Strayed Lights – Review After 100%



Talking about my experiences with Strayed Lights after doing all of the things!

Timestamps
00:00 Intro
00:43 Overview
01:56 Story Set Up
02:38 Progression Systems
03:42 World & Gameplay
05:51 Combat
08:19 Steam Deck Compatibility
08:47 Positives/Negatives
10:14 Conclusion
11:05 Wrap Up

Intro Music By Juan Andrรฉs Matos, http://www.juanmatosmusic.com/

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49 thoughts on “Strayed Lights – Review After 100%”

  1. I find the colourblind/accessibility thing really interesting, partially because I wonder how many people use it. I watch Forsen a lot and occasionally he makes mistakes because he's colourblind and gets colours wrong. Yet he never bothers to touch accessibility options for colourblind people. He just deals with it.

    Reply
  2. 4 hours, even for smaller games, is really short. $25 for that is, as you said, quite steep for most. After all, it's something most would finish in a single playthrough, and it doesn't sound like it has any replayability. So yeah, it definitely feels like a "Wait for a sale". Thanks for the review!

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  3. Hey, Embers (developers studio) here, accessibility is built-in, that's why it's not in options, it was directly built into it. Blue and orange are visible for all color blindness type and purple attacks that you have to dodge work for most but also have additional special VFX and audio cues to help!
    And from our metrics, the game usually lasts for 6h for a regular playthrough, up to 7 to 8 hours for 100%.
    Thank you for your review! Glad that you liked it <3

    Reply
  4. I'm few hours in and absolutely love it. The artstyle, music and combat is very much worth the money. In terms of what I've played this year, this is one of the best experiences so far. Supporting the developers here happily with the price point, we need original artistic well playing games and this one is one of them.

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  5. This game is nearing $40 in Canada. $40 for 4 hours, 8 at most for 100% is asking a lot. Indie devs seem to be overestimating how much their games are actually worth. I can get Hollow Knight for $22 and that game definitely isn't 4 hours long and filled janky mechanics.

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  6. For cheaper than going to the movies twice (in most places in the US at least) you get a 4-6 hr game. I agree a little overpriced but for a first outing of a publisher I don't think there's anything wrong for rewarding them for making a solid game experience so they get the chance to make more stuff that is of such good quality. Of course that's a value proposition that everyone has to make on their own.

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  7. $10 – $15 sounds pretty fitting for this game. I see allot of creativity in games that seem to get passed over. People will play 10,000 hours of Call of Duty and rage how much they hate it, but ignore the gems that slip through the cracks. I'll be waiting for a sale. Hope more games like this get more attention, budget, and bigger teams to really crank it up.

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  8. Art style and colours look fantastic but 25 bucks for 3 hours is just too short. I'm not opposed to a shorter game, but would prefer it to be 8-10 hours for that price

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  9. I'm really surprised that the success of the $4.99 Vampire Survivors didn't change the pricing calculus for many indie titles. After decades of gaming and watching trends, I sincerely think that this game would easily sell three times as many copies at $9.99 than it will at $24.99. I understand there's a perceived value quotient that a developer has to weigh, and I understand that when you're already giving up 40-50% (or more) of your sales to Steam and often a publisher, asking more feels justified, but the gaming landscape has changed over the last three or four years.

    With Epic (and others) giving away good-to-great games weekly, paying more for less, regardless of how good the experience is just feels bad. Creating goodwill with an audience by pricing a game on the lower end only opens up the idea of another revenue stream by selling $5 DLCs to an audience that actively seeks out a way to thank and support a developer for a job well done. When this game inevitably runs it's course and goes on sale in the hopes of generating more income, the gaming community will already have moved on to a newer title and you'll have missed out on those initial sales when the game is most on people's radar.

    Regardless, Embers, I wish you well and hope your game is a success by whatever measure you deem the title to be a success.

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  10. I don't mind paying 25 for a very short game, but it needs to also be absolute quality. A short 7/8 out of 10 is not worth 25 dollars, whilst a perfect 10/10. I'd pay even 50 or more for 4 hours

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  11. Great review, I love that you pointed out accessibility, but I do really dislike judging the price on the playtime. It kinda makes sense in extreme circumstances, but most indie games have become way too expensive to keep the standard $10 from 10+ years ago and playtime definitely shouldn't be a thriving factor during development.

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  12. Sounds like a fun game to check out when the price drops. I have a feeling the creators were fans of Steven Universe. Perhaps they gave us a more adult version of its theme of positive, friendly people always end up triumphing over negative, conspiratorial people.

    Sweet to see you nearing 200k!!

    Reply

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