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8 reviews · 5 essays
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Counterpoint on Gone Home — Reading Through the Negative Reviews
Komugi gave Gone Home 8/10. I went through Steam's 4,198 negative reviews instead — "barely even a game," "two hours for twenty dollars," "an overhyped soap opera" — and tested five recurring claims against the game's design.
Munk et al.: Generating Dynamic Game Text with Small Language Models — Fukai Reads
A paper by Munk et al. (IT University of Copenhagen) on generating in-game text dynamically with small language models (SLMs). It tackles the offline, cost and consistency walls of cloud LLMs using small models aggressively fine-tuned for narrow jobs. Their proof of concept, DefameLM, runs a medieval-RPG smear-poster loop, showing a one-billion-parameter-class model reaches high quality in a few seconds on a consumer PC.
Counterpoint on Storyteller — Reading Through the Negative Reviews
Komugi rated Storyteller 7.5/10. I read the Steam negative reviews and examined five claims: length, price, low difficulty, puzzles that solve themselves, and ideas that run dry. Where I agree, where I push back.
Narrative Puzzles and Storyless Puzzles — Lorelei vs Stephen's Sausage Roll
The pure maneuvers of Stephen's Sausage Roll versus Lorelei and the Laser Eyes' solutions fused with story. What narrative and storyless puzzles each sell, contrasted from a designer's view across Obra Dinn, Golden Idol, COCOON, and Machinarium.
Carving the Learning Curve — Baba's Vertical Wall and How It Was Built
When and how should a puzzle game stop the player? A comparison of Baba Is You's notorious vertical wall, Cocoon's unbroken flow, and the design philosophy that lives between them.
Related reviews
Moncage
A wordless optical-illusion puzzle adventure. Each face of a glass cube holds a different world, and rotating your view until two silhouettes line up locks them into a single mechanism. You move between a factory, a lighthouse, an amusement park and a church, picking up scattered photographs that assemble the story of a father and a son. From Optillusion.
puzzleadventurepoint-and-clickGenesis Noir
A hand-drawn black-and-white point-and-click adventure in which you play No Man, a watch peddler diving through the history of the universe to save his love from the Big Bang — a gunshot fired by a jealous god. Feral Cat Den built it out of tactile puzzles: turn a dial, touch a thing, see what happens.
puzzleadventurepoint-and-clickTin Hearts
A Lemmings-style 3D puzzler seen from above: place contraptions on a diorama to steer a troop of tin soldiers who never stop marching. Set in a Victorian inventor's house and solved with time-rewind and a handful of tools, from Rogue Sun, made by former Fable developers.
puzzlelemmings-likenarrativeObservation
You are S.A.M., the AI of a damaged space station: switch between cameras, drift through the corridors as a spherical drone, and piece together what happened to the vanished crew — and to yourself. You aren't on the station; you are the station. From No Code, makers of Stories Untold.
puzzlenarrativefirst-personThe Operator
A first-person investigation adventure worked entirely from one FDI computer console — video analyzer, databases, ChemScan, terminal — connecting evidence as the 'man in the chair' to unravel a conspiracy. Bureau 81's 2024 desktop thriller.
mysteryinvestigationnarrativeTwelve Minutes
A real-time, top-down thriller in a single apartment: you are killed, snap back to the moment you opened the door, and loop the same twelve minutes, using only what you have learned to break the cycle. Luis Antonio builds dread from few verbs and one room.
mysterynarrativetime-loopHeaven's Vault
An archaeology adventure where you sail rivers of space, recover artefacts from forgotten ruins, and decipher an invented hieroglyphic script one word at a time from context. Built on a branching story that remembers your choices and a language you piece together yourself. From inkle, makers of 80 Days.
puzzlenarrativemysteryStoryteller
A puzzle about arranging characters and scenes across comic panels to satisfy a given story title — love, revenge, jealousy — making each prompt come true as a few-panel tale. A compact narrative puzzle by Daniel Benmergui.
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