
a silly underwater point-and-click adventure puzzle game
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About
A blue jellyfish embarks on an epic journey to pick up his kid from kindergarten to come home for dinner. The journey, however, proves to be full of surprises and unexpected obstacles. The bus to the city breaks down in the middle of the "desert" (we are still under water mind you) and only you can figure out the way to make it operational again... just to discover that you don't have the money for the subway ticket... Maybe working part time in a restaurant will help? Maybe, but this is just the beginning. What other adventures await you in this underwater world of fun riddles and abstract humor? Nobody really knows... well, maybe except the Old Ones...
Meduziak is a laid back point-and-click adventure game inspired by the classics of the genre, especially the Gobliiins series. The game is mainly focused on solving puzzles to overcome the obstacles and weird problems of this deep sea realm. The game features:
"no dead ends" puzzle design: if you break an egg that you need, there will be a way to get another egg,
unusual inventory system: Meduziak puts on himself all the items he collects,
hand drawn animation: a major part of animations is made the classical way, with each frame being drawn individually,
original music and sound: all of the sound samples are “mouth made”, we do not use any objects to record them,
fun minigames: sometimes necessary for game progression, sometimes not at all,
no language: since the creatures of the sea do not speak any human language, all of the dialogue is symbolic,
friendly and cheerful atmosphere: kids like it very much, although, they will probably need help with the puzzles – we recommend playing the game together.
If you would like to immerse yourself in this epic journey, feel free to download the free demo of the game (about 60 min of gameplay). Saves from the demo will work in the full game.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Traditional Chinese*, Simplified Chinese*, Czech*, Danish*, Finnish* +91 more
Reviews
For an adventure game that nobody cares about, I didn't expect much, but I really enjoyed my playthrough. I felt the game was very playful with the puzzle mechanics, and the ocean-themed jokes as well. Also, the game is underwater, so the character has free vertical movement which contributed to creative level design. Current early access has 3 areas with about 10 rooms in total, so it's not very long (roughly 90 minutes of content with no hints), which according to the store page is half of the game. One thing that really impressed me is that all of the inventory items are equipped on the character instead of a traditional panel, so whenever you have to use the item you just drag it directly from what is on you; I must say I played adventure games all my life, never seen anything like it, that is very unusual. Something I feel is not very appreciated in good puzzle games is the way the game gives you feedback, and I always felt like this game was giving me just enough information so I am not lost, but also the puzzles were not obvious. I would say the game is even kinda challenging, there was a little bit of moon logic like in all adventure games, but aside from a few specific puzzles I didn't find it too frustrating. The entire game is pretty much visual storytelling, granted there is not a ton of story, just bubble hints and some silly interactions. I thought the game managed to be very funny without saying a word, I think you are doing a good job at making a game that understands the adventure game audience. [h1] Pros: [/h1] (+) The way the developer implemented the inventory system is very cool, the character just puts all of the items on himself so you can see everything during the animation, and you drag them directly from the tentacles. I am trying to think if any other game did that, but I can't think of one. I mean, technically speaking that is the best way to do it, you can always see what is on you so, no extra panels or anything. (+) I think you found a good balance between giving fair hints and making challenging puzzles at the same time, for the most part, I thought the game had very unique ideas, and good variety as well. On a side note, I like how the game was poking at me if I left something in a poor state, as if my character is too polite to leave something in chaos. (+) I personally thought the game was hilarious, very random and playful. [h1] Feedback: [/h1] [u] Nitpicks [/u] - I don't mind some slight moon logic, you will always have a little bit of that in adventure games, the only thing I would point out is that it's not obvious with some puzzles that something has to be done, for example, I could not see a lock on one of the crates in the tent, as well as the random bubbles from the character. The sugar puzzle was kinda weird, and maybe you should color-code the coffee and the noodle in the restaurant. [b] Early Access 5/12/2023 impression [/b] It seems like I am the first customer of this game, and I do feel the game is much better than that, it's doing everything that I love about silly and lighthearted games, very creative, very playful, and I like how it constantly rewards my interactions with animation. The highlight of the game was the inventory system, I have never seen it done exactly like that, it made the game very special. I don't have many negative things to say, just give me the other half of the game when it's ready, and I'll be happy. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
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So far I played a demo version that You could download from dev's site. Had a blast. The game has an awesome and unique artstyle (both animation and drawings) and character. The game is simple (in terms of mechanics) and universal, it will interest both adults and children. When I was playing it (and I am slow when it comes to adventure games) my 9 years old daughter was looking at the monitor from behind my shoulder and was giving me some pointers :) The story is also very endearing :) I can't wait to see what awaits the brave dad jelly... Meduziak in the next chapters that were not in the demo
The sounds are annoying and repetitve, the solutions to the problems are extremely unclear due to the complete lack of dialogue, some images are completely incomprehensible and everything felt more solved through pure trial and error than really solving it with more smart. The inventory system is extremely interesting at least. I don´t like ripping a game to shreds that has genuine investment from the creator, but it was not a pleasent experience.
The game puts you in the tentacles of a medusa who is asked by his wife to pick up their child from school and return home in time for dinner. What seems like a simple, everyday task quickly becomes far more complicated. First, the bus breaks down. Then, you realize you don’t have a train pass and must fake an ID, all while navigating a series of other unexpected obstacles. Gameplay follows the mechanics of a point-and-click adventure, but it is much more streamlined because everything is done with the left mouse button. Neither you nor other characters speak, so there is no traditional “examine” action to reveal information about hotspots. Instead, feedback comes entirely from images shown in speech bubbles, which indicate exactly what someone needs, what kind of problem they are facing, or what your medusa is thinking. For everything else, the medusa performs a default action. He will always attempt to interact with objects in some way—opening doors or containers, picking items up, or shrugging if he doesn’t know what to do. However, finding hotspots can be tricky, and it is easy to overlook something. There is no magical button to reveal them, so you must carefully move the mouse cursor over anything that seems interesting to see if it becomes highlighted. Beyond the colored highlight, no additional information is given, not even a word identifying the object. This can be a challenge, especially because some hotspots and items are very small. This design also affects item use. A particularly fun detail is that your character does not carry an invisible bag or pockets that hold an endless number of items. Instead, each item is held by one of his tentacles, tucked between them if it is long, or worn on his head or around his neck. To use an item, you simply click on it and drag it over the appropriate hotspot. Large items are generally easy to manage, but smaller ones held by the tentacles can be tricky because they are close together, making precise selection a bit of a hassle. You always need to wait for a highlight. If there is none, your medusa will simply move. If you drag an item over a hotspot that does not highlight, the item will drop in place. Fortunately, items remain where they are even if you switch screens, which is helpful since each location only spans a few screens. The game guides you through locations according to the story, so you never need to worry about missing something or backtracking. Everything needed to solve a problem is available in the current location. The medusa can swim freely, so nothing is truly out of reach. One small caveat is that some locations only scroll when you approach the edges, so your first move on a new screen should be to explore all edges, as more of the stage can be hidden. Finding the correct hotspot and item combinations is usually straightforward, though some solutions are unusual. The best approach is often to try every item on every hotspot. Certain situations require using items in a specific order or combining inventory items. Each location also includes at least one logical puzzle, such as a simple game of checkers, playing musical notes in the correct sequence, or serving guests in a restaurant. Overall, the game is not very long but is charming and enjoyable. Its lack of dialogue and reliance on single-action interactions encourage experimentation and creative item use so it’s possible to beat it quite nicely without getting stuck for long.
Funny and absurd game, perfect for playing with my kid!
A great game that is very similar of the good old Goblins on the Amiga.
Прикольная игра.
Забавный и интересный маленький квест, построенный на художественных принципах и методах, полюбившихся когда-то игрокам благодаря творениям студии Amanita Design. К лучшим сторонам проекта можно отнести: - Концепцию совмещения человеческого и подводного миров с домами для жителей, городскими автобусами, детскими садами и т.п.; - Звуковое сопровождение и музыкальная часть созданы с большой любовью, а потому очень гармоничны на фоне визуальной подачи; - На эмоциональном уровне игра создает уютную атмосферу, совмещая ее с ситуационным юмором. Есть и недостатки: некоторые предметы слишком мелкие и не понятные по назначению, одна из мини-игр для корректного прохождения требует "читерского" подхода. --------- ИТОГ: 8 тарелок вкусной морской капусты (с клюквой и маслом) из 10 возможных. Более детальный обзор (написанный с юмором, конечно же) опубликован на портале квестов Questtime: https://questtime.net/review/5652-meduziak.html
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