
Explore strange and wonderful islands and dark labyrinths below in this narrative puzzle platformer. Guide young mechanic Mo on her quest to repair a world on the brink of collapse. The powerful Omni Switch at your disposal may not be enough to fix the damage that hides beneath the surface...
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
#女性主角 #2D 一个关于放下执念的故事 绝美的类莫比斯画风和末日设定 (轻微掉san 有大量动植物尸体但不写实) 节奏非常慢 人物行动非常慢且操作设计很折磨 剧情不可快进需要大量耐心 没有章节选择 全成就需要二周目 一款非常磨练意志的小游戏 不过因为太喜欢画风还是好评 就这样颜控
Encontrei essa indicação nos confins da internet e inicialmente a arte/premissa chamou minha atenção então decidi aproveitar que tava em promo e adquiri ele. Apesar da mecânica ser um pouco repetitiva (o que faz muito sentido na história do game), a arte, história e trilha sonora conseguiram me cativar de uma forma que eu não posso descrever suficientemente, infelizmente não tem legenda pt-br, o que é uma pena pois, eu gostaria de sair recomendando para todos que conheço.
Minute of Islands is a phenomenal and emotional game that starts as what you think is a simple "you save the world" type of plot. I had played through the demo thinking this was a simple puzzle game with designs that remind me of the show "Scavenger's Reign" with some world-building added in. However, you quickly learn there is more to this story than meets the eye, building into an emotionally turbulent game that builds on the idea that no one should ever have to burden everything alone. You play as Mo, a girl given a unique tool used to rebuilt and repair a biomechanical world her family has lived in for decades and the Giants that power it. Using the Omni Switch, you visit to different islands to try and fix the machines holding back the Spores, fungi that are taking over everything as you know it. The further into the game you go, the more you learn about her family, history of the place she calls home, and about Mo. What seems normal on the surface does not always mean there isn't more going on, and the story reflects the inner turmoil plaguing Mo about her duty and her relationship with her family. The story itself becomes more significant as you continue to each new location, and you really get a feeling for how events can sway people in a particular direction. For the sake of her duty to the Giants, Mo has isolated herself, and with the isolation, her relationship with her family becomes more and more strained. The burden of her duty causes her to put too much on her shoulders in the name of protecting said family, and this game demonstrates beautifully how things can be misinterpreted, strained, and can lead to unimaginable despair. While the game itself is fantastical, the emotions and motives it introduces are much more common to experience, and the devs did a fantastic job with visualizing it. The game itself is pretty easy to learn, giving you commands when you need to use the Omni Switch and showing you what can be interacted with or where to go next. Much of the gameplay is story-driven with puzzle and explorative elements added in for extra background. Most of the puzzles are a decent difficulty, neither too easy they aren't worth completing or too difficult it gets frustrating. You also start off by exploring the largest island, then move to the smallest one which matches the tone of the story and its urgency. The game is also both mouse/keyboard and controller compatible, so there are options to play it based on preferences. The music is gorgeous to listen to, giving the right amount of atmospheric and emotional tones. Every island had a different theme to it, and the episodes brought on by the spores also felt trippy without being overwhelming. I also noticed that the music being played while underneath each island with the Giants sounded more ominous, which played a huge part in displaying how the isolation and mental turmoil was getting to Mo. In contrast, the music played on the surface was lighter and more nostalgic with the occasional sadder tune, especially when going through the memories of past experiences. The balance the music did a fantastic job in giving more insight into Mo's emotional state. The art style of this game, as I mentioned previously, made me think of the show "Scavenger's Reign", with all its fantastical creatures and the vibrantly diverse environment. Despite the struggle everyone on the surface is facing, much of the environment still is vibrant with some sort of life and use of color. In contrast, the underground where the Giants stay feels much more dull and ominous, using only a combination of greys, reds, and purples. These were obviously choices made by the devs to aid the player in figuring out part of Mo's inner turmoil and life choices. I am very thoroughly impressed by how much time, thought, and effort went into creating each of these scenes. Now, the achievements are a wonderful mix of easy to get (unmissable story events) and collectibles (memories or interactable objects). I personally would rate most of these achievements as easy, though they just take longer to get because they span multiple locations. I personally am a huge fan of the memories collected both on the islands (Remembering XYZ location) and underneath the surface (Compartmentalized). The memories gathered for these achievements greatly improve the player's understanding of Mo's emotions [spoiler]and in the case of the Compartmentalized achievement, really goes to show how negatively being isolated is is on her mental health and how much she's truly shouldering for the sake of keeping her family safe[/spoiler]. All achievements can be feasibly gotten within 2 play throughs. Overall, this game was phenomenal. There was so much more depth to it than I had initially expected, and every moment of playing this was worth it. While there really isn't any replayability to this since there is no deviation from the story, it really helps in understanding that there's nothing you have to do by yourself and is definitely worth playing at least once. This game has definitely made it to my favorite's list.
uidsan ch duusgasaan yooy
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旁白不能快进拖拖沓沓的 一定要过一些很长的动画 我这种急性子真玩不了一点,故事我觉得有很多不合逻辑的地方,游戏情感目的是啥。第二旁白说的话太pua我了 我接受不了 想回怼了 反正就是性价比不值得。我玩游戏是为了开心 满足 成就感,这些我一点没感受到
Cortita, preciosa, entrañable. Son las tres palabras con las que definiría la historia de este juego. Por lo demás, una aventura narrativa que se puede hacer algo lenta, pero que más que un juego, busca ofrecerte una experiencia.
Prawie 100 zł to trochę dużo i 7 godzin gry to trochę mało za taką cenę. Ale jak gra w promocji, brać w ciemno bez chwili wahania. Przyjemnie spędzony czas, piękne ilustracje i ładna muzyka. Gra o odpuszczaniu.
Great visuals and audio. Unfortunately the game itself is too irritating to play. Frequent narrated cutscenes is how this game tells a story so every time narrator speaks you'll have to put your controller down and wait until she finishes speaking. Add to that zero information cutscenes that show you the next place you're going to anyway. The amount of times controls are taken away from you is just criminal. The environments in this are such (and this seems by intention weirdly enough) that It's not intuitive what is traversable area and what is part of the background/foreground. Though to make this not annoying devs had to put white paint on every bit of climbable surface. So walking from one jizzed up edge to another and pressing jump+up/down is most of the what you would be doing in this game. Game description mentions puzzle platformer but they are so trivial it is more suitable to think of it as story-oriented walking sim. Speaking of story, while I didn't get impression that it's some deep psycho-analytical work, it is serviceable, some people might enjoy it. It is interesting tho that art of this game has lots of these small details spread throughout that it's sometimes overwhelming to look at, but they decided not to go a mysterious environmental storytelling route. At least letting narrator speak WHILE you walk around would be so much better. I didn't enjoy this one but still recommend trying(probably wait for sale tho) if you're just too curious about the game world from looking at screenshots and not turned off immediately by idea of frequent cutscene and loading screen interruptions.
[table] [tr] [th]WHEN[/th] [td] The Four Brothers have fallen ill and the spores they repel have taken hold [/td] [/tr] [tr] [th]WHERE[/th] [td] A plagued archipelago, a beautifully blighted mix of dead and dying [/td] [/tr] [tr] [th]WHO ARE YOU[/th] [td] Mo, an engineer responsible for the Four Brothers and, as a result, the lives of so many others due to her possession of the Omni Switch, destined for martyrdom. [/td] [/tr] [tr] [th]WHAT DO YOU DO[/th] [td] Use your wits and trusty Omni Switch to navigate this broken world and try to put it back together. Traverse the archipelago in search of ways to cure the Four Brothers and save you home. Only you can do it, you and you alone [/td] [/tr] [tr] [th]WHY IT'S WORTH PLAYING[/th] [td] Mo’s struggles with self-doubt, self-worth, and the chains of the past make for a poignant little story wonderfully realized in cel shaded glory. [/td] [/tr] [/table]
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Audience
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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