I’ve enjoyed my fair share of shop or tavern keeping simulations from Recettear to Moonlighter to Shoppe Keep 1 & 2, so it was a bit of a no-brainer for me that I’d try out the demo for Traveller’s Rest.
But what exactly is Traveller’s Rest?
In Traveller’s Rest, you take charge of a rundown Inn, serve guests food and ales, and where you farm your veggies, hops and grains yourself to become self-sufficient.
Since your tavern/inn’s kind of run-down, you’ve got decorate, clean and unlock a bunch of features as you progress through the quests that the game offers to you. As you gain experience and level up, you also unlock skills, tech trees, and features like ordering ingredients, renting rooms to guests, hiring staff and a ton of other things!
The demo starts off somewhat slowly as you’re being told how to build, clean and serve – the basics, basically. Over time, the Inn gets rather busy with guests swarming in and you having to clean after them when they trash your place, calm them down when they get mad and get rich when they pay up and leave!
I feel like Traveller’s Rest has a bunch of everything in there. The music is nice, the progressing feels steady and overall, it’s a nice little game with all kinds of features. It honestly kind of reminded me of Graveyard Keeper since the style is similar and since the malting and fermenting are quite similar as well. The only thing missing are the corpses that you throw down the river, but I doubt that would fit into Traveller’s Rest.
Overall, I had a lot of fun with this two-in-game-days-long demo, despite the fact that it was a tad annoying that you’ve got to wait so long for the fermenting or malting or whatever to be done. I guess, a speed-up-option of sorts for those kinds of things would be quite nice, like meditation or something.
The game’s coming out in Mid 2020. Be sure to wishlist and follow the game on Steam if you’re interested in supporting a solo-project.
In today’s Indietail, we’re talking about „Before I Forget“ by 3-Fold Games, a one-hour-long narrative experience, that shows us the story of Suni and Dylan Appleby.
Developer: 3-Fold Games
Publisher: 3-Fold Games
Release Date: July 16th, 2020
Genres: Indie, Exploration, Walking Simulator, Narrative, Adventure
Reviewed on: PC
Available for: PC
Copy received from Humble Choice.
In the beginning, we’re just thrown into this apartment, blurry sighted and left with little to no instructions. The only thing we know: We need to find Dylan. Who is Dylan? Where is he? Why is he so important to us? All these questions were going through my head while some beautiful piano music was luring me from one room into the other.
From the get-go, I was astonished by the vibrant colours and the art style that slowly pieced itself together. We can’t go anywhere. There are locked doors and other pieces that are missing, so we need to explore. Find postcards, letters and other objects to trigger certain memories and piece the story together, slowly completing the world like a puzzle of sorts.
You don’t see the bigger picture until you’re fully immersed in the game.
And being immersed isn’t too hard in this case. The story is wonderful and lovely at the beginning but slowly changes pace as the small world we live in gets completed and as more options unlock themselves before us. We can’t proceed through some hallways and cannot open some other doors. I quite literally got lost in the world and the apartment or did I? Did I move through this door already? Why is this one closed again? I could swear that I was here before? I’m confused.
Time and space seem to be mere concepts, rather abstract ones at that. The protagonist’s movement resembles that quite well. Throughout the game, the mouse and player controls feel sluggish or slow down at least, which resembles our confusion quite well. Then everything seems fine again and everything is back to normal…
We forget ourselves. We end up questioning who we are and what we have done. We know nothing about the character that we’re playing… and apparently, the protagonist doesn’t know much more either… at least yet.
The experience reminded me a lot of Answer Knot, where a relationship gets established through notes, photographs and different memories that we remember.
It’s a neat concept that is well executed.
Throughout the game, we’re accompanied by a very interesting soundtrack (by Dave Tucker) and some interesting design choices. Partly, we’re left in the silent, only hearing our footsteps while slowly moving around… partly, we’re accompanied by some nice little piano tunes that become more frequent as the game goes on… and partly, we hear this ominous humming that seems to threaten us while a black hole of sorts stops us from proceeding further into the apartment.
As time goes on, we remember more. Time doesn’t stand still. We find out about the couple and their wishes and careers. Snippets of different conversations. We read about Dylan’s tour and Suni’s research. Here and there we travel back in time to where Suni’s aunt is showing her the stars and explaining the stories and meanings of the different stars and constellations, not all of them were happy but overall it was beautiful.
And well, I’m not sure how to tackle everything else about the game. Being an immersive experience, I can’t talk about the plot too much. I’m afraid that I might have already taken a lot away from the game by only talking about less than the first half.
I guess what I could say is that I loved it. The end was beautiful, the soundtrack was superb, the art style and the shift from the vibrant colours to a darker palette was fluid and just lovely. I loved how the „world“ (aka the apartment) slowly completed itself. And speaking of the apartment, I loved how the two cultures that collided in this relationship are resembled in the flat itself, with British/Western objects and furniture on top of Indian (I think? Correct me if I’m wrong!) paintings and influences scattered throughout the flat. I loved exploring all the rooms and I loved how turning the lights on and off, changed so much about the atmosphere! I also loved how objects and furniture shifted and changed as we remembered more. Oh, and don’t get me started on the voice acting! Just lovely!
Near the end of the game, I had goosebumps from all the metaphors and symbols found in the last sections of the game (can’t talk about that as I don’t want to spoil it for anyone) – and when it was over… I was in awe.
It’s a great game. I highly recommend it.
The only thing that I could criticize would be that I would have loved to put different pieces together by myself. I would have loved it if certain things wouldn’t have been explicitly mentioned by the game. I feel like making the player think is a much stronger way of telling a story instead of actually spelling it out. It didn’t bother me too much. This way of storytelling is obviously more direct and allows more players to reach the same experience, so I guess it’s not bad… I just would have liked to find secrets or maybe even create theories about the characters, by myself, instead of finding everything out in the end… and despite most of the game being rather direct, the ending still leaves a lot of things open. If you enjoy theory-crafting, the ending is going to be lovely for you.
The game’s coming out soon, so you may want to wishlist it on Steam.
So, that’s it for the review. I guess I somehow managed to create a spoiler-free review of this short but beautiful experience. I hope that you will enjoy this experience as much as I did.
Another interesting title that caught my eye during the Steam Game Festival (Summer Edition) was Cicle Interactive’s “Automaton”, which is planned to be released on August 3rd 2020! It’s a Puzzle-Adventure set in a post-apocalyptic desert world where a small little robot ventures out in search for fuel. You explore abandoned bunkers, stations and other facilities, solving puzzles, in a quest to find out what that thing was that fell from the sky.
When I started this game up, I saw a lot of potential in it!
Similar to NieR: Automata, Automaton features mixed third-person mechanics and 2D perspectives on top of vast open areas, which I find rather cool. You go from one landmark to another, only limited by the fuel reserves that shut you down when you run empty. There is little to no introduction into the game and little to no hand-holding. The game leaves you be, similar to thatgamecompany’s Journey where you also only orient yourself through different eyecatchers and landmarks that you see in the distance.
The world is really pretty, the protagonist is insanely adorable (a common theme at this point) and the soundtrack is just astonishing so far!
The only issues I have with the game are the fuel-mechanic itself. While limiting your access to the World with that mechanic is rather interesting and quite innovative, I find it a bit harsh on the player and flat-out frustrating to have the player die and start anew. A checkpoint here or there would have been really appreciated – but maybe that’s something that’s a thing in the full release.
Automaton will come out on August 3rd, 2020. Check it out yourself or wishlist/follow it on Steam if you’re intrigued by this little piece. 🙂