With all the indie games I get to play, sometimes the easiest ways to talk about them are in video form. And that’s what I did for these reviews of The Last Cube and Refactor.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
I do a lot when it comes to covering and supporting the indie dev scene, and one feature that I’m bringing back are my store page review shows or “indie inquiries.” For each episode, I, and my friend Rob, review a steam store page on its thumbnail, images, trailer, about this game, and tags, to give it a grade on how well it markets the game. If you would like me to cover your game in the future, please reach out to me. For this one, I reviewed the page for a friend of mine who is working on the game Buluk: Mayan Warfare
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
One of the most surprising hits of 2022 so far is the game Vampire Survivors, a game that is reminiscent of the hit arcade game Crimsonland. In this episode of my series known as “Dissecting Design” I wanted to look at how this game managed to succeed with a well thought out, and easy to learn, gameplay loop.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Tunic is one of those games that I feel is not going to be talked about enough given its quality and unique selling points. On the surface, it looks like yet another isometric action-adventure game, of course in the same style as Zelda. But digging deeper, we have a game that tries to break years of gamer behavior with its most powerful mechanic simply being its manual.
A Confused Fox
Our story finds a fox waking up on the shore of a mysterious land. Unarmed and with enemies around, it’s up to you to explore and figure out what is happening here. I love the aesthetics and art style of Tunic, and the game has some amazing establishing shots and backgrounds.
As per other action-adventure games, progress is about finding McGuffins that are the key to quests and new items that will allow you to either access more of the world or uncover things in areas you’ve already visited. Some people have compared this to Dark Souls in terms of combat, mainly by the fact that you have to manage stamina when swinging, blocking, or dodging.
Where Tunic goes with all this is what’s going to either keep you playing or cause you to quit in frustration.
A Mystery Manual
We’ve all grown accustomed to not reading manuals and developers not making them to begin with in the last decade. In Tunic, the manual is your tutorial, secret guide, and your progression. Throughout the world of Tunic, you will find pages of the manual that reveal everything from maps, to where you need to go, to even mechanics that you wouldn’t know otherwise.
Here’s the kicker, most of the text in the manual is written in the game’s runic language. To learn more about the world, your objectives, or even what things do, you’re going to have to figure out things from the pictures or attempt to translate the language yourself. The manual from a design standpoint is well done and reminds me heavily of the monster manual/spell book that came with Ni No Kuni (and why I got the special edition of that game).
the manual in of itself deserves praise for being its own game within the game
I joked about this onstream, but Tunic is really the Zachtronics’ version of a Zelda game — it is complex, has lots of elements under the surface, and you must read the manual to make any sense out of things. The game features multiple secrets, different endings, a wealth of content for players who want to dig into it. The developers have taken a big gamble on the use of the manual, and I’m not sure if it pays off as well it should.
Collaborative Solo Affair
Tunic reminds me of the game Abyss Odyssey whose main marketing point was that the game was supposed to be played with the community to make progress. However, banking your mechanics on the size of your community, especially for a singleplayer-focused game, is a tall order. I can tell you right away that there is no way I’m going to be translating the game’s language on my own anytime soon.
If you’re trying to play this game blind without help, I cannot imagine you’re going to figure out everything on your own. Someone on my stream commented that one of the clues in the manual is literally a “Lost” reference, that as someone who never watched the show, completely went over my head.
The question remains: Is Tunic perfectly playable without needing the community or outside help? And I feel that the answer is no. I can imagine a lot of people getting frustrated and confused due to the lack of in-game direction and end up quitting before they dive into the manual itself. I also think it would have been better to integrate the manual into the game experience more, such as being able to write notes on it or being able to have it on screen as a map or reference. It is possible with brute force and just trying everything to make some headway in the game, but that may not be everyone’s cup of tea. And I can safely say that brute force will not work if you’re trying to go for the game’s true ending.
The beauty and nightmare of the game is that literally everything that you’ll need to play Tunic is in the manual, but you’re the one who has to make sense out of it all.
Getting Lost
The more I played Tunic the more the esoteric nature of the game began to annoy me. After playing this and Elden Ring, Elden Ring is like a children’s show in terms of understanding it. The problem that Tunic has is that it presents another world, another set of rules, and another language, without really giving the player the barest understanding of it at all. The game wants you to rely on action-adventure conventions and logic until it doesn’t; that the rules of the world are like X until they’re not.
trying to find everything in the game on your own is going to be a huge task
Looking up some of the many solutions to the advanced puzzles, and I can honestly say that I would never be able to figure them out without a spoiler guide.
Instead of feeling that the game was being clever, it just felt confusing for the sake of it. This is the kind of game for someone who grew up playing adventure games in the 90s or loves the deep dives into the ARGs of a Daniel Mullins game. Tunic commits the puzzle design sin of requiring way too much outside knowledge to solve its puzzles, or even know what a puzzle in the game is.
The camera can also cause problems with many things purposely hidden behind walls or at angles that you can’t see. During one fight, the camera kept spinning while locked on to the boss to the point that it started to make me dizzy. Boss fights became more frustrating as the game went on due to the camera issues and how fast they could move compared to my character.
Ultimately, I respect Tunic for what it does, and there is a lot of passion put into it. However, enjoying this game requires you to be both an action game fan, and a puzzle expert, and I think the game leans too far in some respect to the latter while still requiring a lot of the former. I would suggest if you are interested in playing Tunic for the puzzle-solving to turn on the assist modes to make that easier.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
It’s really an awesome idea: an exploratory kind of game set in a hyperbolic space. If you’re wondering how someone could even make such a thing, developer CodeParade did a great series of YouTube videos on how he made it. Hyperbolica neatly upsets many of your intuitions of how basic motion and rotation work. It uses the processes of playing video games to communicate ideas in a deeply intuitive way.
If this looks like your kind of thing, you might consider looking into ZenoRogue’s HyperRogue (Steam – Android), which is a one-hit roguelike set on a hyperbolic plane. Or the similarly brain-bending Manifold Garden from William Chyr (Steam – Switch – Xbox – PS Store).
The ‘Mana Launcher’ App appeared on Steam. Slated to be release on December 1st, this open source MMO has entered a new phase of development.
The Mana World (TMW) is a free 2d open-source MMORPG. With a team of volunteer developers, it has been a labor of love for a decade, and on April 5th they celebrated officially getting on Steam.
Explore the multiple unique universes. The Mana world team is focused on building detailed worlds, unique quests using classic retro graphics. Currently you will find four unique universes that are being developed into it’s own unique world.
It is my hope the community will blossom with its release to steam.
I am quickly reminded of Tibia online or Nexus: The Kingdom of Winds as I was learning the ropes. I was greeted with a few players willing to help me warm up to the universe and get started. TWM has a unique retro style questing system and a magic system not for the casual gamer. If you are looking for a new 2d home I would recommend exploring ‘The Mana World.’
It even works on ARM computers!
If you can’t wait until December 1st for the release of ‘Mana Launcher’ on Steam, you can download the client today at The Mana World and explore the magic of this retro-style MMO.