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This was utterly fantastic! Very sad to have finished it. Lots to love, but what really impressed me was the incredible density and intricacy of the level and puzzle design. Nothing is superfluous, every screen is packed with secrets to explore.

EMUUROM IS FINALLY OUT! store.steampowered.com/app/1634360/...

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It is similar to Void Stranger and Animal Well (the press doc explicitly calls those out), But it reminded me very much of an older euro-game design tradition, the 80s/90s flick-screen puzzle platformer worlds like Jet Set Willy and the Dizzy series. Or Below the Root, tho that's American.

So EMUUROM reminded me of the critically underappreciated Wuppo, which has a similar structure. It also looks pretty lighthearted, but has an incredible internal consistency that you slowly unravel as you explore the world. store.steampowered.com/app/400630/W...

store.steampowered.comSave 72% on Wuppo: Definitive Edition on SteamPlay as an exiled 'wum' looking for a new home in this bizarre but charming world, filled with strange creatures, puzzles, monsters and political chaos.

Anyway- I thought it was really pretty special, and that's without even mentioning the soundtrack, the wonderful use of Sova dialect Finnish, or the showcase of the TIC-80 fantasy console. So go play EMUUROM!

I've been struggling with this one. People with judgement that I trust seem to unanimously like it, and yet I've bounced off from it three times already and really can't put a finger on what it is exactly that I'm not liking, to the point it's becoming recurrent food for thought for me:

is it the navigation gamefeel? Is it the gap between surface level interaction and the first level of secrets too big/obscure? are surface level interactions not that interesting for me? why? I'm pretty sure your posts will make me give it anothery try. Maybe this one!

It's always good to interrogate your likes and dislikes! I don't imagine it's the meta-structure of secrets, since that's a further-in sort of thing (side note: I do wish the game's later half, "post-game" stuff was meaningfully woven in more into the first run through, or at least glimpsed).

I could see it being the navigation/traversal. It's not a big game in terms of screens, but navigation is always pretty complex and high friction, so you're never just cruising through anywhere. There's also some un-telegraphed one-way gates, where you can get stuck in an area until you complete it.