Tag Archives: puzzles

2017 Game Review Haiku, #83 – Lilly Looking Through

Chasing after scarf
Magical goggles see more
Beautiful flow, worlds

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #82 – Dark Heritage: Guardians of Hope

Philosopher’s stone
Find it, look into eyeballs
Unsure, keep clicking

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Windosill’s interactive environmental objects are a joy to click

gd early impressions windosill browser free

At some point last year while I was deep into Alto’s Adventure, the stylishly difficult endless snowboarder with runaway llamas, and conducting research on it for this blog post, I discovered a sensory-tingling clicky sojourn called Windosill, which clearly had an impact and influence on Snowman’s developers. Not necessarily from a gameplay perspective, as Windosill is all about logic/illogical puzzles and clicking around and less about collecting escaped llamas and nailing that third backflip in a row, but certainly from a visual standpoint. There’s a colorful, crispness to the flat, almost childish shapes in both games, and I think the simplicity works great and adds a surprising amount of character to the environments and their surrounding objects.

Anyways, I only played the first few levels of Windosill for free via the game’s website. I filed it away in my brain as a delight and something I should check out fully…y’know, down the road. Well, that finally happened. I got a copy of the game on Steam during the most recent summer sale for $0.98, along with Lilly Looking Through, Disney Mega Pack: Wave 2, and Voodoo Garden. I’m only calling those additional purchases out here so that I don’t forget about them because, until I just went through my purchase history now to figure out when I had acquired a copy of Windosill, I totally forgot about them. Oops. That’s the trouble these days, if you are me.

In short, Patrick Smith’s Windosill is a puzzle game with no instructions or words, other than the title screen text. You’re left to figure out how to unlock each level’s door and move the main character, which is a wooden, toy locomotive, on to the next level by sliding it through the opening. Which, by the way, is immensely satisfying. The end goal is the same for each level, but the journey to it varies greatly. You’ll have to interact with numerous items in the environment by clicking on them and seeing what happens. It’s all about experimenting and being curious, observing what happens when you click once versus holding down the mouse button or holding it down and dragging. What’s nice is knowing that everything you need to unlock the door is contained in the single level, and you will eventually solve the puzzle. It’s more of a drag, tug, and spin adventure game than a point and clicker.

Windosill is joyous. The game’s tone is friendly and dreamlike, and there’s a absurd creativeness to each environment that will leave a smile on your face and keep you guessing moment to moment. I both didn’t want to complete a level and also was super excited to see what came next. Each object you encounter, whether it’s a big ball on a tiny stem or a window in the wall or a plain-looking cone, has character, with its own weight and ability to be squished or stretched or manipulated. I messed with every single thing I could. I had some minor problems playing this on Steam rather than an iPad when trying to stretch or spin some items intensely or drag the cursor too far to the edge of the screen. Nothing major, but it definitely seems better designed for a touch-based interface. Evidently, the iPad version also has a sketchbook gallery, a level selection, and a translucent mode that allows players to see how levels are put together with 3D polygons. That’s pretty cool.

There’s a bunch of other strange, click-heavy freebies to try out on Vectorpark’s website, which certainly all look intriguing and similar to Windosill. However, with this sort of experience, where discovery is better than completion and experimentation is king, I might need to pace myself accordingly. Otherwise, I’ll end up in an alternate universe where I’m tugging, poking, twisting, flicking everything in my path, and no one wants that.

2017 Game Review Haiku, #77 – Windosill

Leave eleven rooms
By clicking on all objects
To find that sweet cube

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #75 – Escape from a Ramen Shop

A few months ago
I had delicious Ramen
Great noodles and broth

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #72 – Observer: Edge of the Earth

Leave elevator
Pull levers, ruined castle
I saw a sky whale

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #53 – Memories Fade

Old man forgets wife
Photo jogs his memory
Raindrops, jazz, and cake

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #51 – Empty

Everything must go
Rotate, match up the colors
This zen is a ten

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #48 – Datura

Forest of choices
PlayStation Move, controller
It’s only your hand

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Explore Datura’s mysterious forest clumsily

I was surprised when I typed Datura–the first-person exploration game from 2012, not the poisonous flowering plant–into How Long to Beat? and saw that many were completing it in under two hours. That’s great. I’m a big fan of shorter games, and yes, I’m giving you stink eyes, Dragon Age: Inquisition and Stardew Valley, for each eating up over 50 hours and not being close to completion. Ugh. For some reason, I thought this game was a really long affair with obtuse puzzles. Perhaps I was thinking of Pneuma: Breath of Life instead, though that also doesn’t seem to be an epic adventure. Instead, Datura seems to be a short affair with clunky puzzles. I polished it off in two sittings, though one could easily push through it in a single go.

Datura begins with you, whoever you are, on life support in the back of an ambulance. You are tasked with removing the cloth and wires connected to your body, which surprises the EMT helping you. This is also where the game surprised me. I mean, I knew it was a first-person exploration thing, but I didn’t realize that meant you’d see your disconnected, Addams Family-esque hand floating in front of you, moving around in a certainly unnatural manner. It’s extremely bizarre at first, but you eventually get the hang of it (I almost wrote hand of it), maneuvering it into place with the analog stick and pressing R2 to perform an action. After this, you are then transported to a mysterious forest, which serves as a hub of sorts. Here, you’ll travel incomprehensibly through time and space into different playable sequences to solve some relatively straightforward puzzles.

The game was clearly designed for the PlayStation Move controller, but I don’t have one of those. So my standard PS3 controller will have to suffice. However, this resulted in some odd, finicky control methods, with myself more or less fudging my way through some puzzle elements, like taking wooden boards off a door with a crowbar or twisting something around. There’s also a lot of tilting, which, when my controller is plugged in, is a wee difficult to do in some directions. Again, you can do it and get through it, but the whole thing reads as clumsy. Also, mashing the R2 button to “run” in the woods is annoying, especially when the speed difference between walking and running is minimal and you tire rather quickly. That said, being in the autumnal forest hub is the best part of Datura, as the atmosphere is amazing and I did enjoy finding white trees and expanding my hand-drawn map.

As far as I can tell, the purpose of each sequence is to present you and your dismembered hand with a choice. Depending on what you do, the forest itself changes to reflect your actions. Are you more sinister? Well, prepare for everything to darken and play home to flies. If you are kinder, there will be brighter areas and more butterflies. It’s a little on the nose, but wandering the woods is the most enjoyable and immersing part of Datura, so it makes a difference. I think I split the difference, being nice and being naughty. A lot of the sequences are clear in terms of what is happening then and there, but on the whole, I didn’t really understand what Datura was trying to say. I’m sure everything has meaning. Maybe this is all about the poisonous plant killing you and everything after the ambulance moment is a fever dream.

Datura wants to be a literary journey through morality. Alas, it misses the mark. The big ol’ life-changing choices are easy to make, even when it comes to issues like beating a dog to death or cutting off someone’s hand. The reason for this is that the game, while visually pretty in spots, appears goofy, and the floating hand, especially when you see it next to your other, normal hand, which is connected to an arm, has a lot to do with this. There’s no solid conclusion, save for a mirror shot at the end that shows you exactly who you are, and so this was a decent two hours in a lovely wood where the fog is thick and the leaves are endless. Man, oh man, I love autumn.