Guide your little person up the ladder, across the gaps in the floor and out the door. But if you can't see it, It doesn't exist. Walk off into the darkness and fall into oblivion. Wall lamps can be rotated to reveal floors and glowing orbs can be carried to light your way. Some doors need to be unlocked with a key and you can carry only one thing at a time. Appropriate for a game about light and shadow the odd art design is done entirely in black and white.
The levels were a bit on the easy side, But I enjoyed the light/dark aspect, music and art design. Things are kept at a minimum, Though perhaps too minimal. I think more interesting things could have been done with the games gimmick. There's no story in the game. Just different themes for the three groups of levels. Which is fine as the game is fairly abstract anyway, But filling out the vignettes more would have been nice.
CLOSURE is a black and white alienish platform puzzle game where the world exists because of light. Without light, there is only nothing and I mean nothing, if you try to jump onto a platform that doesn't have light near it, you will fall through the world. If you are swimming and your light floats away, you will drop out of the world without it. Solid walls become jumps when there is no light on them. The object of each of the almost 100 levels is basically to make it to the door at the end. You can pick up lit orbs, you can put lit orbs into carriers that will carry them. This leads to some really interesting platform mechanics, such as moving lights turn into elevators when normally they'd be solid walls. You can put orbs into transporters that will make 2 areas lit instead of 1. There are push boxes, push rollers that will of course roll, lit push boxes, lamps that you can adjust to cast light onto different areas and so on. This is a unique, enjoyable, atmospheric, immerse game, but I have a feeling that once you're done, you're done. They made a really alien world here and the music is awesome and belongs in a suspense drama. After the tutorial levels when the game opens up, the music eases up so its not as intense. Very worth a play through, I own it a few different ways, Steam, GOG, did I mention its free for Playstation Plus members?
This game has a unique aesthetic combined with a novel game mechanic. The multi-legged shape-shifting protagonist uses light to manipulate the game world. Whatever is not illuminated does not exist. The levels build on this mechanic and become increasingly complex as the player works through the challenge of completing the game.
Some levels (at least for me) are fairly challenging while others will seem straight forward, but I suspect different gamers will find a varying level of challenge on the same levels. i.e. What is a piece of cake for me might be a bear for you and vice versa.
I've played this game for about 8 hours over a few days and am closing in on completing it. Hoping to achieve 100% completion. The game has fascinated me and left me wanting to get back and see what new creative challenge the next level holds.
Closure is a platform-puzzle game in a very unique form.
It has a very beautiful and minimalist (and kind of creepy) design all in black and white and very good sound and music as well. The way the game works with the shadow/light is pretty cool, and the levels are very well design, some of them has more than one way to be completed or some "secrets", and that's pretty cool.
The gameplay is pretty simple: you walk, grab some items, jump and enter the doors. That's it. The little tutorial in the beginning of the game is cool and teach that in a nice and practical way.
The light/shadow trick is the heart of the game, only the things that are in the light are visible and exists, you can't go out or place any object in the shadow. This is the point of most fun and sometimes frustration.
The idea of taking a light always with you to know and (literally) make your path is awesome, and very original. It is explored in many ways until the end of the game but there are levels that you will take so much time to you figure what to do and in the last moment you let go that beam of light and it's all lost because the key is gone in the dark.
The good point is that you can play it for 15 minutes or so, clear one or two levels and return later, because you will not have to learn all over again. It's pretty intuitive.
So, if you like some puzzles you should definitely try Closure, it is nice, simple, beautiful, original and challenging.
Closure's puzzle design is new, unique, and absolutely brilliant. The story is told without you ever reading anything or any voice acting. The music and art style is extremely moody and creepy in an almost Tim Burton-esque way, but still has plenty of it's own personality. Highly reccomended for it's top notch atmosphere and genious puzzle design. Solving the puzzles always feels rewarding. I cannot complement the developers enough on this masterpiece.
Remember those short levels in Yoshi's Island where you could only see through a small light circle surrounding your character ? This puzzle game elaborates upon the idea on more sophisticated ways, but with a unique catch: what cannot be seen does not exist. Platforms and walls become thin air when not in light. From this base, there is enough variation not to be bored along the way.
Please note that the atmosphere is very strange and gloomy in this game, which you may or may not like.
If you want a demo, I advise you to try the Flash prototype the devs published a long time ago at Newsground. The final game is slightly better and more refined iirc, but it should give you a taste.
Closure is a 2D platform puzzle game, where everything that has light on it exists. Everything that doesn't have lights will make you fall down. If you fall down to the bottom of the screen you will die. That sounds really simple as a mechanic, but is really well executed in the game. With a great look at detail. The thing you have to do is in every level is that you have to open a door to get to the next level. So you for instance have to find a key or get some object activated to open the door. You will be really challenged by many of puzzles. Some puzzles also got me really stuck for a while. What I like in the levels are the many different puzzles with new objects. The design and the sounddesign combine well within the game, working well with the game's aesthetics. The only bad thing I can say about the game was that at the third stage of the game the puzzles where strangely enough really easy. When compared to the stages before that. (Maybe it was just me.) Closure is instead of many other puzzle games I experienced, packed with many hours of gameplay. (12 hours ) Closure is also one of the few games that convinced me to replay some levels over again to get all the collectables. Which is challenging.
In short: A puzzle game with many hours of play where only anything in the light exists.
Closure is a puzzle game with a simple premise - what you cant see really isn't there. I thought this was a cool premise.
Most of the puzzles were very easy some even purely atmospheric. However, many times i fell through annoying small holes in the ground or messed up on something really minute causing me to replay the whole level. This game was still very fun despite being really annoying.
The final level set and secret bonuses were mostly pretty challenging and enjoyable. Closure has no replay value but the over 100 levels should last a decent amount of time themselves. There is also a developer commentary unlocked when you complete the game any%. I found it fairly interesting.
I got this game in the 1$ humble bundle. I thought it was a great game buy it if you like an atmospheric puzzler
The fear of the dark is one of the most common phobias. But how many people really fear the dark, and not just the real or imagined threats it conceals? Certainly anyone who plays Closure, Eyebrow Interactive's wickedly creative indie game. In Closure's world, only what is visible exists-- step on a shadow and you'll fall right off the screen. To light a path through each level, the player must learn to use various arrangements of fixed, rotating, or portable light sources.
This is two-dimensional platforming like you've never seen before. Carry lamps to preserve the solid ground beneath you. Divide walls into stepping stones by lighting them in segments. Free trapped objects by temporarily eliminating obstructions from reality. Even across 72 levels, these inventive puzzles never fail to surprise.
Closure's spooky, greyscale style perfectly matches its central theme of light and shadow. Artist Jon Schubbe is responsible for the hallucinatory environments, which range from underground mines to deserted carnivals; Chris Rhyne provides the unearthly music and sound effects; and programmer Tyler Glaiel ties it all together. With no unnecessary parts, this game is an articulate, memorable experience.
The player takes control of three human characters throughout the game, each with their own backstory that is left open to interpretation. The player can also travel to the “hub world,” a land of doors occupied by an arachnid creature with horns and a hollow face, who gives access to the human protagonists. The difficulty ramps up smoothly when the levels are played in consecutive order, but if you get stuck in one world, you can use the hub world to jump to another.
Gamers exhausted by the frantic pace of many games will find relief in the methodical progression of Closure. No time limits or point scores here-- not even a Heads-Up Display. The game clearly wants you to share the unhurried pace of the protagonists as you explore their environments. Before proceeding through a level, it is sometimes necessary to study the paths taken by meandering globes of light, which I found to be a relaxing, almost meditative experience. If you're feeling impulsive, however, a fast respawn speed lets you experiment without punishment.
With Closure, Eyebrow Interactive proves that a game built around a single gameplay mechanic can offer not only an absorbing experience, but a re-playable one as well. To reach the game's many collectable items, players are often required to devise entirely new solutions to familiar puzzles. This results in a more sophisticated difficulty scale than traditional “easy” or “hard” modes, as players can choose their difficulty mid-level. That said, some of the later levels are mind-boggling. But a good challenge is healthy, and in a market saturated with mindless button-mashers, it is good to see a game that encourages thoughtfulness.
TL;DR -- Cool concept with a haunting aesthetic; smart puzzles that award creative solutions.