
Anxiety is your curse. A pilgrimage is your treatment. Discover the secrets behind the whispers inside of your head, and the instability brewing in the world of Eré.
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[h1]An artful exploration of anxiety, depression, and overcoming emotional curses.[/h1] From the developer of [i][url=https://steamcommunity.com/id/garnetofeden/recommended/1476800/]Existensis[/url][/i] and taking place in the same universe, [i]The Müll Littoral[/i] was originally created in 2017 but only released on Steam in August 2021. Ozzie Sneddon has built a vivid and multifaceted high fantasy universe. In addition to the two distinctive game genres of [i]The Müll Littoral[/i] and [i]Existensis[/i], he has also utilized graphic novelization and other artistic media to tell the stories of this world. [h1]Game Universe[/h1] Juul spends day after day at the beach, suffering from a curse of anxiety that, unbeknownst to her, is affecting the world at large. One day she is approached by Glasswalker, a practitioner of the Empathy Arts, using the power of understanding the universe to edit reality, and together they embark on a pilgrimage to break the curse. [i]The Müll Littoral[/i] takes place in “The Age of Empathy” universe, a fantasy post-apocalyptic Earth where the world has reformed into a place inhabited by tulpas called Thoughtforms, beings that originated in the imagination and then manifested in physical form. Occurring chronologically earlier but in the same universe as the game [i]Existensis[/i], [i]The Müll Littoral[/i] shows the backstory for some of the characters who later appear in [i]Existensis[/i]. There’s even a reference to the main character of [i]Existensis[/i], although he makes no appearance in this game. https://steamcommunity.com/sharedfiles/filedetails/?id=2611797368 The story takes place over three acts, and while it is dealing with abstract concepts in the same way as [i]Existensis[/i], the focus on the themes of anxiety and depression means it’s darker in tone and not as lighthearted despite taking place in the same colorful fantasy world. For this reason, I think [i]The Müll Littoral[/i] is best played after [i]Existensis[/i] despite occurring chronologically earlier. [h1]Gameplay and Mechanics[/h1] The player mostly acts as the character Juul, although there is one challenge where Glasswalker takes center stage. While [i]Existensis[/i] is a platformer, [i]The Müll Littoral[/i] is more of a point-and-click adventure. Most challenges start with time frozen as the player uses a lens to examine the environment. As information and clues are collected, the player can form a plan of what they need to do once they put the lens away and time starts again. Once time starts again, the player has a short amount of time to click on objects in the correct order at the correct time to solve the puzzle and get the desired outcome to progress the story. Failing a challenge simply leads to retrying as many times as are needed. In the puzzles that have a timing aspect, there is logic to the sequence, so it isn’t just randomly clicking and hoping that everything works out. The player interprets the clues in the provided information, and when it all comes together in a successful solution, it is a unique and fun way to utilize point-and-click genre mechanics. Not all puzzles have a timing aspect to them, but even though I am usually not a fan of timed challenges, in this case I feel that the timing aspect makes sense considering the game’s theme of anxiety. Some of the challenges involve battling issues related to this theme, such as insomnia and social anxiety. https://steamcommunity.com/sharedfiles/filedetails/?id=2611797733 The game unfortunately doesn’t have a way to save progress, but the player can select from one of three acts to jump to different points in the story and avoid some replaying if desired. [h1]Art Style and Graphics[/h1] [i]The Müll Littoral[/i] was created before [i]Existensis[/i], and I can see how Ozzie Sneddon’s artistic skills have grown over the years. Much like his more recent game, the art and animation are done by hand in a traditional style, and the world is a colorful fantasy feast for the eyes. Each character’s dialogue text has a unique font and speech bubble. Unfortunately, I did find the volume control on the screen immersion-breaking, but overall that is a minor quibble. https://steamcommunity.com/sharedfiles/filedetails/?id=2611797969 [h1]Sound and Music[/h1] Just as with [i]Existensis[/i], although the music doesn’t get mentioned in the promotion text for [i]The Müll Littoral[/i], it is one of the best parts. The music is perfectly themed for the mood (e.g., anxiety) and/or ambience (e.g., tavern) of each scene or challenge in the way that will best tell the story, and I frequently found the tracks stuck in my head long after playing the game. Similar to how the art and animation is done in a traditional style, the music is a shout out to retro video game soundtracks, utilizing classic instrumentation with electronic components. There is no voice acting or other sound effects; the game chooses to rely on the music for the auditory component of the experience. [h1]Hidden/Secret Content[/h1] Although [i]The Müll Littoral[/i] has no achievements as of the time of review, it does have hidden/secret content to extend the game. Each of the two main storyline endings will give a password when completed, and entering those using the Password Input on the loading screen will give clues to unlock the hidden ending. Completing the hidden ending will also give a password, and inputting that password will give clues to unlock a secret bonus level. [h1]Verdict[/h1] At $4.99 at time of review and approximately 1.5 hours for a first playthrough (2 hours to get all endings and hidden/secret content if using acts option to jump ahead in the story), [i]The Müll Littoral[/i] is well worth buying at full price. Although it occurs in the same universe and chronologically before [i]Existensis[/i], I would actually recommend playing [i]Existensis[/i] first to get a broader view of the world as [i]The Müll Littoral[/i] dives deeper into the lore and characters. I know that Ozzie Sneddon has other projects in this universe, although I’m not sure if any of them are games. Regardless, I will be eager to return to this world again if another game is released. [quote]Visit SaveOrQuit.com for detailed game reviews, posted daily![/quote]
[h3][b][i]Everything in Eré is in some manner connected to I.[/i][/b][/h3] After playing [i]Existensis[/i], I wanted more. More of Eré; More of Ozzie's immaculate ability to produce intricate and complex, yet soo perspicuous, lore. And as fate would have it, just a month after [i]Existensis[/i], the progenitor of the world of Eré has graced the Steam store. [i]The Müll Littoral[/i] has arrived, and I was lucky enough to receive it as a review copy (my first one! yay!) via curator connect. The gameplay of [i]The Müll Littoral[/i] reminds me of an escape room. While not exactly the same, it still [i]feels[/i] like it due to the timer puzzles have. At your disposal is a [b][i]special time freezing lense.[/i][/b] It lets you survey the environment, discover lore and solutions for the puzzle of the level. Then, after you put it away, the invisible timer is on, and you have but a few seconds to produce a perfect chain of events. Personally, I was not a big fan of this. There were very few instances where I made it on my first try, as some were not really obvious and more based on luck. So expect to fail. However, as each level is quite short, needing maybe a maximum of four different actions to be taken, this wasn't really that big of a bother. There was one excellent secret puzzle that I wish more were like, as it involved using sources outside the game to find the solution. So, in short - [b][i]the gameplay is subpar.[/i][/b] https://steamcommunity.com/sharedfiles/filedetails/?id=2589721711 But this isn't a game you play for the gameplay. No. It's the narrative that will either make or break your enjoyment. And just like with [i]Existensis[/i], [i]The Müll Littoral[/i] didn't disappoint me when its narrative took the stage. Here the main theme is depression and anxiety, which can very well feel like a [b][i]curse.[/i][/b] You've no notion how it appeared and the faintest idea of how to break its hold of your heart and mind. And with each passing day, the grip strengthens while you slip deeper and deeper into the endless blackness. But sometimes, a helping hand from a kind [i]stranger[/i] may prove instrumental in taking that first step towards self-healing. What fascinates me is how Ozzie effortlessly applies these real-world problems, using them as if they were clay to shape his world, that of Eré, and its inhabitants. And it's not just their appearances, but their past, present and future. There is extensive [i]meaningless[/i] information that covers seemingly useless things. And this bombardment of pieces of lore may feel overwhelming to some, but I personally love it. It shows the love and care Ozzie put into the world he founded with [i]The Müll Littoral[/i] way back in 2017, releasing it only on itchi.io at the time. https://steamcommunity.com/sharedfiles/filedetails/?id=2589721524 However, [i]The Müll Littoral[/i] is not a game for me. I [b][i]can[/i][/b] understand Juul, but at the same time, I [b][i]can't.[/i][/b] Reading up on something and experiencing it first-hand are two different realities. The one I actually resonated with was Glasswalker, Juul's shoulder to lean on and [i]her friend[/i]. I've been in his shoes before, and several story beats hit close to home. Many mistakes and misunderstandings on both sides are present throughout this self-healing pilgrimage. How it ends is up to [b][i]you.[/i][/b] And this is something I firmly believe. For these efforts to have effect, one must first take responsibility and face their own [b][i]reflection.[/i][/b] This is the hardest part, and yet it's where the game ends. And I like that. This whole journey was just the start of the self-healing process that will be arduous and long. You aren't free from the grip of the [i]curse[/i] just because you acknowledged its existence. So while this may not be a game for me, I'm sure there are those out there who can empathize and connect with Juul on a deeper level than I. [quote]If you enjoyed this review, come and read more wisdom from the [url=https://store.steampowered.com/curator/40407656-Gospel-of-Sv.-Prolivije/]Gospel of Sv. Prolivije[/url].[/quote]
So before I jump into this review, I want to give a little bit of context because when I go out of my way to play games with questionable design, I don't expect them to be good in terms of mechanics, but I do want to see the artist execute on his vision without feeling like parts of the game were neglected, rushed, and overlooked. Furthermore, I do feel like the assessment of his 3 games was very polarizing, people that hate his games barely say anything to show their perspective, and people that praise them seemingly ignore a ton of very obvious problems that would ruin any other game. The point of this negative review is not to discourage the developer from trying new things, but I want to see the developer understand his strength and weaknesses, he overshadows the few goods parts of the experience with bloated ideas. For comparison, take another unique game developer like the Rail_Slave, he also does his own thing and makes unorthodox design decisions, and in both cases, these devs face a lot of criticism for making flawed games, but at least with the developer like that I think he knows what he is doing and does it anyway, where in a game like this, you shoved a poor mechanic into a game that did not need it, and then you also implemented it poorly. Now here is the issue, in my head, I imagine this exact same game as a static adventure where you point&click your way through the scenes, and it works just fine (something like Cotton Game or Rusty Lake adventure, if you get the reference). Instead, what the developer did is feed me a ton of information for a short scene, just to make me do trial and error hotspot puzzles in like 2 seconds - and I know you can get the clues, but most of the time it feels random. So what could have been a beautiful game with unique art, narrative, and escapism, ends up being a game with redundant puzzles that anyone can solve with enough clicks. First of all, I do think you have a bad habit of spamming too many text walls for the scene, you don't need 3 pages to explain something that is already visually obvious, and if you really need to add some lore, make sure it's not a waste of my time. I understand that music is subjective, but why are you using so many upbeat tracks for scenes that have nothing to complement it, this seems like an atmospheric game, use something more appropriate, it's hard to take the text-based narrative seriously when there is a pumping OST almost the entire time. Don't overthink the design of the game, you have interesting ideas and a unique art style, it would be a lot more enjoyable as a regular static/adventure with point&click puzzles, what is up with 2 seconds scenes that feel so random, what is the point, it's not hard, and they are not exactly intuitive. Also, keep the integrity of the experience by not shoving the tutorial right across the middle of the screen. You should not have to explain to people how point&click mechanics work, if you do, maybe there is something wrong with the design of the puzzles and it needs to be consistent across the game. [h1] Pros: [/h1] (+) How do I say it, I find the art style, stimulating. It's unique, it's cool, all the characters are very unusual. As for the story, I would enjoy it more if you were more careful with how much information is given, you giving me too much, too fast. [h1] Feedback: [/h1] [u] UI Template [/u] - I really wish you would just stick with the traditional gameplay, just simple point&click puzzles with no weird twists on them. Especially if you do the narrative, having these strange segments with junky interactions feels kinda unnecessary. I mean it's okay to try something different, but if you can't do it properly, do something that works, don't let the story suffer because of that. Also, I don't like that you feel the need to explain the tutorial several times for different puzzles, like why do you even put yourself into that situation, you think the game is better with a wall of text with no connection to the story. [u] Music [/u] - I am not really giving critique to the music, it's the context in which the music is used. Upbeat songs with nothing to really justify it, like, you really need to work on that immersion, they are so distracting to the mystery that is in front of me. [u] Story [/u] - you have a tendency to add too much information for the short scene, after I read a huge wall of text it often would not add anything of value. It’s okay to do it during cutscene but when you do puzzles, keep information to the point. [b] Overall Thoughts: 5/10 [/b] Like with previous games from this developer, there is something there, I can see it, I can feel it, but for whatever reason, those parts are not given the chance to shine, you add other things that take away from it. You should put more care into the atmosphere and the interactive elements in the game. This is not the lack of effort, you created these problems, and the narrative is not given the chance to be at the center because you pull the attention from it by having clunky puzzle ideas. Don't take it personally, I just like diving into these things. The simple parts of your game work on their own, you don't need to dilute them with strange ideas. [code]Review by: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
Un voyage qui se vit à travers un pèlerinage, sous la forme d'un jeu point & click, pour tenter de mettre un terme à l'anxiété qui ronge Juul, notre principale protagoniste. Une histoire dont on comprend les rouages peu à peu, et surtout à l'approche de l'une des fins du jeu. Des paysages colorés et des rencontres avec des créatures étranges ponctuent l'aventure. Chaque étape est également l'occasion de résoudre un puzzle. Il faut savoir se montrer attentif à cet univers, et pourquoi pas prendre des notes pour résoudre quelques puzzles. C'est un plaisir de découvrir peu à peu ce monde dessiné à la main, il possède vraiment un charme singulier. Des secrets sont à découvrir, le jeu propose différentes fins, j'ai ainsi obtenu 3 mots de passe en presque 3 heures de jeu, j'ignore combien il en existe au total. [b] Axé sur l'histoire, [i]The Müll Littoral[/i] propose une aventure colorée et sollicite la réflexion du joueur à travers différents puzzles. Un jeu original qui mérite le détour.[/b] https://steamcommunity.com/sharedfiles/filedetails/?id=2583238122 https://steamcommunity.com/sharedfiles/filedetails/?id=2583238091 https://steamcommunity.com/sharedfiles/filedetails/?id=2583238046 [quote=] [h1][url=https://store.steampowered.com/curator/41126012/] Cliquez ici pour découvrir plus d'évaluations [/url][/h1] [b]N'hésitez pas à cliquer sur "suivre" si vous appréciez le contenu de ma page de curation. [/b][/quote]
Point & click adventure + vibing music + creative art = Wild adventure reminds me of the children's picture book "Where the Wild Things Are." Solve puzzles in each scene to continue your journey. [h1]Follow our curator for similar games[/h1] https://store.steampowered.com/curator/35180752-3-point-play/
An adventure game, telling emotional story that touches the soul, taking place in a world so fantastic that it surpasses imagination, “The Müll Littoral” is part of an impressive one-man project that, together with the game “Existensis”, comprises The Age of Empathy franchise. Here you will guide the steps of a young woman plagued with anxiety and self-doubt, on her pilgrimage together with an unexpected friend to discover the source behind her worries, and heal her psyche in the end or destroy it. Gameplay-wise, it would be best characterized as a short visual novel consisting of scenes with automatic dialogues, and interactive “challenges” where you need to analyze the situation (and do some extensive reading) and then perform a sequence of actions to successfully pass them. Graphics consist of static drawings that are simple but enchanting, music may sound a bit disharmonic and too loud in some moments but generally fits the mood of the scenes quite well. On the downside, game mechanics feel a bit clunky and the interactive scenes are too much fast-paced to fully enjoy them. But with that minor inconvenience aside, I found “The Müll Littoral” as truly enjoyable experience, and fell in love with the universe that it’s part of.
Неочікувано отримала цю гру в подарунок і залишилася задоволена. Такий чарівний проєкт, з захопливим сеттінгом та крутим художнім стилем. Це проста коротка історія про боротьбу з депресією, але вона утримує увагу до кінця. Натхнення автора можна відчути через екран, і це я обожнюю найбільше - такі проєкти робляться з любов'ю. Механіка головоломок дивна, але задум цікавий. Загалом, дуже унікальна інді-гра та чудово проведений час.
[h1] [b] [i] Мусорное побережье [/i] [/b] [/h1] Решишься ли ты на исцеление? [quote] [url=store.steampowered.com/curator/11769719-Dreams-of-Genesis/] А здесь ещё больше интересных обзоров на игровые новинки! [/url] [/quote] [h1] [i] Очаровательный мир, населённый тульпами [/i] [/h1] По сюжету игры нам предстоит вместе с главной героиней и её новым спутником пройти интересный путь для того, чтобы снять проклятие беспокойства с героини, которая всё своё время проводит на пляже. Мир, в котором они путешествуют, населён удивительными существами – «мыслеформами», которые являются физическим проявлением воображения. Всё это сопровождается приятным саундтреком (лично я влюблена в подобную музыку) и красивыми артами. [h1] [i] Техническая сторона [/i] [/h1] Технически, новелла оформлена максимально просто, нет возможности сохраниться, у меня всё вообще открывается в окошке adobe flash player. Один раз всё подвисло, поэтому без сохранения пришлось долго и нудно кликать до нужного места. Головоломки местами рассчитаны словно на удачу, хоть я и читала все подсказки, и из-за многочисленных попыток их пройти теряется погружение в эту игру. С другой стороны, головоломки на время очень хорошо вводят в состояние тревожности, чего, на мой взгляд, и добивается автор. [h1] [i] Общее впечатление [/i] [/h1] Занимательная новелла на один вечер. Даже несмотря на то, что из-за некоторых головоломок её хочется забросить (а руководства к ним никакого нет), пройти до конца стоит. [b]Плюсы[/b]: + интересная история, которую хочется узнать до конца; + красивый дизайн персонажей; + прекрасный саундтрек. [b]Нейтральные аспекты[/b]: ~ только английский язык, в целом, читабельно, но вполне вероятно, придётся часто залезать в словарь. [b]Минусы[/b]: - головоломки иногда отвлекают от сюжета (субъективно); - нельзя сохранить прогресс. [b]Итог[/b]: рекомендую только тем, кто знает английский на должном уровне, иначе есть риск застрять в словаре. [i]Кому понравится:[/i] любителям историй о психических расстройствах.
**NOTE:** This review is part of my steam curator review and is the extended version. Check my steam curator page at https://store.steampowered.com/curator/39607348-Random-Game-Reviews-by-Labprofess/ . Follow appreciated! — The Müll Littoral is a interesting game. First off, its title. I'm unsure what it means but it's ones of those game names that sticks with you for being so unique. This game is the prologue of another game by this developer ‘Existensis’. Just like the first game, I too wondered about if the title might have a deeper meaning. Theres a challenge for you! Going on to the game, you play a character by the name of Juul who goes onto a life changing pilgrimage with her guide Glasswalker in attempt to find treatment for Juul's Anxiety and what else keeps her up at night. You do this by crossing multiple levels and completing puzzles here and there. I myself do not have anxiety, but this game is a good teacher reminding me that there are people who go through this everyday without the hope to find a treatment. Hence I sometimes find it difficult to relate to the characters actions and thoughts on some stages but I’m still open to understanding. If you yourself struggle through anxiety, I would give this game a try! The graphics of this game are beautiful. They are crisply clear with beautiful coloring to everything. And that’s not even the best part: Its all hand drawn. Yes, this entire game is hand drawn by just one Indie developer which is more than impressing. You got to give his props for all the time he sacrificed and his artistic skill to make this happen! As its the prologue of ‘Existensis’ , you can imagine that it is just as vibrant and chaotic - but in a good way. The characters are hilarious and their designs are the most random yet perfect combination to fit into the atmosphere of the game. Also, just as In ‘Existensis’ , you will find it hard to continue playing the game without stopping for a bit to admire the detail and work put into it. It's something you rarely see in games to have it all hand drawn, so make sure to admire it. Lastly, to summarize if this game is for you: It depends. Do you have anxiety or other social panic type problem? If so, this game is 100% for you to try out due to the ability to relate and perhaps compare it to your own experience. However, if you’re not suffering from anxiety, this game could still be for you if you are keen to try out new things and open to understanding anxiety. If you have no interest about anxiety whatsoever then I doubt this is for you. Just a heads up, this game doesn't open the steam overlay (but screenshots are possible) and there isn’t saving in the middle of a Act which can be annoying if you got to log off during a level just to see yourself redo it again. There aren’t any other bugs or issues as I recall. So without further ado, It's up to you if this review convinced you, and if it did, I hope you have fun playing!
it's not a bad game, but the time to do things feels a lil short. Still, the visuals are nice, the music is good. It's focus is anxiety and showcases that pretty well. It can be kind of trial and error heavy, but it gets the point along pretty well. Overall 7/10. Do i recommend this game? Yes, but only if you've played their other game Existensis first. This is a prologue to it.
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