
Unwording is a short but powerful exploration of overcoming negative self-talk. Solve word puzzles, explore the neighborhood through multiple perspectives, and help Tom have a better day through a challenging yet cathartic experience.
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Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Unwording is an unusual puzzle game that only lasts around 1.5 hours. Developers [i]Frostwood Interactive[/i] are known for their unique games such as [i]Forgotten Fields [/i] and [i]Rainswept. [/i] Whilst I liked both previous games, I did not enjoy Unwording. It is described as a powerful exploration of overcoming negative self-talk but its clumsy and bug-riddled gameplay definitely did not help in swaying my mood to a more positive one. [b] [u]Pros[/u] [/b] [list] [*] Focus on mental health / cognitive distortions [*] Three distinct art styles that change depending on Tom’s perception of himself & the world [/list] [b] [u]Cons[/u] [/b] [list] [*] Puzzle design [*] Poor camera angles [*] Riddled with bugs (starting in Day 2) [*] Too short & without dialogue to become “powerful” [/list] [quote] If you would like to see more reviews written by me, please follow my curator page and help support my work [url=https://store.steampowered.com/curator/34936724/] Cookie Reviews[/url]. [/quote] [h1]Story & Gameplay[/h1] You play as Tom, an average person navigating his daily life, from getting up in the morning, working and going home. Tom is lonely and has a very negative perception on himself and the world around him. This all changes when a small yellow bird flies into his life, somehow turning his thoughts into positive ones in the space of one day. The game is just over an hour long and there are no notes to read or dialogue to listen to. It all plays out through the puzzles. Whilst I was very much intrigued about the concept of a game such as this, it felt far too simplistic to actually make any valid points. https://steamcommunity.com/sharedfiles/filedetails/?id=3020466869 This leads me to the gameplay, the puzzles. These are the core of the game and all centre around word-based puzzles. Tom walks around either his house, workplace or local street and can interact with specific objects. These interactions all launch into the puzzles. There are three days and each day has a different variant on the types of puzzles encountered. The gist of each of them is players have to unjumble the word to make a positive one. This is done in various finnicky ways such as turning cube blocks around until the perfect angle where it spells out a word. This felt extremely tedious and often was only completed by trial and error. Whilst I understand the game is metaphoric, this condensed story to try and depict this type of thinking and how quick it was to change was not something I could appreciate and certainly failed to create any sort of heartfelt or emotional impact. [b][u]Bugs & Glitches [/u][/b] Unfortunately, during day two, the cursor disappeared on my screen and I could not unjumble the word order. The cursor stayed static, but I could see it was still moving on my second monitor. Looking in the discussion page, I see this is a common issue players are having. In order to proceed, I had to try and “guess” where the cursor would be without being able to see it, to try and unjumble all puzzles for that day. I also encountered many visual bugs where objects would lose textures, objects jumping around on the screen and the camera angles were awful. [h1]Technical & Stats [/h1] [quote][b]This game was played using a keyboard & mouse, and with the following PC specs.:[/b] AMD Ryzen R5 7600x 5.4 GHz 32GB DDR5 5200 CL36 RAM Radeon RX 6800 XT 2560x1440 resolution NVMe 3.0 SSD Windows 10 I encountered many bugs, explained above[/quote] [b]Playtime:[/b] 1.5 hours [b] Controller Recommended? [/b] No [b]Replayability value:[/b] No [h1]Conclusion[/h1] An interesting puzzle game revolving around the use of words. The focus on mental health and overcoming negative self-talk intrigued me, however the simplicity of the game ultimately did this concept little justice. I would be interested to see a more detailed game that had further gameplay elements than just the word puzzles, also with some dialogue to better shine the spotlight on this topic. My experience with Unwording was a frustrating one, with its core gameplay element, the puzzles, being almost unplayable due to a glitch with the cursor. Despite this, I enjoyed the developers’ previous games and look forward to seeing what project they make next, however I cannot recommend Unwording in its current state. [quote] Follow our curator page, [url=https://store.steampowered.com/curator/32732116-IndieGems/] [b]IndieGems[/b][/url] if you enjoyed this review and wish to see more like it[/quote]
güzel bir fikri maalesef yetersiz bir şekilde aktardıkları için etkileyici olamamış, kısa bir kelime bulmacası oyunu. öncelikle tanıtımını yapmaya çalışayım, sonra da kendimce neden pek de başarılı olmayan bir yapım olduğundan bahsedeceğim: > oyunun anlatımı üç parçaya (üç güne) ayrılmış, her gün bir öncekinden farklı geçiyor. öncelikle ilk günde yönettiğimiz karakterin, hayatta her şeyin kötü tarafını gören bir kişi olarak resmedildiğini görüyoruz. örneğin sabah uyanıp telefonunda hiçbir mesaj, arama vs olmadığını görünce "kimse beni umursamıyor" diye düşünüyor. ya da sokakta güzel bir araba görünce "bunun sahibi zengin, ben fakirim" gibi düşünüyor. yani her şeyden kendi mutsuzluğunu besleyecek bir pay çıkarıyor anlayacağınız. bu arada bu ilk gün genel olarak 2 boyutlu olacak şekilde tasarlanmış. sonraki günler sırasıyla 2.5 ve 3 boyutlu olarak ele alınıyor. bu kalan iki günde de yine sırasıyla; a) karakterin yaşama bakış açısını değiştirmesinin (bunu kelimelerin pozisyonuyla oynayarak yapıyoruz) ve de b) düşünce dünyasında kalmaktan çıkıp eyleme geçmesinin (bunu da bize verilen küçük bir kutucuğa eylemleri yazarak yapıyoruz) neticesinde ---> "fark yaratmaya" başladığını görmüş oluyoruz. bunu anlatabilmek için etrafı falan da ilk güne göre çok daha canlı renklerde yapmışlar mesela o en son 3. günde. hani "düşüncenizi değiştirip eyleme geçince hayat daha güzel olmaya başlar" gibi bir mesaj vermeyi amaçlayarak bitirmişler. / gelelim "neden olmamış" kısmına... / > şimdi her şeyden önce arkadaki fikri takdir ediyorum, emeğinizi de takdir ediyorum (kısa da olsa bir oyun yapmak belirli bir çaba ve zaman gerektiriyor nihayetinde). fakat bir defa oyun kısa. çok çok kısa. yani tamam kısa da olabilir elbette, her oyun 100 saat sürecek diye bir şey yok. ama neyin ne olduğunu pek anlamadan direkt konuya dahil oluyoruz. bağ kuramıyoruz, çünkü karakteri tanımıyoruz. "adam depresyonda" eyvallah ama niye? annesi babası mı ölmüş, sevgilisi mi aldatmış, iş hayatının rutinliğinden gına mı gelmiş, nedir yani? şöyle bir argüman öne sürülebilir; "sebep önemli değil, biz bu kötü durumdan nasıl çıkılabilir onu göstermek istedik, o yüzden bir arka plan oluşturmaktan kaçındık, bu sayede arkada bağlandığı bir şey olmayınca herkes rahatça kendinden bir şey bulur diye düşündük" vs. olabilir, ama işte o zaman da yeterli etkileyicilikte olamamış oluyor. yani piyasada bu kadaaar çooook oyunlar varken insanlar neden sizin oyunu satın alsın, neden parasını ve zamanını ayırsın? bu soruların bir cevabı yok. öne çıkan özel bir yanı olmadığı için, oynamayınca kaybedeceğiniz pek bir şey de yok. nispeten daha uzun, belki daha duygusal bir oyun olsa önerebilirdim ama, bu haliyle bana oyundan çok bir demo hissiyatı verdiği için maalesef öneremiyorum.
[h1] Глупая игра под видом "темы когнитивных расстройств".[/h1] [code] Время прохождения - час. [/code] ✅[i] [b] - ТЕМА.[/b][/i] Любая психологическая адаптация имеет места быть в играх, книгах, фильмах. ⚡[i] [b] - САУНДТРЕКИ.[/b][/i] В кафе и музыкальном магазине хорошие, а вот во время игры типичное для "Мимимишных" девчачьих игр пианино, чтобы потом отзывы пестрили "милота" "уютная игра" Куда делась в игре музыка из трейлера? ❌[i] [b] -ПРОИСХОДЯЩЕЕ.[/b][/i] У ГГ беды с башкой, если он видит дорогую машину - винит себя, что слишком беден. Разговор двух людей на работе - разумеется эти двое обсуждают главного героя. (по его мнению с потолка). Прочитав вывеску "Еда для двоих" переворачивает её в "Я одинок". Не доволен своей жизнью, но нихрена не делает, чтобы что-то изменить. "Анвординг содержит темы депрессии" говорят разработчики, но не говорят В ЧЁМ? В ЕГО ШИЗЕ И ТУПОГОЛОВОСТИ? В ЕГО ОТСУТСТВИИ ЛОГИКИ И ЗДРАВОГО МЫШЛЕНИЯ? Смысл такой, что на 3-ий день он "Начинает видеть мир в разноцветных тонах", о чём и говорит достижение, только вот игра изначально в разноцветных тонах, почему нету чёрно-белого фильтра в первом дне? Птицу зачем-то впихнули, которая за ГГ повсюду летает, а ГГ начал видеть краски, после того, как птица насерила ему на кровать (В БУКВАЛЬНОМ СМЫСЛЕ, ЭТО НЕ ОБРАЗНО), потом насрала ему на телефон, всю квартиру обложила. Телефон он протереть не может, все эти 3 из 3х игровых дней будет лежать обосранный. Что отражает действие, как птица срёт на всё вокруг? О чём я должен задуматься? Какая у этого мысль? Почему делают такой акцент на её говне? Окей, ДОПУСТИМ у ГГ депрессия, получается что в его жизни заводится срущая курица и он сразу начинает видеть краски. Пффф, ну да, депрессия элементарно же лечится. У тебя депрессия? - заведи зверушку и всё, чё мозга долбишь себе? Чё там эти глупые учёные десятки лет исследуют лучший метод лечения, когда всё так на поверхности. ❌[i] [b] -ГЕЙМПЛЕЙ.[/b][/i] У нас так то игра, а не книга, не забываем, что нужно жать кнопки. 3 дня, 3 разные механики "Сбора слов". Окей, вопросов нет, прикольно, только после двух раз начинает душить своей монотонностью, 45 минут крутить буквы с целью составить слово, чёт такое себе. На 3-й день дают вручную печатать. Птица застревает в воздухе, ГГ застревает в углах и текстур, ходить в этой игре это мучения. ❌[i] [b] -АНИМАЦИИ.[/b][/i] Какие-же долгие недо-кат-сцены. По 15 секунд несколько раз тебе показывают, как ГГ стоит на месте.
[h1]A Simple but original interactive story about the doubts and negative thoughts that can plague our confidence. [/h1] Stress and mental illnesses can be a blight on our lives, making us think irrationally or behave in a detrimental way. Everyone suffers to some extent, greatly affected by your circumstances, upbringing, and outlook on life. There are so many pressures nowadays with the stigma of being alone, or the compulsion of looking a certain way, or conforming to what society dictates. Unwording takes a look at cognitive distortions and negative thoughts which can leave us interpreting things in a negative way, becoming paranoid about things, and over thinking situations. It is a gentle story, with some puzzle elements thrown in to make the journey more interactive. The experience lasts around three hours, with some re-playability in the form of achievements and performing tasks you may have missed. https://steamcommunity.com/sharedfiles/filedetails/?id=3009263470 [h1]🤔Overall Impressions🤔[/h1] [quote][h2][b]Frostwood Interactive always provide quirky and original games, and Unwording is no exception. The heartwarming storytelling and the unusual way their games are presented is becoming a trend. Unwording is slightly different to previous games, and puzzle elements have been introduced to make the story feel more interactive. Unfortunately, I wasn’t too keen on the puzzle sections as I found them a little cumbersome to use, and I didn’t get the same satisfaction I would normally get from solving puzzles. If anything, I found them a little annoying, and I thought they detracted from the story telling. I just wanted the puzzles to end so I could get back to the tale. I am not sure if the purpose was to provide a challenging puzzle, or just a gimmick to make me feel more connected with his feelings, but I spent so much time on the word games that it had the opposite effect, spoiling the flow and leaving me feeling frustrated. As usual however, the brief story is masterfully told, and I love the way the story is presented, with some imaginative and original scenes that have imagery of depression and recovery. There are loads of nice touches that people will interpret in different ways, and depending on your experiences, you might relate to certain situations or events. The story is told from the developer’s own fight with negativity and this is what inspired him to write the story. I wasn’t quite sure if I was going to recommend this title or not at the beginning of the game, as the puzzle elements had me questioning whether I was enjoying this or not, but it is definitely worth sticking with, and by the end of the game I had a smile on my face and all was forgiven. [/b][/h2][/quote] [h1]🕹️Gameplay🕹️[/h1] Unwording is an unusual mix of word game puzzles and interactive storytelling. The word puzzles are designed to reinforce the negative thoughts and paranoia the character is feeling. There are three different types of word games spanning the story. https://steamcommunity.com/sharedfiles/filedetails/?id=3008561817 I wouldn’t recommend this game solely to word game enthusiasts, as they are not polished enough or plentiful enough to buy the game just for the word puzzles. They are designed to compliment the story and therefore they are just a footnote, although ironically enough, I probably spent more time on these puzzles than watching and interacting with the story elements. They were quite difficult in places but I did manage to complete them all without help. There are a few minor issues with these puzzles and the experience can feel frustrating sometimes. Although the puzzles felt quite original and imaginative, and were nicely injected into the story, I often felt a little confused as to what I was doing, and I noticed that the mechanics didn’t always work as designed. Words in the rotation puzzle didn’t always register, for example, and the third section where you enter verbs to initiate scenes seemed a bit hit or miss. I enjoyed watching and controlling the character through his daily routines, waking up in his apartment where you can interact with stuff like putting your washing in the machine, or taking a bath; Doing clerical work in his place of business; and taking the bus home. These elements were my favourite parts of the game and I particularly liked the trade mark quirkiness of the story, with his bird friend helping him with his thoughts and emotions, and just loads of nice touches here and there that make you smile. https://steamcommunity.com/sharedfiles/filedetails/?id=3009263853 [h1]📺Graphics📺[/h1] The game looks great, I think. It’s not just the graphics which are cute and endearing, but it’s the way scenes are presented in an imaginary way that always impresses me. [h1]🍳Conclusion🍳[/h1] [quote][h2][b] [i]Unwording[/i] is another beautiful game by Frostwood Interactive. They always manage to deliver a unique experience and have a flair for story telling. I always really enjoy the aesthetics and the originality that bursts out of each game they produce, but I do think that introducing the puzzle elements is hopefully a path they don’t pursue again. I can appreciate that the puzzles were trying to introduce a connection between the audience and the protagonist, but its cumbersome interface and often confusing game play didn’t impress me. If you can forgive the bluntness of the puzzles, you will be treated to another delightful story, and even though the subject matter is a little depressing to begin with, and the puzzles act as road blocks to the story, you are rewarded with an uplifting story. [/b][/h2][/quote] [quote][url=https://store.steampowered.com/curator/32732116-IndieGems/] Follow [b]IndieGems[/b] [/url] and [url=https://store.steampowered.com/curator/41039956/][b]Indie Blast![/b] [/url] for more reviews like this one. [/quote]
[h1]ネガティブな主人公を小鳥と共に導こう[/h1] 日本語未対応 アドベンチャーと単語パズルが合体した面白いシステム 最初はいろどりもなく味気ない画面、ネガティブなワードから始まるが 黄色い小鳥と出会いそれが変化していく システム上英語のみになるが かなり簡単なワードしか出てこないので大丈夫 パズルはピースをぐるぐると回転させたり 角度を変化させ、色が変化すれば正解に近い スペースキーでヒントも出るので遊びやすい とある地点からはコマンド入力形式になるが さほど難しいワードは必要ない 英語の勉強にも良いと思う 短めだが印象的で面白い試みがされているので オススメ Minivideo(Twitter)→https://twitter.com/_Rlyeh/status/1668915722721050625 [code] Steamキュレーターで紹介しました [URL=https://store.steampowered.com/curator/41056472/]「3D酔いでもゲームがしたい」[/URL] [URL=https://twitter.com/_Rlyeh]Twitter[/URL] 毎日更新してます! [/code]
Unwording es una experiencia narrativa que utiliza sencillos puzles de palabras para explorar cómo la percepción influye en nuestra realidad. A medida que el protagonista reinterpreta frases negativas, su mundo cambia con él. No es un juego entretenido pero su propuesta visual y llamada a la introspección lo convierten en un recorrido interesante.
Let's separate the game into two branches; one is the message and themes of the game, and the second is the actual game/gameplay that is used to convey the message. So the ideas of negative thought processes and depression are obviously quite important ones, and the themes of mental health and promoting good mental hygiene are presented well and in a more or less sensitive and empathetic way. The problem is that the game itself isn't that good from a gameplay perspective; the character locomotion is janky and our protagonist will frequently get stuck on just about anything because of how movement and hit boxes for furniture etc interact, the puzzles are fine in the first chapter, unwieldy in the second, and positively obtuse in the third (where you will have to type in words in response to cues from objects and people) relying almost on reading the game designers mind to figure out exactly the one word which he wanted you to guess. So, this is an eventually bright and colourful (initially drab and washed out) puzzle game with a fabulous theme and message, and increasingly lousy puzzles. Which means it isn't very much fun. Which means it kinda fails as a "game". So, A+ for the message but a D- (at best) for the gameplay and attendant fun factor. Not recommended.
[b]Unwording[/b] is a short but insightful exploration of overcoming negative thoughts and other aspects of depression. Players can explore, solve word puzzles and help the protagonist, Tom, find a new outlook on life. Overall, it is a cute and moving game that offers a brief look at how it might feel for somebody battling cognitive distortions and negative thoughts. It will take around 1-2 hours to play and carefully combines gameplay, narrative and styling elements to create a comprehensive and emotive experience that a lot of people will be able to relate to. I thoroughly enjoyed this game and would highly recommend it to fans of narrative-driven puzzles and word games. [b]WANT TO KNOW MORE?[/b] My full review of this game where I go into detail about gameplay, narrative and styling is available on [url=https://indie-hive.com/unwording/]Indie Hive[/url].
[h2]Depression Cured by Bird and Wordplay? Not Quite.[/h2] Unwording sets out with noble intentions: overcome a year-long depression by rearranging words and receiving motivational nudges from a passing bird. Admirable as that may sound, it reduces a complex, often devastating illness to little more than a grammar exercise with feathers attached. What’s presented as uplifting instead comes across as naïve therapy-lite for the Steam store. The puzzles begin innocently enough. Day one and two? Straightforward word shuffles, mildly diverting. Then day three arrives like a plot twist from an avant-garde sitcom: you must guess verbs to interact with objects and people, armed with precisely zero hints. Some actions are obvious, but the lack of guidance leaves you fumbling through an invisible thesaurus, hoping the game shares your vocabulary. Visually, it stumbles too. The opening 2D hand-drawn style is charming, perfectly fitting the concept. Then the switch to 3D on day two happens, and suddenly you’re wrestling with awkward controls, objects clipping through walls, and the creeping suspicion the game itself might need therapy. I bailed midway through day three and have no desire to return. Sometimes quitting is an act of self-care, at least in this case, it spared me more bird-related pep talks.
It's hard to really say whether or not I'd recommend this game, but in the end, I think it comes down to what you're looking for in this game. Going in, I was excited for a word-based puzzle game, and on that front I was sorely disappointed because it's not much of word puzzle at all. In the beginning there's a weird sort of fill in the blank type of puzzle, and then that's about it. After that there are some perspective puzzles and such that involve words, but aren't exactly word puzzles. And even just as puzzles, the game play can definitely feel clunky. If you're just looking for an emotional short story with some puzzles, then you'll probably enjoy the game, but it's not the first one that comes to mind for a recommendation.
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