
Classic Point-and-Click Adventure Game to experience the feeling from the 80's and 90's | Tech-Noir | Pixel Art and Retro Style | Interactive visual novel
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Classic Point-and-Click Adventure Game to experience the feeling from the 80's and 90's | Tech-Noir | Pixel Art and Retro Style | Interactive visual novel
Step into Warden’s shoes, solve puzzles, collect items, discover new places, talk to quirky characters, and uncover your destiny - and that of the universe - through conversations and unique moments in a mysterious story.
The capital melts away in the dying heat of dusk. At the heart of the boundless metropolis, a mysterious building wrapped in dark secrets rises in silence. Through the fragile fabric of space-time, its story begins to unfold - a tale where past, present, and future collide.
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Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil
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Reviews
Something about the coloring and the 3D model reminds me of Another World and Flashback, different genre but similar aesthetic, just has that peak old PC vibe to it, not to mention those camera angles that remind me of the Flashback intro. Pretty cool if that was intentional as I never seen an adventure game go for that specific look, I think I may have spotted Another World reference, but I am not 100% sure. Although for my own enjoyment, I like to pretend this game is some type of weird continuation of Flashback, also nice work there with those camera angles for individual scenes, very pleasing with the coloring and perspective. The game didn't make a great first impression because of the weird ordering you have for the interactions (and by weird I mean traditional, I just don't really like it personally), but overall I still enjoyed the game, clearly you really love the adventure genre, and I liked the weird narrative craziness toward the end, I assume LOOM was the inspiration for the last chapter, which is kinda neat as the game completely changes its aesthetic from cyberpunk to surreal landscapes. As far as the puzzles, I thought you had a lot of creativity and variety for them, it's just that, a lot of the time the game would solve the puzzle for you the moment it was introduced, more so in chapter 2 and 3 where it literally tells you what to do most of the time. So the story was not necessarily bad, although sometimes it feels like the game acknowledges the player too much to a point where you not allowing the dialogue and the world-building to do the heavy lifting, almost as if you are afraid that the player will get lost, so you constantly tell the player where to go, what he should do, as well as constantly providing exposition. I mean we have to take into the account the free admission of this game, and frankly I think if you had a little more faith in the player, and maybe writing the dialogue with less help and hand-holding, I think it would feel a lot better. There were a couple of interesting characters specifically with the red, blue and green where I think you had some interesting opportunities for playful dialogue, but at the same time I feel the writing was too gameplay oriented, you not really allowing the characters to stay in character, I am not sure if I am describing it well. [h1] Pros: [/h1] (+) I like the unusual Flashback/LOOM aesthetic of the game, never seen this specific combination, you had some cool backgrounds and camera angles occasionally, they were not consistently great, but decent for a free game for sure. Even though the game might feel a little cheap in some sections, there were a lot of cool small cutscenes which again remind me a little of Flashback, you kinda made it work. (+) The narrative had some compelling craziness to it, even completely changing the tone and themes of the game. I mean I think you had some good opportunities there, maybe if the dialogue was a bit more in-universe, it probably would feel better, otherwise some emotional moments didn't connect with me because of occasionally poor dialogue, even though they were probably good on paper. (+) About 4 hour game for a free adventure, not bad at all, had some variety to it with the locations and perspectives, also a neat "loop" set up for the story. [h1] Feedback: [/h1] - You need to have a little more faith in the player, you often over explain the story and the puzzles, instead of just letting characters be themselves and letting the player play the game - I thought the ending was a little awkward as you had better moments to end it on up to that point, you should at least draw like a "farewell" background perhaps, maybe have them chilling on the walk in the sunset, end on a good closure - so you kept doing the traditional gameplay where you can't take an item until you inspect it or until it becomes relevant, which is fine, but honestly there is a good reason devs don't do it anymore, game flows better when you don't force the player to double interact with everything, if you make another game, I would recommend just letting the player take the damn item - the "pi_____" item was a little funky to find - maybe don’t keep the quest log with your inventory, should be 2 different panels [b] Overall Thoughts: 7/10 [/b] If this was released between like 1990-1994 it probably would place somewhere in the middle of the pack, it's a little janky, it's a little crude and sporadically written, but many adventure games were just like that, so there is a bit of nostalgic value there. You had some cool ideas with the visuals, and the story had many chances to be more compelling, but in the end it was just decent, which for a free 4 hour game, I can't complain. More on a guilty pleasure side, but if you had a bigger budget I imagine you probably could do better. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 24 reviews with recorded playtime.
careful examination goes deep enough to unveil the creative artist's sarcastic facade visually impressive style, art by a choice inspired by limitations a story wistfully told narrative that is engaging and moving across the canvas many references from inspirations and footnotes of historical fallacies even jestingly poking at its own subtle artificial natures https://flavio-valenzi.itch.io/the-darkest-dusk unity game engine played on gnu/linux proton 10.0-2
you should be proud of yourself. seriously. i would have paid for this game at least $6 range. a 1st time game? point click narrative game, some proofreading needed, also not being able to click and read through dialog quicker was a bit annoying but what a great free complete generously given game. i'll buy your next because you show promise. and the music was great
For a one-dev game, and what appears to be a first game at that, it's quite impressive. Some of it held my hand too much - but at the same time, I found some of the puzzles obtuse at first glance, so I guess that's the two sides of adventure game design. The script needed some additional proofreading - for instance, there were times when parenthetical comments such as (Corrected) or (Translated) were left in by mistake. And some of the English-language dialogue was not grammatically correct. The art at times was quite cool, and some interesting decisions were definitely made. Not sure why the highest-quality animation was reserved for the character falling to his knees in one scene, though. I'll definitely keep my eyes peeled for more to come.
Giocato e finito più volte su altri siti, sono contento di vederlo anche su questa piattaforma. Questo gioco cattura alla perfezione l’essenza dei classici punta-e-clicca: ambientazioni ricche di dettagli, pixel art curata al millimetro e un’atmosfera tech-noir che ti avvolge fin dai primi minuti. La trama è avvincente e misteriosa, capace di intrecciare presente e futuro in un racconto che ti tiene incollato fino alla fine. Un mondo futuristico tutto da scoprire ed imparare, pieno di citazioni e riferimenti. Ogni dialogo con i personaggi è scritto con cura, regalando momenti ironici e sorprendenti. Gli enigmi sono ben congegnati, stimolanti senza mai risultare frustranti, e la varietà di luoghi da esplorare mantiene viva la curiosità. Un titolo che non si limita a imitare il passato, ma lo reinterpreta con passione e attenzione, offrendo un’esperienza immersiva che saprà conquistare chiunque ami il genere.
Enjoying it so far. The script and gameplay mechanics could use some polish but overall it hangs together well.
AWESOME STORY AND GRAPHICS! Es un juego simple, y al mismo tiempo entretenido. Muy grato de jugar por las gráficas, la ambientación nostalgicamente retro que al mismo tiempo se combina con temas actuales y emergentes (no haré spoilers), y con una nota evergreen: la ciencia ficción. Jugarlo me ha recordado juegos de mi infancia, y ha logrado despertar un interés también de mi hijo (generación alpha), quien ha encontrado muy entretenida la forma de interactuar con la interfaz (point & click) y elegir los diálogos, a veces muy graciosos. La historia no es banal, por esto nos ha encantado. Recomendadísimo!
splendida avventura punta e clicca.
Great and compelling game with a very interesting art style and an intersting story. Great length and interesting puzzles, download it and play it now, it is free you have no excuse
Yup, this is a good resume not only for the players but publishers should be keeping an eye on an upcoming video game developer showcasing their skills for having a pixelated style that appears 3-dimensional, some cool cinematic animated shots, and a quirky, retro mystery vibe going on for it. All of this, and more, highlights their love for point-and-click adventure games. The Darkest Dusk is pretty casual for being all linear, so you won't have to think much to know how to solve puzzles to progress through the story, but it does have some interesting reveals and fun character ideas like a robot trying to advertise broccoli or a receptive who is addicted to soda but they are diabetic (I think). If there is one thing I would change about the game is that I would have the 3 AI personalities in Chapter 3 foreshadowed beforehand, as it felt like we were at a standstill for too long not to know what the payoff would be, as much as I like the simulated wonderlandist section. I was worth it in the end afterwards, but it would be nice to get to be introduced to them to make that part of the game not feel like a drag. Other than that, this is all I could ask for from this game without knowing what I was getting into before I discovered it. Kudos to everyone who helps this developer achieve their dreams. We need more people like this. Oh, and kudos to the developer for continuing to make great games. I'm anticipating there will be more to come eventually.
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