SolarGun
For a $1 game this game really delivers.
if you enjoyed Portal you are sure to enjoy this one, It is very similar to that game.
What we have here is a first person puzzle platformer game much like Portal as i have mentioned.
The gameplay is quite fun with the environments neatly done with a very appealing look. The puzzles themselves arent too hard or complicated especially if you have played other games similar to this. The game has very decent graphics, the visual aspect of the game is really good, we have that futuristic look or theme you might say.
– Real player with 9.3 hrs in game
Read More: Best Short First-Person Games.
I have two of the “Year” levels left, and I don’t think I’m going to finish it, but I’ve certainly played enough to warrant a review. While I did enjoy the game in general, I’m going to have to say “Not Recommended” because some parts were fun, but many more were unbelievably frustrating.
While the description claims this is “a first person puzzle game”, and the image says “Short Puzzle Platformer”, it is much, much more platformer than puzzle. There are several areas where you deal with alternating lasers, and it requires very precise timing and jumping to jump over the lasers. The bigger problem, however, is that jumping feels somewhat floaty, and most of the game requires extremely precise jumping (precise in terms of where you land and in terms of timing your jump perfectly because the gaps to be crossed require the maximum jumping distance). While each level is short, if you are not a pro at platforming, you will likely die many times, and replaying the same 60 seconds over and over again because you didn’t get a jump just right is not fun.
– Real player with 4.0 hrs in game
The Inner Darkness
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The Short of it: A well-crafted, challenging, indie platformer/puzzle/horror. The physical logic puzzles and dimensional shifting really make you think through trial and error - I felt smarter having played this =)
Reminds me of: A fairly unique title, it doesn’t remind me exactly of any other title I have played. If you like good puzzle platformers, indie horror, and modern pixel graphics, you’ll probably like The Inner Darkness.
– Real player with 9.5 hrs in game
Read More: Best Short Dark Games.
I must give the game it’s dues. It really uses as much of its limited mechanics as it can without ever really overstaying its welcome (as you can see, the whole thing took only slightly more than an hour to beat, playing suboptimally). Even a couple of core mechanics which I feared would become annoying never became so, they just added a slight illusion of urgency.
The puzzles were on the easy side, with more than a few times me overthinking what they needed, but several did feel clever enough (even if they were never particularly lateral). A few of them did easily screw you over due to movement rather than misunderstanding the core puzzle, but that was partially on me for rushing.
– Real player with 1.6 hrs in game
Whisper
It’s an interesting concept, navigating via sound. Quite short but I would be interested to see this game design expanded on.
– Real player with 1.1 hrs in game
Read More: Best Short First-Person Games.
haha breaking glass go brr
– Real player with 0.7 hrs in game
Chronology
–-{Gameplay}—
🔳Try not to get addicted
🔳Very good
☑️Good
🔳Nothing special
🔳Ehh
🔳Bad
🔳Just dont
—{Graphics}—
🔳Masterpiece
🔳Beautiful
☑️Good
🔳Decent
🔳Will do
🔳Bad
🔳Awful
🔳Paint.exe
—{Audio}—
🔳Fascinating
🔳Very good
☑️Good
🔳Decent
🔳Not too bad
🔳Bad
🔳Earrape
—{Audience}—
🔳Kids
🔳Teens
🔳Adults
☑️Everyone
—{PC Requirements}—
☑️Check if you can run paint
🔳Potato
🔳Decent
🔳Fast
🔳Rich boi
🔳Ask NASA if they have a spare computer
—{Story}—
🔳Doesn’t have
– Real player with 11.9 hrs in game
Chronology was a fun experience, but a little lacking. It’s definitely worth a playthrough, and I would recommend it, but I’ll try to keep my thoughts concise enough to be helpful.
Pros:
-Interesting gameplay concept. I had a lot of fun just conceptually with the idea of not only switching between two versions of the levels, but more importantly controlling the two characters in tandem. It was a lot of fun, and the game’s strongest point.
-The game, while in a level, feels extremely responsive and well crafted. Switching between the Old Inventor and the Snail is very fast, as is changing the time period. Moving around and platforming feels good, rewarding and all around pleasant. While there are a few quirks here and there, they’re to be expected, and overall I think the dev team did a wonderful job making sure the play experience during levels was enjoyable.
– Real player with 4.5 hrs in game
Refunct
6 hours of playtime out of a fifteen minute game (without speedrunning) , which is still going by the day.
This game has an fantastic momentum based movement system that makes getting around the map fun, almost so much so that it rivals Mirrors Edge and Titanfall 2 for how thrilling it is to control.
Just get it, it is so much fun just to chain together wall jump combos, slide out of every jump, and create your own path through everything. When you add the amazing atmosphere, music, day/night cycle, achievements, and stunning lighting and visuals then you get what is the main purpose of playing this game. But it doesn’t end there…
– Real player with 8.6 hrs in game
Intro
Refunct is a very refreshing and fluid experience. For such a short game, it was satisfying to play and was definitely worth the 1.50$ spent. It feels like thought and effort went into making it, and that immediately sets it apart the bad apples that comes through Greenlight.
–————————————————————
Presentation
Refunct is a 3D parcour platformer at the same time it has a relaxing, peaceful atmosphere.
Refunct immediately puts you into the game when you start it up. But that’s okay because the game doesn’t need to annoy you with any tutorial, the mechanics are easy to learn on your own.
– Real player with 6.3 hrs in game
NightSky
A very mellow and enjoyable puzzle/platforming game, with some secrets that unlock an NG+ to add replayability. Controls kind of sucked on a controller but keyboard played fine.
In Nightsky you play as a sentient glowing ball on its quest to travel from the left of the screen to the right. You roll left or right, and have buttons to speed up or slow down/grip the ground. There’s also a wildcard interaction button that changes its use depending on the scene. The game does a good job of introducing you to gameplay concepts and ramping up in challenge. The levels are varied and each can be a decent puzzle. Some of them are figuring out what you’re supposed to do, others are more a test of timing and reflex. Different contraptions are used throughout some of the levels, adding extra flavor. Throughout the game there are also secrets that act as a sort of new game + and open a secret final level.
– Real player with 16.5 hrs in game
I wanted to recommend NightSky for a little while now.
A must-have if you enjoy puzzle games based on physics!
You control a mysterious marble going on an journey through several dream-like landscapes : Industrial, littorals, forests, caves, ruins, etc;
Your marble has two main skills, the Slow-Down button, and the Speed-up button. The former allows you to be more precise in your moves, but lacks some motion power. The latter will allow you to jumps gaps and do wall-rides, but it’s harder to control properly.
– Real player with 12.8 hrs in game
Papo & Yo
Overview
Papo & Yo or Father and I markets itself as a puzzle, action, platformer set in a dream world of a Brazilian favela. You play as Quico a boy who has to help a monster who has a strange addiction to poisonous mushrooms that enrage the beast upon consumption. The only way to temporary calm down the monster is to feed him some blue, rotten fruit. Following the advice of a mysterious girl named Alejandra, you must navigate the favela by manipulating buildings with chalk magic and bring the monster to the temple to cure him of this unfortunate addiction.
– Real player with 6.7 hrs in game
Good story alone isn’t enough to make you cry
Papo&Yo is a puzzle platformer with a good good which sadly doen’t excecute first two aspect very good.
You play as the buy names Quico and must find a way how to deal with a serious which i’m not going to talk about because that’s the point the story. What i can say is that it’s pretty similar to Rime story-wise, but excecuted not as good as that game.
At first the puzzles seem fine, but after some time they get boring because the principle is the same and you usually need to repeat same actions again and again. There are good and fun puzzles, but maybe half of the puzzles are either frustrating or time wasting.
– Real player with 6.7 hrs in game
qomp
A short, but great experience! Qomp is a platformer(…?) where you control a ball from Pong, and you’re able to change your y-axis by pressing space or clicking… and that’s it! There’s only button, making the whole game extremely easy to get into.
Don’t let the simplicity of the controls fool you, however - qomp is very innovative, brimming with cool level gimmicks. On one level, you’ll be quickly switching between sets of buttons to open previously-inaccessible paths, with this switch also triggering new traps on the way back. On another, you’ll bounce and stumble through a maze that constructs itself before your very eyes. Or maybe you’ll be under water, having normal jumping physics while dodging a giant fish ready to make you his lunch! For a 3-hour long game, there’s an insane amount of variety, with the perfect balance between exploring those setpieces without overusing them.
– Real player with 3.0 hrs in game
Manages a surprising breadth and depth of mechanics despite having only one button. Boss fights feature extremely minimal opponents, but somehow still require a great deal of thought. One point which might put people off is the need to continually press the spacebar or mouse button. I found this to get uncomfortable at certain points, not necessarily due to a volume of clicks at any one point, but simply because a keyboard and mouse do not have motions condusive to spamming over a play session. Honestly, this feels like a game which would be perfect for mobile because of that, but I am very happy it is not a mobile game (at least not yet), since I would never have tried it with ads and whatnot.
– Real player with 3.0 hrs in game
The Guilt and the Shadow
So, this is yet another gloomy indie game about psychological disorders.
There’s little to say about this one. In its own genre it’s probably OK. The visuals are stylish and the sound design is quite awesome.
But the story doesn’t really catch your attention. The monologues and occasional dialogues are quite unnatural. And the gameplay part just plainly sucks. You walk slowly, you need to backtrack the levels all the time, it’s surprisingly hard to find a proper spot to start climbing a ladder. So, all in all, as a game this thing kind of fails.
– Real player with 8.5 hrs in game
An emotional experience about the torments of a man plagued by the “guilt” of his mother’s suicide (“shadow”).
Set in a black and white pencil drawn world, the player guides the mentally ill protagonist through a succession of dreams/nightmares.
To advance in the game, we have to solve simple puzzles to unblock passageways or unlock memories.
The pace is slow, giving the time to the player to immerse itself in the dark atmosphere of the game. And the game can be finished in one setting, which I would recommend in order to not lose the connection to the story.
– Real player with 5.3 hrs in game
Charge
You play as a silent protagonist armed with a charge gun, and your ultimate goal is to progress through all levels presented by the game. Each level is a room that has only one exit, and your goal is to overcome any obstacles (such as humanly unreachable platforms or remotely-controlled closed doors) to reach that exit and progress to the next level.
To your help you have charge gun, cube and charge-proof walls (emitting light-blue segments). Charge gun is capable of positively or negatively charging cube and charge-proof walls. Depending on the charges applied, the interaction between them will be different:
-
if cube and wall have opposite charges - cube will attract and eventually static cling to the wall;
-
otherwise (alike charges) cube will repel away from the wall.
The closer those are, the stronger the effect.
There are major restrictions when it comes to charging objects:
-
cube can either be positively OR negatively charged at the same time, or neutral;
-
only one wall charge of the same sign can exist at the same time, and applying new alike wall charge to another location removes old.
You will need to figure out how to take advantage of these tools and manipulate objects to progress through. Almost every level forces you to learn a new way of using these tools, and some of the mechanics that you already learned in previous levels are mixed in.