
From the team that re-imagined The Secret of Monkey Island™, comes Lucidity, an addictive puzzle platformer set in the surreal childlike dreamscapes of the little girl Sofi. In this challenging puzzler, it’s your task to keep Sofi safe as she drifts deeper into the strange new world of her dreams.
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Languages: English, French, German
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Соскучились по Красной Шапочке? По правде говоря, не всё столь однозначно. Да мы играем за маленькую девочку в красной шапке..но кто знает..:) Обычный платформер, нам нужно провести нашу Шапочку (??) от начала до конца уровня ставя различные элементы: блоки, лесенки, пружины и т.п. Однако очень качественно сделано оформление игры в виде сна-сказки, чем она и подкупает, художники действительно молодцы, плюс заглавная музыкальная тема хороша. Найдите всех светлячков и приведите девочку к её няне! 6 из 10 :)
[MINOR SPOILERS for the very beginning of the game] Lucidity would simply be about grief and loss if it were a book or a movie. The protagonist, Sofi, is a young girl who loses her grandmother and then determinedly journeys to find her while struggeling to come to terms with her death. Lucidity is a not passive linear media, however, but instead is a game, and its specific gameplay is very much about quick thinking and adaptation, as the player is asked to help Sofi navigate constantly changing environments using a continually randomized set of tools. These themes from story and gameplay seem to be oddly paired, especially at first. As the game begins, and Sofi starts marching forward on her own, the player is taught how to use certain tools to keep her safe until she reaches the end of the environment. Sofi is not entirely helpless (she’ll climb up small rises with ease), and the game might look much like it belongs in the platformer genre when viewed from a distance, albeit one that plays itself. If left alone, however, Sofi will die, and on later levels, die often, falling victim to giant enemies and treacherous falls. It will be up to you to keep her away from those living dust bunnies and spiky pits by placing things like staircases, fans and slingshots in her path, enabling her to jump and climb past danger. Lucasarts described Lucidity as a “challenging puzzler,” and, well, I agree. The puzzle to be solved is fairly straightforward: get Sofi to the end of the level safely, navigating through a sometimes dangerous environment and around always dangerous creatures. I think it is important to point out that this particular puzzler does not derive its challenge from obscure solutions or mind-twisting scenarios; indeed, the game thrives on offering the player a multitude of solutions at any given moment. If the ground is covered in deadly plants, you might slingshot Sofi past them, build stairs to let her climb over them, place a jump pad to let her climb to a higher level of platforms, or bomb the plants out of existence. All of these actions would probably work with some degree of success. The challenge lies in choosing the best solution with the current tools available, and then in implementing the solution before Sofi runs into danger. The time pressure makes the relatively straightforward problem solving thrilling. Lucidity deals with is treatment of grief by cleverly separating the bereaved character from the player, casting the player as the one helping the main character through her pain. The player must continually adapt while the playing field and pieces change, as Sofi must learn to adapt to the concept of death. The symbolic journey does falter a bit toward the end as the narrative pulls apart from the gameplay, unfortunately. There are a few technical quirks that impact the experience enough that they bear mentioning. Because gameplay essentially involves placing level pieces on a grid, a gamepad offers a smoother experience here compared to a mouse (having a mouse cursor constantly snapping to a grid is an alien and unnerving sensation).
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I only needed ten minutes with Lucidity to see what it was all about. Some games are like that, they put everything they have right out from the get-go and don't ever push past that foundation. Lucidity certainly starts with plenty of promise in its storybook world and charming presentation. It's just when you actually get down to playing it that it falters. The game opens in a quaint little house on a hill, where a little girl lives with her doting grandma. Your wee lass nods off while reading tales of adventure, and dreams of traveling to fantastical faraway lands. This is where the action is, in the dreams of this young lady, and it's up to you to help her get through her adventure in one adorable piece. And maybe collect some fireflies, too! I'm sure that all sounds peachy until you play it. See, Lucidity is one of those platformers where you don't actually control your character. Sofi (her name is Sofi, I had to look that up) trundles along to the right at a steady clip, only stopping if she literally runs into a wall. Otherwise she'll happily plunge off a cliff or smack face-first into a dream wasp. There's no jumping, no ducking, and while we're on the subject there's no way to speed up her slow stroll, either. To help her not toddle into certain death like an idiot, you get to place objects in the world that protect her. These include planks and stairs to walk on, springs and fans to launch her, and bombs that can clear enemies away and take chunks out of solid surfaces. You don't get to place these freely, though, because each item is chosen for you, one at a time, Tetris-style. You can bank one item for later use but in general you're going to be working with whatever the game decides to give you at the moment. I suppose this could work with some clever level design but that's the last thing you're going to get here. Levels are vast expanses of blocky platforms and pits of death and enemies that require some quick thinking when placing objects. Honestly placing objects is always going to require quick thinking, because as slow as Sofi is she doesn't tend to give you much room to work with on her teeny-tiny platforms hanging in a deadly void. There's a huge amount of vertical space to explore as well, with elevated areas that you're only going to get to with a lucky combination of springs and fans anyway. The end result just isn't any fun, and it's dragged even further down by a conspicuous lack of polish. The art style is a flat papier mache style but coupled with the sharp, straight lines that comprise platforms, levels end up looking like cheap vector art. Some of the backgrounds are nice to look at but others feature some terrible and distracting color combinations. The worst offender is your own interface, with flat yellow silhouettes for your objects, and flat blue silhouettes for the ones you place. It seriously looks like placeholder art, lacking any sort of effects or continuity with the world. Platformers with indirect control are always a dicey proposition because the threshold for frustration is so much lower. You feel like most of the game is out of your hands, leaving you to simply react to what someone else is doing. Something like Kirby's Canvas Curse worked wonderfully because you had a huge amount of control over your character and the world around him, just in an indirect manner. That's not at all the case here, where you can't even choose how to save Sofi from her own stupidity, you just throw whatever you have at her and hope for the best. Coupled with the unpleasant level design and inconsistent art, Lucidity is more of a nightmare than the dream walk it's supposed to be. Did you enjoy this review? I certainly hope so, and I certainly hope you'll check out more of them at https://goldplatedgames.com/ or on my [url=http://steamcommunity.com/groups/audish#curation]curation page[/url]!
I think I deserve some kind of medal or accolade (some free games, perhaps?) for playing this one more than half-way through. Honestly, I try to be open-minded, tell myself I'm maybe not PRECISELY the intended target audience, blah-blah-blah, but this game is ultimately just frustration in digital form. The premise is to help a little girl skip her merry way through myriad imaginary landscapes, using conjured-up items (such as staircases, giant slingshots, bombs, etc) to provide her safe passage and remove obstacles and enemies from her path. Easy enough at first, but as it progresses, your chances of making it through seem more and more dependent on the sheer blind luck of what useable imaginary object spawns for you next. I don't think I've ever groaned so many times in my life, and I don't even mean big, expressive, exasperated groans...just very small, noncommittal, "Oh God, do I have do this bit AGAIN?" kinds of groans. Honestly, my main criticism is that I can't quite imagine exactly WHO the "target audience" for this product even is, as it's clearly aimed at kids, but surely way too challenging and puzzle-oriented for the average six year-old to successfully negotiate. A game for overgrown, forty year-old, game-addicted losers, perhaps? No, wait, that would mean that I of all people should have enjoyed it; which frankly, I didn't. This just wasn't much "fun", I'm afraid, and I finally allowed myself to throw in the towel after dying in the exact same spot more than ten times in a row (something I will more than happily tolerate from a really good game, like Limbo or Tales From Space: Mutant Blobs Attack, but not from the more middling likes of this). I'm almost tempted to give this a thumbs-up irrespective, in acknowledgement of the fact that it's not so much an "incompetent" game, but merely one not suited to the likes of Yours Truly. Yet I honestly find it hard to believe that ANYONE is gonna get much pleasure from this, no matter what their age...which arguably doesn't make it a very successful "game", period. If I ever have kids, I might force them to play this one for an hour whenever they're naughty. "BEHAVE, OR I'LL MAKE YOU PLAY LUCIDITY FOR AN HOUR!" "NO, DAD, PLEASE...NOT LUCIDITY! PLEASE DAD...I'LL MOW THE LAWN...DO THE DISHES...BATHE THE DOG...BUT NOT LUCIDITY, PLEASE!!" That oughtta learn 'em. Verdict: 4.5/10.
大二的时候玩的,当时还是从verycd上无聊找的资源,挂电骡下的。 小红帽找外婆的故事,一个不太长的不难的童话游戏,很暖,墙裂推荐。
I wanted to like this game but it is terrible. A polished turd. An otherwise solid game set back by a completely broken game mechanic. It's a nice idea but just doesn't work. This should have been canned when the first playable prototype was made. I can only imagine that the team didn't realise this until there was too much invested in it.
I have this game in my Steam library for quite some time, probably since around release date in 2009. I could still remember it vaguely but I knew I did not play it much (Don't look at my hours played, game got stuck in the background). Obviously, there was a reason for me to abandon this game so quickly back then and since it's made by LucasArts I decided to give it another go. The story of this game is quite sad; it's about a little girl dealing with the loss of her grandma, at least that's what I understood from it. The gameplay of this game is also quite sad; It's a platformer on-rails in which you throw in some stairs, jump-platforms and bombs to get through the level. A bit like Lemmings if you will, only now you are just one girl, you get the picture. Often objects also get misplaced or you are waiting for the right object to appear which can get frustrating. There are also some enemies ranging from frogs and fishes to orbs... nothing spectacular. The game can be quite easy or quite difficult (as in time consuming) depending on how you play the game. Let me elaborate; The game can be finished in like an hour if you just try to finish the levels/story. If however, you decide you want to replay the mostly boring levels to find all the stars to beat the achievements, it can take quite some time. There is no way I'm going to do this. Graphics are quite okay in my opinion, also nothing special. Overall; not the worst game ever. It had some pretty good ideas just failed in the execution in my opinion.
Kinda-frustrating puzzle platformer where a little girl keeps walking and you throw The Incredible Machine-style props down to assist her. Add in some Rare-level collectable hunting made more irritating by the fact that your props are randomized, and it's a game that's going to be somewhat skill-based but just heavily weighted by the RNG to whether things go smoothly or you pull your hair out for one more damn firefly.
이거랑 비슷한 게임이 있습니다. 슈퍼미트보이, VVVVVV 등등. 죽고 또 죽지만 부활한다는 점에서 비슷하죠. 다른 점이라고 한다면 이건 주인공을 움직이는 게임이 아니라 발판을 이리저리 설치해야 한다는 것입니다. 그래서 이게 재밌냐구요? 아메리칸 맥기의 앨리스 시리즈를 재밌게 하셨다면 이 게임도 재밌습니다. 아메리칸 맥기의 앨리스가 어떤 게임이었죠? 게임 플레이 그 자체가 훌륭하기보단 전체적인 분위기가 끝내주는 게임이었죠. 그래서 일단 전 추천을 누르긴 했습니다.
En un momento donde los juegos indies empezaron a revelarse como la alternativa creativa y barata a los juegos más tradicionales, Lucasarts sacó este juego. Una buena premisa que ha sido torpemente ejecutada llegando a decepcionar.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.