Strayed Lights | Review in 3 Minutes



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KC Nwosu reviews Strayed Lights, developed by Embers.

Strayed Lights on Steam: https://store.steampowered.com/app/2162020/Strayed_Lights/

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19 thoughts on “Strayed Lights | Review in 3 Minutes”

  1. It looks beautiful but I was worried going in that it was going to get very repetitive and that's kind of the vibe that I'm getting with this review. This feels like a really nice template and I hope that Embers builds off of it in a future game.

    Reply
  2. So, action Ikaruga? I'd actually like to see more depth in the parry mechanics, so that choosing to match or invert parry colours are both viable and lead to different playstyles.

    E.g. you have a combo meter / gauge / UI element that increases in power as you chain either same- or inverted-colour parries. Same-colour parrying heals you and weakens the enemy, while inverted-colour parrying reduces cooldowns and increases your damage, to encourage defensive and offensive play respectively. Then at certain points you can use a special move to flip your combo type so you can seamlessly transition between defense and offense.

    Just a random first thought.

    Reply
  3. I'm all for shorter, snappier 4-6 hour games. Seems like a lot of games collapse in on themselves trying bulk out their playtime with collectathons, RPG tack-on systems and shallow side-missions.

    Hopefully games you can finish in less than a week start to thrive a bit more.

    Reply
  4. Mind boggling that they decided to include fodder enemies instead of focusing just on the boss fights, like the actual good games this one clearly took inspiration from.

    Reply
  5. Let’s all be honest and call it like it is: this is a tech demo from Embers, which if we see it that way, is an objective success. Wanna build a big game but don’t have interest from investors or a big name publisher? Build something small showing you have good ideas and could translate them to a AAA title. I see it that way because there is no voice acting, and the characters are “formless” in a way. It allows a creative director to see this and tell the publisher “imagine our characters or IP on this framework.”

    Reply
  6. Thank you so much for the review! We are glad that you liked it and hope players will also. Yes we had a strong focus on the main characters and the emotions they represent and also the art direction and atmosphere of the experience.

    Reply

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