![]() ![]() A softly shaded and beautifully illustrated set of scenes, the world of Slice of Sea is fragmented and crumbling, dusty and desolate but not abandoned. Seaweed can’t do much by themselves, so it’s up to you to click on the world to interact with its many objects and machines. Using the arrow keys (or WASD) you can steer them through a gorgeous watercolour world on a wordlessly-told pilgrimage to return to the ocean. ![]() Players control Seaweed, a little oceanic gremlin piloting a pair of Wallace & Gromit-esque techno-trousers. Slice of Sea initially appears to be different. There were no cruel and sudden deaths to suffer, but progress required your intuition to line up with the developer’s intent. Aside from the occasional scrawled note and item name to nudge players in the right direction, progress came purely through poking and prodding at strange devices across multiple screens, intuiting their connections and purpose. These escape room-esque adventures were defined by their detached and lonely vibes. Most notable are the thirteen adventures in his Submachine series and the eight Daymare Town games. The only drawback I can imagine is that it ends in a very unexpected moment (there is no buildup indicating that you are nearing the end, like one usually gets in games).Slice of Sea is the latest hand-painted puzzle adventure from prolific comic author and indie developer Mateusz Skutnik, who's been releasing games since the Flash era. If there is one advice I can give, it's one I actually picked up while reading another review: be generous with the use of "S" (entering pathways) as every time I came up to a wall, it was due to some side turn I missed which contained the missing switch or item. The game is very relaxing and as such has a lot of replay value, so I'm sure I'll play it again. So it's good to play this game through without too many pauses in between the sessions (it took me 4 sessions over the span of one week, totaling to 7~8h). Once in a while they will span multiple locations (even across completely different "worlds"). The riddles aren't too hard, but require a good eye for detail and for connecting similar entities from all over the explored area. So basically it's a mix of point-and-click with a 2D-ish platform game. You can also use a form of telekinesis which allows you to influence your environment remotely (using the mouse pointer). You can move, jump and enter pathways perpendicular to the movement axis. As for the plot? You are a seaweed creature in a kind of a HEV suit (hazardous for the seaweed) trying to get back home. You can hear it all on You-Tube on their channel. This is further enhanced by the wonderfully peaceful soundtrack, specially created for this game by Thumpmonks (who also created sounds for the Sub-Machine). Every location is a mini-piece of art, most could serve as fascinating images in on their own. First and foremost it's entirely hand-drawn by it's sole creator, so there is nothing that feels "generic" in this game. First and foremost it's entirely hand-drawn by it's sole creator, Yesterday I finished Slice of Sea and it's the most wonderful little game. Yesterday I finished Slice of Sea and it's the most wonderful little game.
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