Posté le : 13 décembre
Gomo is a short, highly atmospheric puzzle game, but it's more of a really nice looking flash game than anything. I bought it for less than a dollar, which was a fair price as it turns out. It's a fun little game--but there's not much to it.
The game's aesthetic is its biggest strength. I've seen someone say that Gomo gives off a "Winnie the Pooh" vibe, mostly on account of the gentle, determined, kinda derpy protagonist. But I think the game's world has more of the feel of a Tim Burton movie--the characters, events, and atmosphere all walk the thin line between cute and endearing and dark and creepy. The visuals all look really good, and I appreciate that the main character's animations are all custom-drawn for each screen. Just don't be surprised at how eerie the game can be, what with the color palette of mostly browns and grays, the minimalistic music and sound effects, the slow pacing, and the near-total absence of comprehensible dialogue.
In terms of gameplay, Gomo definitely functions as a more casual puzzle game than most point-and-click adventures. Your character only has three inventory slots, meaning that most of the game's puzzles are pretty straightforward and require only a few short steps to work out. The game doesn't allow much backtracking, which is nice in a sense since you won't get stuck wandering around wondering where to go next. But the game's linearity also means that you won't ever face any truly complex puzzles.
The puzzles themselves generally represent a healthy degree of challenge. Pay attention to every detail onscreen and you can usually find your way forward after a few minutes of hard thought. Unfortunately, the puzzles don't really get any harder as you play through the game, and they can be a little uneven. You'll find yourself saying "That was obvious" or "What the heck am I supposed to do?" a little too often in this game. And sometimes you'll say both things about the same puzzle.
Ultimately, though, the game feels kind of empty. There's barely any story to this game--aliens kidnap your character's dog and offer to exchange him for a crystal--and absolutely no coherent through-line explaining where you are or where you're going next or why you're there. Each new screen and new set of puzzles seems totally arbitrary. You jumped through the last hoops, so here are some new zany hoops to jump through. And while your character goes through some wacky and amusing steps in his journey--battling an ancient robot, launching a sheep in a hot air balloon, and breaking into a squirrel's house--there's no narrative thread or even logical connection to give them any larger meaning.
So there it is. Gomo is painfully short, which wouldn't be a problem if it had anything resembling replay value or content. But since there's really nothing at all behind the game's nice visuals and modest puzzles, I'd give this game a pass unless I could get it for pennies.