Had about an hour on the PC version and it's been an interesting introduction.
The game is a straight up puzzle game. The closest idea of how it plays is that of a walking simulator title with line drawing puzzles thrown in. So far there doesn't seem to be anything other than an environment and line puzzles to the game but the amount of puzzles for you to have a go at looks to be high so the solid playtime estimates doing the rounds might be correct.
Of the island you find yourself on I've so far moved around some coastal ruins, some foundations, a workshop and now a cliff edge. The open(ish) world looks big enough but it's looking to be window dressing. Like scattering Sudoku puzzles throughout Dear Esthers environment.
Due to this the controls are simple, analogues to maneuver and A to interact. The line puzzles start as simple joining exercises but quickly introduce spins such as dual moving lines, manoeuvre specific tiles etc so a lot will likely rest upon the games ability to keep these puzzles interesting over the potentially long run time.
The graphics are solid, chunky looking and bright with lots of colour. As per the walking simulator similarities there's no platforming and you can't fall off ledges etc so there's no risk to life including no enemies or sound for the most part. Only a smattering of background rustles so it's pretty much just you and your brain teased mind left to work out what the puzzles want from you as new elements are brought in without explanation leaving you to work out what you need to do.
I enjoyed my initial run on the game but I'd be curious to see how it all plays out as so far there's nothing to suggest why the game has received such high praising scores.
The game is a straight up puzzle game. The closest idea of how it plays is that of a walking simulator title with line drawing puzzles thrown in. So far there doesn't seem to be anything other than an environment and line puzzles to the game but the amount of puzzles for you to have a go at looks to be high so the solid playtime estimates doing the rounds might be correct.
Of the island you find yourself on I've so far moved around some coastal ruins, some foundations, a workshop and now a cliff edge. The open(ish) world looks big enough but it's looking to be window dressing. Like scattering Sudoku puzzles throughout Dear Esthers environment.
Due to this the controls are simple, analogues to maneuver and A to interact. The line puzzles start as simple joining exercises but quickly introduce spins such as dual moving lines, manoeuvre specific tiles etc so a lot will likely rest upon the games ability to keep these puzzles interesting over the potentially long run time.
The graphics are solid, chunky looking and bright with lots of colour. As per the walking simulator similarities there's no platforming and you can't fall off ledges etc so there's no risk to life including no enemies or sound for the most part. Only a smattering of background rustles so it's pretty much just you and your brain teased mind left to work out what the puzzles want from you as new elements are brought in without explanation leaving you to work out what you need to do.
I enjoyed my initial run on the game but I'd be curious to see how it all plays out as so far there's nothing to suggest why the game has received such high praising scores.
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