
In Solomon's Link, catch a glimpse of two lives on the lam: A pair of fugitives, raiding an abandoned factory to survive. Piece together their pasts, and watch over their fragile partnership as it grows - or crumbles - around the shackles that serve as their only unquestionable bond.
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Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Decent 5-10 minute demo game. Wish they'd have been more transparent about the fact that this is a demo in the title or description though. The 20 minute estimate is very off though, not even the slowest readers would spend more than 15 on this one.
О ма гад это же моя любимая игра: Disco Elysium II
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is just a demo but this game is very impressive, it would be great if the developers implement online co-op in the future i think it would make the game a little more interesting they could probably make it into a different game mode. Anyways 10/10 demo
An interesting demo, if not only for the educational insight into the process provided by the developer online. Despite being very short, I still found the gameplay/narrative implications of having two very different people physically restricted by each others' movement to have merit. The back-and-forth conversation system works quite smoothly, the narrative feels like there's a lot waiting to unfold, and the isometric perspective works nicely too. There's enough polish and stylistic consistency here that I was surprised about how little there was. If pushed further, this sort of brain/brawn character relationship could work into puzzles that require active use of either prisoner's diverging traits for not just point-n-click interactions, but perhaps conversations or insight as well.
A very pleasant ~20 minutes experience. A lot of potential for cool puzzles and mechanics including the chain. Nice graphics. I liked the few hints on the story behind one of the characters, shame there was no time to give the other one the same amount of justice. Coupling the brain with the muscle is always a good idea giving a clear picture. I hope the muscle won't get f***ed at the end because I already like him. I found myself skipping most texts, though. I think it's a good rule of thumb to restrict yourself to one thought bubble per item / click / interaction and use the narrative (white text bubbles) as sparingly as possible in any kind of visual art medium, including games (or especially games even though it was first advocated in the 80s for comic books). I enjoyed the making of video and appreciate the Linux build. Zero issues. Thank you very much! [h3]System Info[/h3] [table] [tr] [td][b]OS[/b][/td] [td]Linux Manjaro.i3 64bit 23.1.0, kernel 6.6.3[/td] [/tr] [tr] [td][b]CPU[/b][/td] [td]Intel® Core™ i5-6600K, 3.9GHz[/td] [/tr] [tr] [td][b]RAM[/b][/td] [td]Corsair Vengeance® 32GB DDR4 3200MHz[/td] [/tr] [tr] [td][b]GPU[/b][/td] [td]AMD RX 7900 XTX, mesa 23.1.7-1[/td] [/tr] [tr] [td][b]Notes[/b][/td] [td]Someone finance this sh*t, I want MOAR![/td] [/tr] [/table]
Way too much text for such a short [i] demo [/i]
У этих каждого из этих двоих внутренних переживаний уже больше чем у Родиона Раскольникова, и все это, чтобы открыть одну какую-то несчастную дверь на склад, на чем, собственно, демо и кончается.
there no tutorial, there idea two peoples chain together are really weird idea, the puzzle element are kind of failure that only leading people confused, the dialog in-game too cringy and too longer to digest, anyway this game need much refined to became a much stable idle game.
Solomon's Link'te kaçak iki hayata bir göz atın: Hayatta kalmak için terk edilmiş bir fabrikaya baskın yapan bir çift kaçak. Geçmişlerini bir araya getirin ve tek tartışılmaz bağları olarak hizmet eden prangaların etrafında büyüyen veya parçalanan kırılgan ortaklıklarına dikkat edin.
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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