
A surreal dream exploration game, both beautiful and terrifying.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
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There was the great game called Yume Nikki that influenced many games and created many followers. This game is the most successful in coming close to Yume Nikki itself. You wander around strange and vast landscapes with no clue, acquiring mysterious objects and sometimes solving riddles. The graphics and music are varied and unique, and there are many surprises every time you switch between maps. Surrealistic images express well a psychological anxiety with environmental storytelling. By the way, it's so vast I keep wandering around, could anyone help me, please?
エンディングだと思われるものを見ることがとりあえずできましたのでレビューを書きます。 このゲームは「ゆめにっき」的だという意見から世界を歩きながら様々な芸術的オブジェを見て回る芸術鑑賞としての側面が一見強い様に見えますが、実際にゲームを始めてみるとゲーム説明にあるように謎解きがかなり多くあることやキャラクターから追われたり特定の物品を集めたりといったギミック要素などによりゲームとしての側面も強いことがわかります。つまりこのゲームは確かに「ゆめにっき」的ではありますが独自の謎解きギミックなどにより芸術的な面だけでなくゲームとしての側面でも独創的で個性的なゲームとして仕上がっています。 そしてそのゲームとしての要素も上手く出来ておりこの世界を引き立てるいい塩梅になっています。そう考える理由として謎解きが巧みに作られており、確かにゲーム説明にある通り手を取り導いてくれるような要素はないもののギミックがその世界だけで完結しているためある程度うろうろしていれば自ずと理解でき、またギミックの解き途中でキャラクターなどに捕まり起床して戻されたとしてもギミックがリセットされず元の場所に戻れば継続するようになっていることや謎解きのないアクション要素はリスタートが早くなっているなどのギミックに関係のないストレスを少なくする工夫がなされているためゲーム全体として集中してギミックや謎を楽しむことができます。 こういった理由から知的好奇心を満たしつつ達成感も得ることができる大変面白いゲームだとおもいます、購入に悩んでいる方の参考になったら幸いです。 [b] それと皆さん忘れがちもしくは見逃しがちですがMキーで動きが速くなります。[/b]
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 21 reviews with recorded playtime.
Черговий клон Yume Nikki й можливо я б поставив палець догори, але ніде не згадати гру, з якої запозичено більше 70% всього - ні, вибачте, це не чемно. Я засуджую. Так, візуал повністю перероблений (себто купа локацій це та сама YN, просто з трохи кращою обробкою) й виглядає файно, але запозичення очевидні а те, що було додано "від себе" не компенсує ніц. Також тут забагато спроб налякати й всіх оцих сцен погоні, щоб спокійно досліджувати світ, та й кнопка пришвидшення героїні не працювала, тож я швидко знудився й забив. Купувати (нагадую, що оригінальна гра й переважна більшість прямих її наслідувань - безкоштовні, ця - ні) радив би виключно якщо ви не награлися в римейки оригіналу, або вирішили пограти в них усі.
[quote][i]This is a spoiler free review. It's accompanied by a (mostly, marked) spoiler-free video review that can be found [b][url=https://youtu.be/Ga5p-SrOfpk]here[/url][/b].[/i][/quote] [b]In summary, I can recommend this game, and as a numerical score I’d give it an 8/10. The game successfully establishes a layered atmosphere of beauty and terror through its visual and audio elements. Additionally, it does execute on environmental storytelling without much sacrifice. Negatively affecting the game have at least one extremely punishing section and some confusing Points of Interest.[/b] [h2]Introduction[/h2] [b]♥♥♥♥♥ ni[/b] (lol it’s censored, “Sni” for short hereon) is the first release by developer and self-publisher LuN and takes some heavy inspiration from a cult-classic called [url=https://store.steampowered.com/app/650700/Yume_Nikki/]Yume Nikki[/url]. The game operates on a heavy aura of mystery, so anything within “Quotes” is self-named. In this game, you play as an unnamed female protagonist (”Dreamer”) who is unable to venture outside her bedroom and the balcony in her room. With the only meaningful interactive being your bed, you’re sent into a dream realm to confront some internalized thoughts. The game is composed of five initial dreamscapes that I’ve also self-titled as “Hand Drawn”, “Red Eye”, “Forest”, “Swamp”, and “Trippy”. More often than not, you’ll venture around these dreamscapes without much more notion than the knowledge that you’re looking for [i]anything[/i]. These “first-layer” dreamscapes typically lead to other dreamscapes, typically becoming more unsettling, more volatile, and at times, more violent than its predecessors; which brings us to this game’s title. The game title comes from a Japanese word that means [i]under[/i] or [i]beneath[/i], which could mean that descending is the objective. In the instance you get stuck or just outright spooked at your environment, you do possess the ability to wake up right away to restart your journey. That’s about enough of the foundation we need, so let’s look towards what I enjoyed. [h2]The Good[/h2] “Sni” captures its atmosphere masterfully through its art direction, both audibly and visually. I feel that the aspect that’s most captivating is the sound design. The game appropriately tracks songs that are fitting for the environment — it conveys a range of emotions including warmth, calm, discomfort, tension, and danger. The music is composed of loops, some that are more noticeable than others, but not disruptive to the overall experience. I’d even go as far to say that some of these songs could function as ambient working music. It’s all very intentional and masterfully implemented. Not far behind the audio are the visuals; the “first-layer” dreamscapes are easy to spend time in, and more often than not you’re able to “anchor” something to your screen to help orient yourself to cover ground effectively to determine if you’ve been to a place before. This becomes less true for the “lower-layer” dreamscapes, which can be more sparse and spread out. Additionally, there are some genuinely unsettling art pieces — and I don’t just mean shock-horror where the developer tries to show you most disruptive images possible to bait a reaction. Sometimes it’s the indescribable shape or posture of something that’s hard to describe until you [b]stare[/b] at it and start to piece together what you’re really looking at. Lastly, I was wary at the idea of environmental storytelling by a solo-developer’s first release, but I’m glad to say that the caution was wasted as I found the experience incredibly sufficient. There’s plenty of abstract encounters for people to interpret, speculate, and discuss all the while there are things that are extremely on-the-nose that give you some level of base to ground yourself with. Those are the things I enjoyed the most, so let’s move into the things I liked a little less. [h2]The Questionable[/h2] One of the lesser evils that caused some confusion in some of the dreamscapes are when things don’t respond to being interacted with. This game is [b]full[/b] of points of interest that have no flavor text or anything to indicate that it serves a purpose beyond eye-candy. It’s understandable that the game is leaning into its minimal text aspect as part of the game, but from a gameplay perspective it can be a bit frustrating to think you’ve explored everything in a zone, only for something to become active later on because of ✨reasons ✨ unbeknownst to you. Perhaps there’s an opportunity for actionable points of interest to provide tool-tip clues, such as something that looks like it’s missing something could include a self-thought of“…lonely…”; I don’t think that’s too out of place, but maybe others would feel that this undermines a core belief of the game. Lastly, at some point, there’s a puzzle, and it’s [b]really[/b] mean. Excruciatingly punishing in terms of time required to complete it. I won’t talk about it in great detail because it’s apart of the discovery, but in essence if you fail the puzzle, you get woken up, and you have to make a [i]decently[/i] lengthy trek to re-attempt it. It technically [i]does[/i] get easier with each failure, but all in all it took me a little over an hour and a half to complete this puzzle. I unfortunately encountered it really early on (around the 20 minute mark), got frustrated with it enough to decide that I was going to finish it so I [i]never[/i] had to come back, and that lead to piling frustrations. The rest of the game was much more enjoyable beyond that point, but there was a real walking-on-razerblades moment in that specific event. Anywhoo, those things are mostly minor overall; both frustrating at points, but overcome due to resilience and the lure of a better experience on the other end of things. [h2]The End[/h2] That about wraps up my thoughts on the game - I don’t think I’ve found [i]everything[/i] this game had to offer in the 8.5 hours I’ve played it. I’m hopeful that more will catch onto this game so I can see other peoples’ interpretations, explanations, and crowdsourcing of solutions and encounters. I do worry that the price may steer some people away because $5 USD can be steep for people in a niche game type; here’s to hoping those worries are wasted. [quote][i]If you’re into curator groups, [url=https://store.steampowered.com/curator/41665876/]we have one of those[/url]. Did you like this written review? Check out the video review for visual and audio compliments to the review:[/i][/quote] https://youtu.be/Ga5p-SrOfpk
Nice looking game. This guy is talented.
ゆめにっきっぽいゲームと紹介されてやり始めました。私はゆめにっきのように広い世界を歩き回ってアイテムを探したりイベントを見たりするゲームが大好きなので、まだクリアしてないけれど(クリアという概念があるかはわかりませんが) このゲームにとても魅力を感じますし楽しくプレイさせていただいております! ただ、少し行き詰まってしまいやすく奥にある世界や素晴らしい世界を見る前にやめてしまうプレイヤーももしかしたらいるかもしれないので、ガイドや掲示板でヒントを出したいですし、あると助かります。 こういう探索・雰囲気ゲームに攻略は野暮かもしれませんが、楽しむことすらできないのも悲しいので(;_;) あとは、主人公に名前があったら呼びやすかったかなと思いました! とてもホラー色が強くてビビリながらやっています! まだまだ楽しめる!全部味わい尽くしたいです!
same yume nikki but paid version
cool (yummy nikes refrence)
ゆめにっき風ノーヒントアドベンチャーゲームです。 スタッフロールまで見たのでレビューします。 これは本家ゆめにっきのような探索とエフェクト集めではなく、ゆめにっきDD風の探索と謎解き要素が強いです。 全てにおいてヒントは殆ど無く、アクセスできるポイントから因果関係を想像していく、という感じです。 それが当たっているかも分かりませんが。 Mキーでちょっと早く動けます。 そして背景がとても良い。 『美しくも恐ろしいシュールな夢探検ゲーム』に相応しい芸術的な世界の数々がプレイヤーを深みへ誘ってくれます。 思いの外、感覚的にシュールの中にロジカルを見出す事が出来る様になっているので、説明が無くとも先へと進んでいく事が出来るでしょう。 一癖も二癖もある探索ゲームがしたい方は、プレイして損はないです。 お勧めですよ。 Mキーでちょっと早く動けます。 ただ、個人的にはプレイヤーの分身であるキャラクターがRPGツクール特有のグラフィックなのがちょっと浮いてくる気もしますが……それも演出なのかもしれないと思うと……。 あと、マインスイーパーはもう少しリスタートし易くして欲しいです。
I haven't played through nearly all of what this game has to offer but I wanted to review it now that I've played for a few hours. This is probably one of the most expansive Yume Nikki fangames I've played, and I've played quite a few. You will have a lot to explore in this game! It's a fully fleshed out large game, which can be rare to find in this genre. The art style is very nice and the maps look great. I love how some maps are cute while others are really creepy. Every map has it's own mood. While I call it a fan game, this game introduces a lot of interesting gameplay mechanics that Yume Nikki didn't have and it pleasantly surprised me. I won't spoil any of it, but one thing I will point out is that instead of collecting effects, you collect objects which will open up more places to explore once you find where to use them. At least the first set of objects I've used opened up a new area (my favorite map in the game so far). I'm pretty excited to find a place to use some of the other ones I've collected and see what happens! I can't wait to see what new things this developer creates, they are very talented and creative, which shows through in this game. I really hope this game gets more support and exposure because it deserves it. And since I saw someone asking about controller support in the community tab, the free program JoyToKey works with this (and all RPGMaker games I've tried). Create a new profile and name it "♥♥♥♥♥ ni" and map out the controls you see when you start the game with whatever buttons you like and it works just fine! Don't forget to save the profile though, or it will disappear when you close it. Another tip, RPGMaker games work better with DPad rather than a joystick. With this I've been playing with my controller without any issues.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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