7 people found this review helpful
0.0 hrs last two weeks / 14.4 hrs on record (2.4 hrs at review time)
Posted: Nov 13, 2021 @ 3:02pm
Updated: Feb 2, 2022 @ 5:24am

It's like Amanita Design and Rusty Lake had a very unique baby. It's beautiful.

But this is not a traditional point and click adventure in any way: First I had to understand that the main character and the cursor were independent from another, which means I could manipulate parts of the screen far away from "me" (a creature called Seaweed). The game let me move it around like a platform character. No tough platforming, but it added a bit of spice: Imagine playing a first person adventure and a jump 'n' run at the same time.

Hidden objects are scattered all over the sizable (and sometimes confusing to navigate) world, waiting to be spotted and clicked on.

You meet people, but no one wants to talk to you - no dialogue dumps, a real blessing.

I'm having fun but also some criticisms: The world felt a bit contrived at times, all these convenient switches on the ground for Seaweed to jump on to... I mean, Slice of Sea is obviously a puzzle box you slowly unravel, but the artifice (blue wires indicating the flow of energy to help with some puzzles) sometimes clashes with the run down aesthetics. I thought that some of the dev's older games (Daymare Town for instance) came across a bit more "rural" and natural, with less a "otherworldly" vibe, which I liked more. Some locations are more ethereal than others, though, and overall it is a good mixture.
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