adorable graphics, and the music is chilled, but these are about the only things going for it. Lona is a static puzzler, not in any sense a "point and click adventure". There is no character who walks around, no dialogue and any story such as there is is impressionistic and implied. Each puzzle tableau has a light/dark side, which is to say that there are two images based broadly on the same picture that you click between. Collected objects can move between these two images until the overall tableau is solved. Depending on how you count these there are only seven or so, typically with only one significant puzzle each and a little bit of shuffling things around. Click boxes are often far too narrow and sometimes unintuitive, for example something with a clear point, such as a key for a lock, often reacts at the centre of the cursor rather than at the tip where the key/object would naturally be inserted, although this isn't consistent either. There is no penalty for clicking everything and often that seems to be about the only practical way to move forward - turn on autoclicker and wave mouse around until something is picked up or reacts. Solutions are rarely signalled in any way, and far too often what should be intuitive is unintuitive for no apparent reason (eg applied anticlockwise, and only anticlockwise, despite nothing else in the screen working the same way). Assuming that you don’t get stuck on one of the horrible puzzles the game is only good for about 60 minutes, which in the end turned out to be a huge relief.
I am one of the original Kickstarters and waited nearly 4 years for this game. Played it in on go in about an hour. A lot of the time I was just klicking cluelessely everywhere. because there is no hotspot indication. It gets more and more frustrating. The train level was so bad in that regard... I did try several times to put the drawing on the window, because I tried every spot in that level, because there was nothing else to do. But the hotspot recognition did not work. Or the spot is really, REALLY small... even when I looked up the first playthrough on Youtube, and I was sure what to do, it still took me several minutes to get this two(!)-klicks puzzle to work. I still enjoyed the methapors because they resonate on an emotional level with me. Also, the artwork and music is really good. But why did nobody test the UI/UX? Or was it an artistic decision? Or just to keep the playtime from becoming even shorter? They put so much effort in this artistic game and nearly ruin it because of these solveable problems. I don't get it.
I enjoyed the animation, and the visual story-telling was decent enough, but for a game that only has about 1 hour of content, I spent half of it just hunting for unfair hotspots, if not more. Sure, looking for objects in the picture is part of the genre, but at the same time, if the game is doing a poor job at getting my attention with color-coding, I end up clicking on every part of the screen. Maybe you could make a cursor shine if you hover over something interactive, I felt like I had to click on everything, most of the 'interactive' objects don't stand out from the environment. Even if I knew the answer, I often overlooked the area which I already inspected - it should be more consistent with the area of effect. I thought most of the puzzles were extremely vague, sometimes I would solve the puzzle by accident, despite not knowing the solution before and after. Now I don't expect realistic logic in a surreal game, but I expect the game to be intuitive and not just make progress because I clicked on something at random. The game has an interesting gimmick where every level has 2 sides that I think represent 'acceptance and sorrow', and it's somewhat incorporated into the design of the puzzles - granted, I didn't like the way it was handled in the UI. I don't have too much to say in regards to the visual story-telling, I didn't mind it, but it's also a very overused theme these days, and while it had a decent atmosphere to it with the whole melancholy, it just didn't impact me in the end. Speaking of the ending, that felt very abrupt to me, I don't know, maybe it could use a few scenes for the closure. I didn't like that you had sound effects for some actions, but not for the other, and I wish you looped the music in a less distracting manner. I also noticed that when you start the game again, it will lock out the chapters that you already completed, but why, if I already beat the levels before, just keep the shortcuts. [h1] Pros: [/h1] [b] The visuals [/b] - I very much enjoyed taking the screenshots and the cool transitions between the worlds, especially the cat animation, it reminded me of 'GRIS' because it has that watercolor feel to it. Many games do it these days, but I still enjoy it, you essentially double-up on the game, and it creates some creative ideas for the puzzles. [h1] Feedback: [/h1] [u] Polish issues [/u] - some scenes have a foreground overlapping the cursor or an object that you move. Also, sometimes the cursor just goes away, and you have to click several times to get it back. If you change the world too fast it can create some strange glitches, for example, the game will think that you are in the last picture, and you can interact with objects from the previous world. If you start a new game, all the levels will be locked even if you already beat them. On a side note, I felt like the game didn't have enough sound effects for every action, and in general, I wish you looped the music without stopping the soundtrack. [u] Hotspots [/u] - I really think you should make the cursor shine if you hover over something interactive, or at least make it optional for the player. Some hotspots were a bit small, and the odd thing is that you have many of those with the decent area, but then some hotspots are just tiny, and I overlooked them despite knowing where it was. [u] The puzzle design [/u] - I know the game was not tested enough, partially because you would have fixed the foreground problems if it was, but also you would see that people click everywhere when the puzzles don't make sense. The puzzles were not difficult and you can brute force them eventually, but from a visual standpoint, you as a developer have to make sure that player does need to click everywhere, you can do better color coding with objects, or just make the areas of interest stand out more from the environment. As I said, I don't mind the surreal theme of the puzzles, but you should test the game more internally and see which puzzles don't feel intuitive. [b] Overall Thoughts: [/b] I would not be so hard on the game if the price was lower, but for such a short game you left too many polish issues, even those layer overlaps. I don't mean to be a Captain Hindsight, but this is why you need to do more internal testing, that way you would find those foreground and hotspot issues before the player does. Overall, I would enjoy the game even if it was very short, granted for $11 it should be a bit longer, and too many things felt distracting to the experience. [code]Review By: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
Lona라는 여자아이의 이야기를 두 세계를 통해 표현하는 짧은 포인트 앤 클릭 게임 이 게임은 스팀 페이지의 소개란에 써져 있듯이, "게임 내 인벤토리에서 아이템 조합 및 아이템 가져다주는 노가다 & 게임 내 대화" 보다는 "아름다운 그림 및 연출들" 로 Lona의 이야기를 전달하는 게임이다. 즉, 게임 내 언어는 거의 나오지 않으며, 대신 예쁜 그림들과 다채로운 세계들을 통해 Lona가 보는 세계를 서술 및 그녀가 무슨 일을 겪고 있는지를 모호하게 보여주는 게임이다. 일단 이 게임의 장점 두 개를 뽑자면, 보는 맛이 있는 비주얼과 연출 & 두 세계를 넘나드는 게임플레이 메커니즘이다. 전자의 경우 스팀 스크린샷과 위에 적은 설명을 보면 이해할 것이다. 후자의 경우는 하나의 세계를 고양이와 까마귀의 눈으로 볼 수 있다는 점인데, 고양이는 (좋은 의미에서의) 혼돈, 수용, 그리고 빛에 관련된 시각, 까마귀는 우울, 거부, 그리고 어둠에 관련된 시각으로 세계를 본다. 이 때문에 게임 내 하나의 세계는 두 가지의 다른 시각으로 경험할 수 있으며, 하나의 시각에서 다른 시각으로 변경하며 오브젝트가 변화하는 과정 및 이를 이용해 퍼즐들을 푸는 게임플레이 메커니즘 자체는 나쁘지 않았다. 문제는, 이 게임에는 이 두 장점이 커버할 수 없는 문제점들이 많다는 것이다. 이들을 서술하자면 : 1. 게임 내 매끄럽지 않은 부분들이 있고, (게임 진행을 막는 버그 수준까지는 아니지만) 좀 더 다듬어질 필요가 있다. - 게임 내 인벤토리가 없기 때문에 아이템을 클릭하면 커서가 아이템을 들고, 이 상태에서 고양이 또는 까마귀의 시각으로 세계를 보기 위해 고양이나 까마귀를 클릭해야 하는데, 이 부분에서 오브젝트 버벅임 및 클릭이 기묘해져서 여러 번 화면을 클릭해야 다시 게임이 작동하는 불편함이 있었다. - 오브젝트를 들고 있는 상태로 컷씬이 진행될 수 있는데, 이때 배경이 오브젝트 위로 투영되는 시각적 글리치가 생길 수 있다. - 몇몇 컷씬들은 클릭을 안 해도 진행되는데, 몇몇 컷씬은 클릭을 해야 진행된다. 개인적으로도 게임 시작에도 어 왜 엔터를 눌러도 진행이 안됨? 이러고 있다가 클릭을 여러 번 하니까 비로소 진행이 되는 걸 보았다. 이게 게임 끝까지 이렇기 때문에 오토클리커를 켜야 하나? 라는 생각이 들 정도로 게임 진행이 안되거나 연출 / 컷씬이 느리게 진행되면 무지성 클릭을 하게 되었다. - 또한, 몇몇 오브젝트들의 경우 히트박스가 다른 오브젝트들에 비해 작기 때문에 더더욱 게임 진행을 위해 무지성 클릭이 요구되었다. - 게임 내 한 레벨에 오랫동안 있다 보면 음악이 반복 재생되는데, 몇몇 레벨들은 반복 재생이 매끄럽지 않다. - 이 외에도 (다른 스팀 친구 제보에 의하면) 게임을 깨고도 레벨들이 잠겨 있는 버그가 있다고 한다. 2. 퍼즐의 난해함, 그리고 포인트 앤 클릭 게임에서 보이는 고질적인 문제인 "어디 눌러야 함?" - 게임 내 도대체 어디를 눌러야 진행이 되는지 애매한 레벨들이 많다. 도대체 뭐가 오브젝트이고 뭐가 배경인지 헷갈리기 쉬운 레벨들이 초반에 많으며, 이 때문에 퍼즐에서 막힌 게 아니라 퍼즐은 다 풀었는데 오브젝트를 못 눌러서 진행을 못한 경우가 꽤 있었다. 최근에 나오는 게임들은 명확하게 무엇과 상호작용할 수 있는지 표시를 해주어서 친절한데 (예를 들면 커서를 상호작용 할 수 있는 오브젝트 위에 올리면 커서의 색깔이나 모양이 바뀐 다던가, 화면 우측 상단의 버튼을 누르면 상호작용 할 수 있는 포인트가 어디 있는지 보여주는 경우이다.) 이 게임들은 그런 게임들과 비교하였을 때 퇴보한 느낌이다. 이 때문에 위에서 말한 무지성 클릭을 게임 내내 화면에 두고두고 해댔다. - 퍼즐들이 난해한 게 몇몇 있다. 여기서 난해한 퍼즐들은 위에서 말한 "오브젝트와 상호작용을 못해서 못 푼 퍼즐" 이 아니라 "무슨 오브젝트와 상호작용 해야 하는지는 아는데 이게 뭔 퍼즐이냐?" 인 경우이다. 대표적으로 (스포일러이긴 하지만) "11,12,92" 퍼즐과 "색연필로 색칠하기" 퍼즐이 있었는데, 전자의 경우 스팀 토론에 정답이 있는데 진짜 어거지로 만든 퍼즐이라 생각이 되었다. 후자의 경우는 무지성으로 색칠을 하다가 어찌저찌 풀렸는데, 논리가 명확한 퍼즐도 아니고 그냥 운 좋게 얻어 걸렸다는 생각밖에 들지 않았다. - 혹시 몰라 명시하지만, 이 게임의 퍼즐들이 추상적이라 비판하는 것이 아니다. 추상적인 일러스트에 잘 만든 퍼즐게임들은 많은데, 이 게임은 초현실적인 일러스트는 잘 살렸지만 비직관적인 퍼즐 때문에 비판을 하는 것이다. 3. 그런데 가격이 왜 이래요? - 많은 "예술적인 게임이" 플레이타임에 비해 가격이 비싸다는 것은 안다. 그런데, 이 게임은 위에서 말한 문제점들 때문에 완성된 대작 퍼즐 / 포인트 앤 클릭 게임과는 거리가 멀다. 가격이 비슷하면서도 초현실적인 퍼즐 / 포인트 앤 클릭 게임들인 Gorogoa, Fran Bow, TOHU 등등이 게임플레이적으로 / 스토리적으로 더 재미가 있었다. 즉, 정가에 사서 위에서 서술한 경험을 한 게 편안한 경험이 아니라 찝찝한 경험이었다는 것이 마음에 들지 않았다. - 플레이타임도 가격에 비해 매우 짧다. 게임을 다 깨는 데는 45분 정도가 걸렸는데, 솔직히 게임 진행을 하는 도중 막히지 않았고 술술 진행했다면 이보다도 더 빨리 게임을 깰 수 있었을 것이다. 위에서 말한 게임들은 적어도 플레이타임은 2시간은 넘겼는데, 가격 / 완성도 대비 지나치게 짧은 플레이타임이 아닌가 싶다. 결론적으로, 시각적으로는 즐거울 수 있어도 게임플레이적으로는 즐겁지 않은 게임이며, 출시 당일 정가로 사서 할 게임은 더더욱 아니다. 굳이 하고 싶다면 세일을 많이 할 때 + 게임 내 컨텐츠가 많아져 플레이타임이 길어졌을 때 하는 것을 권장한다. 여담) 개발자 말로는 나중에 업데이트로 업적을 추가한다던데...... 이 때 괴랄한 업적 추가하기만 해봐라 진짜
Очень приятная эстетичная игрушка со сложным (и в то же время простым) сюжетом. Вероятно каждый её воспримет через призму собственных взглядов, но мне она понравилась оригинальной графикой, подачей сюжета и саундтреком. Рекомендую.
想来想去,还是打一个红评吧。一共也就没几关,卡关了挺多次,还碰到了不少要求我S/L的bug,有时我还必须Alt+F4强退重进才能修复一些更难缠的bug;“retry”这个按钮似乎没有一点作用,而结局报幕时的动画也似乎有点问题。 我也许会希望那只猫咪和那只乌鸦能够让她明白,让她去和生活中的挫折与痛苦去共存、去平衡。然而,本作容不得我过多的猜想,便戛然而止了。画风、沉浸感和剧情上的温柔含蓄和旁敲侧击,也许能够补救谜题设计上的缺陷,但如此糟糕的优化恐怕让本作较为突出的特点都难保。
Graphics and animation are amazing. Story is nothing original. Music is pleasant although it doesn't loop quite right in one place. Most of the puzzles are fairly straightforward but there are a couple that make very little sense and you end up clicking everything like a maniac although you'd do that with oldschool point and click games too. It's a short game which I like. Oh, it's also unapologetically girly just so you know what you're getting into. I like the cat. The cat is cool.
i was one of the backers for this as a kickstarter, and let me tell you i've been so excited to see this game come to be. and it didn't disappoint. this is a quick little game; it took me a little under two hours to complete and i think i only got hung up on two puzzles. but being short and sweet isn't a downside or anything. if you're looking for a calming game, have an appreciation for illustration and 2d art, the atmosphere and design of this game is seriously so gorgeous. i'd say it's one of those games that needs to be felt more than "played", if that makes sense. you're thrown right into it with no narration or controls and just left to explore the environments you find yourself in. the music is beautiful, yet somewhat solemn. and some of the images you encounter are striking and eerie. despite the simple gameplay and that the puzzles aren't different every time, this is absolutely a game i can see myself coming back through when i need some comfort, some inspiration, or just kind of need to wallow in an unnamed emotion for a little while. maybe it's my own experiences with art, with depression, and with loss, and a combination of the three, but i really had a sense of understanding while making my way through the chapters. great job, spacefox. quick as it was, this was well worth the wait. thank you for the experience and the peace.
Quand on participe à la campagne crowdfunding d'un jeu indé, on ne s'attend pas forcément à un triple A. Mais quand on attend 4 ans, que la responsable du projet pond des excuses minables (qui ne ressemblent pas à des excuses, juste à un caprice), que l'on n'obtient pas les récompenses promises de backers ... on espère quand même que le jeu, la base de ce qu'on a financé, vaille le coup ... A mon sens, non. Alors, oui les illustrations sont jolies, belle ambiance, mais c'est vide, un storytelling assez simpliste issu de personnes (ou d'une seule personne) qui pensent ... que l'on pense comme eux. Pourtant il y avait matière à faire, avec l'alternance des "mondes" lumineux et ténébreux, et toute l'histoire tournant autour du deuil. Mais du point de vue jeu pur, c'est un puzzle game pas du tout intuitif. On finit par cliquer partout, tous les objets, pour voir ce qu'il se passe ... Et un certain ras-le-bol s'installe assez vite. Je n'ai pas pu le finir vu qu'il a crash, et rien n'y fait, impossible de le relancer ou de réparer les fichiers, même après réinstallation ... EDIT : ne cliquez pas sur la rubrique "extra" pour lire les crédits, ça fera crash le jeu 1 fois sur 2 ... il faudra le désinstaller puis réinstaller ... EDIT 2 : J'ai finalement réussi à le finir, et juste ... ok. Ah. Bon. Euh. Non mais c'est pas possible d'avoir passé autant de temps à développer ça. Bref ... Un arrière-goût d'enfumage et surtout d'inachevé pour un jeu [livre d'illustrations] qui a mis 4 années à sortir et qui suinte la mégalomanie. En l'état, impossible de recommander ni même de réussir à apprécier le jeu. Je pense qu'on peut se contenter des screenshots de la communauté, l'expérience sera aussi bonne. Je ne veux même plus en entendre parler.
Doesn't take long to play, but the artwork is lovely and the pacing is slow and meditative. Don't expect much in the way of puzzles, this is more about the (wordless) story.
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