![]() and thats how creative the game was by telling a story and let characters speak for themselves and let every one of them have its own personality and show it to everyone else without saying a word, and that takes us to the conclusion of how creative the developers are but that is a water drop in an ocean, the details for example, the details in the characters, how do they move and react to you, in the environment, it is quite amazing, how much work and effort went into making this game and that what I called the art of video games. why broke him into pieces at the beginning you might ask or where is Berta? all those questions and more, the game will answer them for you as you progress but in its own special way, without dialogues without talking, no words no talk to be heard in the city. Match 5 game is maybe a little too hard.Ħh 20m PlayedJosef, Josef the robot who lost his arm, leg and lost his body, even his home but most importantly his girlfriend, Berta, the girl he loves and pretty much the only person he has in this world. Couple of the puzzles are a *little* drawn out. ![]() Small nitpicks: Wish the grow/shrink mechanics was used more. And when they come with a great escapist atmosphere, filled with hand drawn backgrounds and a focus on composition over fancy visual effects, it's a winner in my book. I think Point-and-Click games fill a certain lazy Sunday puzzle-solving mood I fall into occasionally. I don't think any the puzzles were particularly remarkable, but they were decently challenging and there was great variety. But I was through the game in two short sittings and came away pretty positive on the experience. I can imagine some people have issues with the puzzles, they are a bit difficult at times. The music helps as well, mostly a mix of strong ambient tracks with a lot of synths-think Blade Runner meets grunge steampunk machine world, if that makes sense. The color palette in retrospect is a little beige, but it fits the setting and is effectively utilized. Really strong aesthetic presentation all around. Point is you can always cry uncle and get some help, but not enough to take all the challenge out of it. Though that would trivialize the game too much in my opinion. And it's not easy to cross reference the solutions of different rooms unless you take some cheeky pictures or something. So there are always gaps in it's information. It shows you all the necessary actions to take *but* only for that room or area. You have to open the book first-by playing a somewhat drawn out game of not-flappy-bird. If you get stuck, the hint system is there to help. ![]() Honestly It took me a while to beat Tic-tac-toe extreme edition. It's a mix of inventory/environment puzzles with more traditional minigames. And the path to get there is a Rube Goldberg machine-esque progression of puzzles. The plot is simple enough, a little machine man has to rescue his friend and overthrow the bad guys, told solely with through visuals. Pixel hunting was rare, puzzles were generally engaging, and the hand drawn art was a pleasure to take in. I have a soft spot for adventure games, and while this one isn't the pinnacle of puzzle or narrative design, it's a respectably immersive experience. ![]()
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