![]() The way it works is that each puzzle hint is assigned a page number in a massive book, previously belonging to your grandfather, and which sits in your knapsack inventory. It's designed to stop you from accidentally spoiling other puzzles. If you do get stuck there's a hint system I loved. Use watermelon with sousaphone? Well obviously. They feel sweetly inventive rather than swimming in the opacity I remember from my childhood Simon The Sorcerer exploits. Elsewhere is a ferris wheel-cum-washing line from which you must retrieve an item of clothing. At one point you encounter a house which turns out to also be a camera and you must solve a couple of darkroom puzzles in order to progress. They're generally well constructed and, provided you find the right objects to click on and interact with, they offer enough stimulation without disrupting the flow of the story. At the moment clicking can lead you to interact with an object but it can also just force Lumi to walk halfway across the screen if it turns out just to be a piece of the scenery.īeyond the aesthetic considerations are the puzzles themselves. I think there are ways around the problem – having a system which highlights the directions you can move from the screen you're on would let you know that you've understood the limits of the space while giving interactable objects a glow or similar when you mouse over them would let you know they're important. It's a beautiful game and those moments are infrequent but when they did occur they were intrusive. A train station which looked so distant I didn't see how I could make the jump turned out to be just a hop away (as revealed by an errant mouse click). A section near a bandstand I'd assumed was connected to a walkway turned out to be uncrossable. It could also be tricky to tell which bits of the landscape were near and which were far away. your eye is naturally drawn to those sharper segments and thus I occasionally found myself missing objects or items – once a whole platform to explore – because they were blurrier and thus I'd mentally discounted them from the active portion of the play area. As I said, the depth of field means only parts of the image are in focus. #Lumino city puzzle update#I'll sit down with it again on Tuesday to see if there have been major changes and update this piece accordingly. That's why this is a hands on rather than a WIT. In the period since, State Of Play have been adding to and tweaking the game ahead of its 3 December release. But when you're actually playing you run into a number of problems relating to the aesthetic.Īt this point I'd like to point out that this piece is based on my playthrough of a build which wasn't quite content complete. The game oozes charm with every screenshot. The depth of field effect you get with these scenes is shallow which means only a slice of the image is in sharp focus. Post-production work saw the sets brought to life with lots of little finishing touches as well as things like the characters and their animations. I've written about that before in-depth but here's the shorter version: developers State Of Play built the whole thing as tiny papercraft sets and then recorded them so they could be used in the game. The most striking thing about it is the art style. The story plays out across a papercraft city – one which actually exists in miniature in real life – and revolves around solving puzzles and assisting the cast of odd cliff-dwelling characters. Lumino City is a point and click adventure which follows a young girl called Lumi as she tries to find her missing grandfather. That's for both positive and negative reasons. The thing you'll remember about Lumino City, certainly from the build I played, is the handcrafted element. Update: There's an update at the end of this post with notes after playing the remaining levels in the finished build. ![]()
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