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BOOMER REVIEWS
05/10/26 09:17 PM
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I am about 90 minutes of playtime in and to date this is a mixed bag.

The most mixed bit is the save system, which seems to be exclusively based on checkpoints but doesn't tell you when one has been reached. Which has probably contributed 15 minutes of (re)play time to my endeavours, and makes exiting the game a bit hope-and-see.

It also doesn't have the most intuitive interface. What to do is one thing; how to do it is another. I would recommend leaving the hint system on, which will appear top right and will tell you what keys do what, which should make things more manageable. The opening scene with a sailing boat (which of itself is a pretty good buzz) should give you an immediate sense of what I mean. The objective top right will tell you that you need to get the sails down. How you get the game to do your bidding (e.g., pull that rope, wind that winch) is a whole other thing. What keys do what is paramount, so as I said, leave/toggle the hint on.

Having survived my ocean adventure, I have spent my time preparing for a storm to hit. I am Will, a lighthouse keeper, and my first person efforts have involved reading instruments, starting generators and ensuring comms are sound. It looks and sounds good, is voiced, and uses the keyboard to do most things other than interact with the world, which utilises the mouse.

Hotspots appear visually, and things you can interact with 'glow.' Puzzling wise it hasn't been hard to date and having items will cause them to be used if you pick the right place. There seems to be more than one sort of collectible if that is something you enjoy.

I will certainly continue, but am hoping the save game system will be patched.
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BOOMER REVIEWS
05/04/26 03:25 PM
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Meet Riki, a would be truthmeister whose main strength is huggability. Not at all hard-boiled, nonetheless she is dispatched by the counic of rulers to investigate what occurred in the Kingdom of Knotgud. A creature called a Booglo has destroyed the castle, and the newly coronated king lies within. Other things are afoot, but the question about the Booglo remains - who summoned it?

Armed with a Scroll of Truth, on which only the truth can be written, Riki is dispatched to seek answers.

The game uses a 2D cartoonish animation style and is entirely point and click. You talk to other characters to learn information, which will put conversation topics in your index as well as build your vocabulary of relevant words. You use the conversation topics to learn more, and the vocabulary to complete fragmented statements on your Scroll. You will also accumulate lesser mysteries as you go. You read everything (there is no spoken word) and it is very wordy. A soundtrack accompanies things, and there are no manual saves.

Based on the 35 minutes I have played so far, completing the statements on the Scroll seems to be a key component. Click a mystery and then drag to words that complete the statement. Presumably if you haven't investigated or interrogated sufficiently, the relevant word/s won't be available. It's a bit like an interactive comprehension test.

According to the Steam page I will acquire a crystal ball that will enable me to see the past, get into tiny spaces with all-purpose-rats, and use an enchanted cat to smell the different colours of magic. All of that adds to the fairytale feel of things.

It isn't really my thing, but it might be yours.
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BOOMER REVIEWS
05/01/26 03:45 PM
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I knew going in that this game featured countless minigames (it says so on the Steam page), and I wasn't sure that it would be for me. I was right, but if minigames are your thing you may well feel differently.

I am just under an hour of play time in and have played seven minigames thus far. I reckon 15 of those minutes at least have been taken up with playing said games, which further accentuates their prevalence. To date, I have had to keep playing until I win, so be prepared.

A chicken is dead and Detective Cox, an amnesiac squirrel, is on the case. Fowl play is definitely afoot.

The game plays with the keyboard, and there are no manual saves. It uses a top-down perspective when moving about, but then a front-on perspective for the games and the cutscenes and when characters are conversing. The animation style is quirky and is at its best in the cutscenes. The top-down look is a little rudimentary. Voices are a mixed bag, as is the humour, but that is always a personal thing. Little icons will pop up when you can do something and if an inventory item is needed, clicking will open the inventory from where you can drag items to see what might work.

I recently acquired a map, which is a visual aid to the layout of things but won't help you get around faster. For that Detective Cox needs to sprint. I also got a stone box and suspect there are more stones to be found.

I have just entered a bar (there is a joke there somewhere), and a second case is about to get underway.
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BOOMER REVIEWS
04/26/26 03:20 PM
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I like a bit of horror, be it books, movies or games, so this recent release caught my eye. The third game from the maker (the TS is for Tony Shoulders and near as I could tell its a one man band), it unfortunately wore me out before I reached the end.

A spin-off from the maker's second game, you play as Deacon, a man plagued by the whereabouts of his missing father. It ebbs and flows from his mind, until a newspaper article brings everything to the surface again. And so things begin.

I was having a good time at first, notwithstanding the 'casual' nature of some of the early tasks (clean up the trash, put the statues away). It takes place in a very particular house and at the start it very much tells you what to do as a way of helping you settle in. Helpfully as things progress, your current objective is always displayed top left.

The house is visually quite sumptuous overall, and the combination of sound effects, ambient noise and situational music creates a cautious, almost unsettling vibe. A jump scare here and there adds to that vibe.

There is a lot you can observe but can't interact with, but you will find and read articles and gather inventory items. Never too many at one time, the game will tell you when an item is needed. Cycle through, then and click the chosen one, and if it is correct it will automatically be used.

It plays in the first person and uses the keyboard and mouse. Movement is with the WASD keys, interacting with the world is with the mouse. The keyboard also allows you to e.g., sprint or toggle your torch. A small white dot centre screen will react to hotspots (you can't reveal these), and then the mouse takes over.

You can't save manually, instead there are checkpoints throughout the game. These are not frequent; I played for 80 minutes and just reached my second one. Which means you either commit to playing for a goodly chunk of time, or reconcile yourself to replaying segments.

Where it wore me out was in the basement. I confess that well before it got to me it felt a tad like filler - walk around an extensive and dark flooded basement with limited light, looking for the thing/s you need. It's not a maze, but it has some maze-like qualities. Then you reach a point where something is after you, and continue to try and find your way around, while successfully hiding periodically or being caught and obliged to start over.

I confess I gave up relatively quickly. The wandering in the dark had softened me up; the continued wandering while trying to avoid being caught tipped me over the edge.

Looking at walkthroughs, it isn't a terribly long game (the basement was about the third quarter), and you might well find the basement exhilarating. Just as I don't mind horror, I don't mind a chase or a bit of stealth, but this didn't do it for me.
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