
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
Onvce i figured out how the controls worked this was a pretty good demo with a style of gameplay i havent seen before. Personally i'd love an "it takes two" style game with this theme/story. Worth 15 minutes of your time.
It's pretty good. I think the main idea of the game is cool, It's very well polished, The writing's good. I only wish it was a full game. But, that's not what the dev was trying to do, they were just trying to make a game well. And i think they succeeded in that.
☀️
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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
Le fait de contrôler deux personnages en même temps liés par une chaîne est une bonne idée de mécanique de gameplay, mais le jeu est inintéressant et trop simpliste.
Solomon's Link is a pleasant vertical slice of a Disco Elysium-inspired isometric point & click adventure game. Liked: - Presentation: The overall presentation is great, and the demo feels polished and complete even though it's short. - Aesthetics: The UI compliments the graphics well, and the overall style is great. - Mechanics: The controls were intuitive. I like that there's a separate button to control each character, and that you can move both at the same time. I also like that both characters have a different perspective depending on which point of interest you interact with. You must use both characters to solve puzzles, and each character has his/her own strengths and weaknesses. I'm interested to see how the developer builds on this. - Audio: The sound effects and music were both immersive and satisfying. Disliked: - Obvious puzzles: The indicators that direct you to points of interest are large, obvious, and make me feel like the game is holding my hand. I think an option to disable these or make them more subtle would be nice. - Sparse interaction: I would like to see more points of interest that aren't directly related to the puzzles to improve the narrative of the game and make solving puzzles a little more challenging. - Character monologues: I can't always tell when a character is having an inner monologue versus when they are talking to the other character. I would like to see a more obvious distinction between the two. Additionally, I think I prefer the interactions that involve both characters versus just one. Great work, and I'm excited to see where you take this game! P.S. Any thoughts on making this multiplayer co-op, sort of like "A Way Out?" I would love to play this with my friend who's also a huge Disco Elysium fan ;)
ну прикольно
Very nice concept :D
Things were fine for the most part, but for a ten minute game, having one of three possible item interactions be confusing felt telling.
Too much text to click through.
I honestly the game was called "Salmon's link" In my opinion, i think this game is way too long for me to complete it. (really)
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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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