by Simon Christiansen.

He scribbles in a small notepad. “And you are still taking your medication?”

“Of course.”

It is a lie. You work much better without it

In this hard-boiled noir tale, you are a PI looking to find back the missing daughter of a Baron. The tools at your hands are your trusty servant, Mr. Smith Wesson, and your unequalled grasp of simile.

This game had just one gimmick- and it works marvellously. It might have been inappropriate had it not been Implemented in a world rich with detail. The idea of taking turns of phrase literally may not be new, but Patanoir handled it all with panache. Puzzles relied largely on being able to use the similes literally- and even then, the puzzles sometimes require the player to treat the figurative objects as literal objects, and sometimes as an idea.

This would have been frustrating, if not for Patanoir’s handy contextual hints. These are given very unobtrusively and with flavour. The only problem I had was that the hints were location-specific, yet some puzzles required travelling from location to location (at least to pick up the objects needed); the hint system could not prompt the player in the new location. There were also a light dusting of spelling mistakes, but they did not hinder gameplay.

Overall, a fun, short offering- well-hinted and richly crafted.

This game is similar to: Indigo, possibly Nautilisia



You are Nakaibito Morales, otherwise known as Knock, and your pickup truck has just gone kaput in the middle of the desert. What follows is an adventure of self-discovery (!) and mysticism.

Most of Sand-Dancer’s plot revolves around… (spoilers below the break) Continue reading “Sand-Dancer”