Payload
Amazing puzzle from what I’ve played, my only complaint is that you get booted to the main menu after every level, there is no restart button, and that you have to press backspace over and over, instead of being able to hold it down to undo multiple moves
– Real player with 4.5 hrs in game
Read More: Best Logic Cyberpunk Games.
Really Fun Puzzle Game thats only in Alpha!?!?!?!? Can’t wait to see how polished this gets. Highly Recommend
– Real player with 1.3 hrs in game
The Court Of Wanderers
The Court Of Wanderers is a logic focused, non-linear puzzle game set in an enchanted estate where you never know what you will find behind the next door. Due to its mechanics driven design, there are lots of puzzles and surprising interactions to discover. Explore, think, struggle, and be amazed as the impossible becomes possible before your eyes.
Features
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Tightly designed and fair puzzles
Learn the rules of The Court, and discover how puzzle mechanics combine and interact in surprising ways. The numerous puzzles are novel and quick to solve, if you know how…
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Challenging yet accessible
No feats of timing, quick reactions or dexterity are required, just insight, and unlimited undo and reset a mistake is easily reverted. The game offers plenty of challenging conundrums, but due to its non-linear nature you can always explore somewhere else, and return later with a fresh perspective (or not at all).
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An impossible and mysterious world
Discover and rediscover a world that appears and disappears as doors open and close. Make your way through shifting corridors, secret chambers and hidden passages. Will you be able to tease open the doors closed?
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Non-linear story
Learn about The Court and its residents through strange memories and philosophical encounters, as you wander through a world that might defy understanding.
Read More: Best Logic Philosophical Games.
Motivational Hero Vol. 2
This game is very challenging and full of features.
– Real player with 2.3 hrs in game
Read More: Best Logic Casual Games.
I really liked the psychedelic theme mixed with a change of colors and that crazy drops effect gave a unique identity to the game, but for me the coolest thing is how the theme of each stage relates to the gameplay, sensational game!
– Real player with 1.2 hrs in game
Nemezis: Mysterious Journey III
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A very difficult game to evaluate, especially considering the peculiarities of the whole puzzle genre, once exalted by the legendary game Myst. It should be said right away that the game was beaten on hardcore difficulty mode (without prompts and with complicated puzzles), so it is quite possible that some things that I strongly disliked on normal difficulty are perceived quite adequately. As the successor to the popular Schizm series, the game quite rightly knows what it will be played for. Puzzles. A large number of puzzles. And this is in abundance here, we will return to their detailed analysis a little later, for now, let’s just say that almost everyone will have to make a huge amount of effort to solve, sometimes justified, but sometimes not so much.
– Real player with 14.4 hrs in game
Foreword:
While I didn’t recommend it at first I now completed a playthrough on “hard” difficulty. There were a few puzzles actually made me think for more than an hour. Pressing buttons at random isn’t my playstyle so I think first and bring my thoughts to paper. Once written down I try to translate my notes into actions.
Succeeding that way is the best achievement for me and is what I want when i play. I really like the design choice as it reminds me of some puzzle games I’ve already played.
– Real player with 14.1 hrs in game
Lamplighter
It’s 1807 and you are a lamplighter, responsible for keeping the street lights of London lit.
Lamplighter is a story-driven puzzle game, set amidst the magical early 1800s when gas street lamps began to turn night into day and provoke people’s imaginations, hopes, and fears.
Key Features:
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Unique puzzle mechanic involves creating regions of light and darkness on a grid, where same-colored regions cannot touch. Solve logic puzzles to keep the streets of London lit.
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Interact with characters along your lamplighting route. As the wielder of a strange and new technology, you have the power to affect people’s opinions.
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Make choices that affect the story’s outcome: Will London accept progress or will fear prevail? You’ll decide through your dialogue choices and puzzle-solving skills.
Lightmatter
Lightmatter took me 9 hours to complete both endings and while I wasn’t really satisfied with either ending, the journey to get there was a lot of fun. Lightmatter isn’t shy when it shows its love for Portal but it is really heavy on the mechanics from The Talos Principle. Instead of jammers, you’ve got spotlights and instead of connectors you’ve got photon connectors.
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PROS
- great antagonist. Virgil is no Cave Johnson or GlaDos but he is suitably condescending and megalomaniacal. I hated him but in a good way.
– Real player with 16.6 hrs in game
Lightmatter is a first person ‘escape the facility’ exercise that uses light to create pathways through dark places. You play from a 1st person perspective as a journalist who is visiting the company headquarters for a publicity event. Evidently, a system failure has occurred and the building has been evacuated, leaving you behind. The CEO provides guidance and instruction (via an announcement system) to help you exit through 38 chapters. The music and voice overs are engaging and the landscape is your basic industrial complex with lots of moving parts, buttons, levers, etc.
– Real player with 14.6 hrs in game
LONELY, LUSTFUL, ARROGANT, HATEFUL
I’ll have to downvote this because of the LONGNESS of the first two challenges, either you encourage to replay or you make it utterly painful, sheesh.
The characters, the idea and the mystery are pretty decent tho.
– Real player with 4.5 hrs in game
The game is a series of puzzles followed by character dialogue until the ending which is something else. Any mistake during the puzzle section is fatal for one character who is then permanently absent for the rest of that playthrough. Every dialogue segment is unique for every combination of surviving characters.
I have mixed feelings about the puzzles. I liked them on my first playthrough, but they do not have any replay value and you will likely have to replay them multiple times to unlock extra story content. My favorite part of the game is the dialogue which feels intriguingly offbeat. I also just love the survival-puzzle game idea which I haven’t seen before.
– Real player with 3.9 hrs in game
Mosaic Chronicles
There are a select few of us who enjoy puzzles. The mosaic layout makes the average small puzzle quite difficult. I have a new appreciation for archeologists who can piece together broken things without a picture. Look closely at the chapter picture - it’s a section of the briefly shown picture before piecing it together; other mosaics are shown as well, but the one that is the one you’re working is that one. I would definitely withhold stars (almost decided on a thumbs down rating) only because it ends too quickly and abruptly - early into the 2nd book story-line.
– Real player with 31.3 hrs in game
If you can imagine a sort of cross between Glass Masquerade and a VN you can start to see what Mosaic Chronicles is and isn’t. There are jigsaws to solve to progress the story, you can rotate pieces when necessary, and there is pleasant background music, but there the resemblance ends, apart from being able to choose the difficulty to play at.
I admit I started in the simplest possible to see how the game works. There is a quick intelligent tutorial to give you the basics and a hint system for if you get stuck. And you can position the pieces of the puzzles where you think they aught to go, so there is a handy tool to tidy up your work area if it gets messy. More importantly, the pieces snap into place if you get it right and cannot be moved. You can save at will.
– Real player with 20.9 hrs in game
My Very Own Light
Fun world and the puzzle are nice to solve. Lots of variation in the environment through the level makes the game interesting all along the available levels.
– Real player with 30.9 hrs in game
Slice of Sea
UPDATE: Mateusz read this review and has updated the game to correct for the accessibility issue we reported here. That is an extraordinary gesture of good will and responsiveness from an established artist who could just as easily have insisted his work was to be accepted as it was. Accordingly, we have changed the status of our review from thumbs-down to thumbs-up.
Original review follows:
Well, this is a hard one to give a thumbs-down to, as we love most of Mateusz Skutnik’s games. What we love about them is their whimsy, surreal style, sound effects, and general ease of play. This one has all of those things, so no complaints there. What this one doesn’t have, however, is a clear presentation of the cause-and-effect relationship between what the player does, and how that unlocks doors/machines/whatever in the game. The game world is enormous. As far as we were able to tell, you can flip a switch or turn a knob and, with no indication to the player that this has happened, doing so fulfills one of the conditions to unlocking a door in a distant place. We “solved” a number of puzzles without ever having any idea of how we did so.
– Real player with 93.5 hrs in game
TL;DR: If you like point and click games, go buy this one. It’s worth every penny.
If you are familiar with other games/comics from the same author, such as Submachine, Daymare Town, Rewolucje, etc. you will like this game even more, as there are a lot of references scattered everywhere (and when I say references I mean even entire locations inspired by them, but I don’t want to spoil).
This is primarily a PnC game; the platforming elements are not very important, but they make for interesting puzzles. The hand-drawn graphics look amazing, and together with the atmospheric soundtrack by Thumpmonks and the great main song by Cat Jahnke, do a very good job of immersing you into the game. There are many little details that show the author cares about his work, such as Seaweed’s animations during cutscenes and when entering doors. The story is quite simple, as usual in a game that is set in the Daymare Town universe, and as seen too in Amanita Design’s games such as Samorost or Machinarium: there are no dialogues and the written elements are minimal. What this game excels in is creating an mesmerizing immersive experience for you to get lost in.
– Real player with 27.5 hrs in game