![]() ![]() I think my playtime was around one hour and forty minutes. When these gang animation moments happened, I felt like I missed out, which was damaging in a game this intimate. The parallel animation had a really cool effect, but made it impossible to tell where I should be looking. These were the low moments.ĭue to the 4-panel layout, animation and story advancement could occur in multiple places at once. ShortcomingsĪt times I had no idea what was going on and found myself pawing at the screen hoping that something productive might happen. I could look at a set of panels and feel my way through the puzzles. I eventually internalized the strange rules of Gorogoa and that knowledge became an extension of myself. This kept Gorogoa from becoming too cumbersome while also not dragging me through it.Īt its best, the puzzles felt deeply intuitive. These pulses gently guided or highlighted actions I could take… not necessarily what I ought to do. Touchable portions of the game world would pulse if I let the game sit for too long. I don’t recall having to read a single word in Gorogoa. Gorogoa didn’t instill a sense of narrative or even adventure. ![]() Every aspect of Gorogoa was hand drawn and colored in Photoshop. I enjoyed figuring them out and seeing them through, as well as witnessing the effects that they had on the world. Quite a few of the lengthy puzzle sequences were so much fun. It was different from anything else that I had played before. When I started playing this, its innovation caught me off guard. It’s exceptionally rare to encounter a puzzle game that comes up with a completely new type of puzzle. How could I change the game world so that the boy within it could accomplish his objective? Standouts Instead, I changed the world and the boy within it reacted to the changes. I also never took any action within the game’s world. Interestingly, in Gorogoa I did not play as the protagonist. In taking these actions, the world within the game would change, allowing the boy to take action. Panels could also be overlaid on top of each other. Panels could be aligned against one another. Panels could be split by dragging one layer off of a panel, creating an entirely new panel. The gameplay was in creating interactions between the various panels. At any given point during the game, between 1 and 4 of those panels were filled with beautiful hand-drawn art. Gorogoa played through a unique interface that I can best describe as a 4-panel comic book. To achieve these ends I had to help the protagonist attain 5 colored orbs. I’m not exactly sure what I was accomplishing by completing the quest within Gorogoa, but it was nonviolent and I sure had a great time doing it. Gorogoa was a video game that followed a boy on his quest to… do something with… an Asian dragon-y divine beast. Price: $5 on iOS, $15 on Windows & Nintendo Switch Story & setup ![]()
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