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I recently finished the game Tunic, which is sort of like A Link to the Past + Fez + Dark Souls... And it's amazing!

Tunic screenshot

I actually owned the game soon after release but bounced off of it due to being busy with work, picked it back up the past few weeks and finally sat down and enjoyed it. Despite looking like a straightforward and cute adventure game, it gets REALLY deep the further you go in. There's so much to discover and the game gives you just enough hints on what to do and where to go.

Tunic ticks all the boxes for me. The graphics are gorgeous, the combat is fun, the world is fun to explore and rich with secrets, and progression was very satisfying.

The most unique part of the game is that you slowly find pages of an instruction manual containing maps of areas and secrets, explanation of mechanics, and guides on how to play... except it's all written in an alien language, so you have to figure out what it's telling you by paying attention to all the pictures and context clues.

Picture of the manual

Understanding the manual is a bit rough at first but lead to so many "A-ha!" moments when you try something and it actually works. It even foreshadows future bosses and things you'll encounter before they happen which is brilliant. My best advice to someone just trying the game: Pay attention to the manual, seriously!


I won't spoil any more than that, but I really wish more people talked about this game. It's not for everybody, the game is intentionally vague and needs some critical thinking if you're not following a guide, but I think it's absolutely brilliant if you're into exploration and discovery. One of the most unique games I've played in ages.

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[-] MudMan@fedia.io 13 points 22 hours ago

I wanted to like it, couldn't really get into it.

I see what it's going for, it's just... not my thing. It never clikced with me moment to moment and the self-congratulatory aren't-we-smart information discovery stuff just doesn't work for me in most cases (this applies to Fez and The Witness, too).

I'm not mad that people do like it, though. There's nothing in there I find... objectionable, or poorly designed. I just didn't get into it and that's alright.

[-] masterspace@lemmy.ca 13 points 21 hours ago

It never clikced with me moment to moment and the self-congratulatory aren't-we-smart information discovery stuff just doesn't work for me in most cases (this applies to Fez and The Witness, too).

I think the word you're looking for is "puzzle".

[-] MudMan@fedia.io 11 points 21 hours ago

No, I don't think so. I love puzzles. Hard puzzles, even. I really, really like Return of the Obra Dinn, I spent the 90s fawning over point and click adventures. I have zero problems blasting through the Portal games and a bunch of their derivatives.

For some reason it's specifically this setup of "figure out the rules of the world and peel off the layers of the game" thing that misses me. I don't know what to tell you there.

[-] masterspace@lemmy.ca 5 points 20 hours ago* (last edited 20 hours ago)

You don't have to like it, but out of curiosity, why is this different from a 90s point and click adventure? Isn't Myst and Riven and stuff basically this, but first person and without combat?

Because I was thinking of being a mystified child staring at Myst on my friend's computer more than once while playing Tunic.

[-] MudMan@fedia.io 2 points 20 hours ago

Hah. Wasn't into the "multimedia" era as much, either.

But still, I'd say context is important in that distinction. Old point and click was a AAA genre, through and through. Big, cinematic visuals and storytelling were at the core of that.

I'm not saying that's better or that I like it more. In fact, I'd say I'm less into that kind of thing these days. But it was a different moment in time to get hold of one of those compared to an indie release overcomplicating the self-revealing world concept from Myst.

Why I haven't been into that idea since all the way back in Myst is harder to parse for me. Maybe I'm just less metatextually enamoured with the idea of self-revealing games as a flourish than I am about having the reveal be a fully functional narrative? As I said above I adore Obra Dinn. There's a lot of the same connective tissue there, but maybe I'm just more in touch with it when it's a medium for a good, old-timey gothic horror story than when it's this abstract world-in-code thing.

[-] masterspace@lemmy.ca 2 points 20 hours ago* (last edited 20 hours ago)

Well if you're going to give them another shot, you should try the Outer Wilds.

Much less abstract puzzle solving, and it tells quite a good narrative (no combat).

[-] MudMan@fedia.io 3 points 19 hours ago

Oooh, Outer Wilds. Did a couple of puzzles, I think I got around the loop once or twice, bounced right off.

I swear, I don't know what it is. The sense of wonder just isn't there. Maybe I'm too aware that all the pieces are put in by the designers and that withholding some pieces doesn't inherently make the puzzle more interesting or even harder. I guess I find myself tapping my foot playing first person Lunar Lander while I wait for the thing to get around to the real game while I do rolling ball puzzles or whatnot.

[-] MurrayL@lemmy.world 1 points 14 hours ago
[-] MudMan@fedia.io 1 points 13 hours ago

Yep. Definitely falls into this category. The roguelite stuff is a fun quirk, and I do enjoy unraveling the steps metagame more than I enjoy the "find a clue in a piece of paper and remember it for the next run" or the "doesn't look like a puzzle but it is" bits.

Guys, I've been around a while. You're probably not gonna recommend the game I accidentally missed that changes my mind.

[-] mohab@piefed.social 4 points 21 hours ago

I thought the combat was too dull. That said, I'll cheer for Zelda-likes any day—they at least try to innovate harder than the average indie.

this post was submitted on 15 Jun 2025
304 points (96.9% liked)

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