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Talk to us on the official Umiro Discord server here! We'd love to hear what you think about the game...and perhaps you can learn some secrets from us ;)
Umiro is out on Steam now! We hope you enjoy the game! Do leave us a review and if you have any questions, go ahead and ask us in the forums!
Talk to us on the official Umiro Discord server here! We'd love to hear what you think about the game...and perhaps you can learn some secrets from us ;)
Umiro is out on Steam now! We hope you enjoy the game! Do leave us a review and if you have any questions, go ahead and ask us in the forums!
A really nice, relaxed pace puzzle game, in which you must create paths for 1 or 2 characters (depending on the chapter). The story line is simple, but a bit mysterious as it focuses more on the trip to return to reality than in solving the msytery, which to me was rather nice as it gave it a very oniric feel: there is no real reason why things are as they are, they just are. The puzzles can be solved in different ways, depending on how you time yourself with the animated obstacles, how you sinchronise teh cooperation between characters and how you use the helpful items (shields and freezing bonuses, as well as the sprint attribute in Satura`s episodes). The difficulty of the levels depends on your likings, it is nor really progressive and some later episdoes are easier than some earlier ones. The artwork is very nice, the story line interludes match well the rhythm of the game, the music is nice. If you like puzzle games and are looking for something that will tease your brain without stressing, Umiro is worth a try. It`s like playing chess with an old, dear friend: challenging but relaxing too
Great simple puzzle game. Interesting main mechanic (you give both characters a path to follow and they walk at the same time) and nicely designed levels. Short and simple, aproximately 4hs, it does well its job.
Umiro has a very immersive atmosphere that you probably won't get from the trailer. As a planning puzzle game it works very well, assuming that you like this kind of game in a first place. I am not a huge fan of this genre, but the appetite comes with eating if you know what I mean. It took me a little bit of time to get use to the gimmick, it becomes more enjoyable when you get better at it. You basically draw a path for 2 characters while avoiding objects, once you activate to movement the game is out of your control. I find it very strange that death balls move outside of planning phase, it creates some trial and error gameplay. Even if you know the correct solution sometimes you just have to time it better. Overall this is a fantastic game for under $3 but it is definitely not one of my favorites. For the most part I like the art style and the simplicity of the design, it only gives you exactly what you need. I mean it is not the most beautiful puzzle game I ever played, far from it, although those other games were more expensive. I think for a puzzle game it is very important to have interesting narrative, it motivates you to reach those story milestones. Umiro definitely attempted to make a compelling story; I was not engaged into the plot as much as I wanted. Perhaps it needed more cutscenes and character development. I really wish It had some segments where you could just move the characters through some kind of beautiful town, as a way to tell story without just showing pictures, or beating the player over the head with complex puzzles. PROS: + enjoyable atmosphere and relaxing soundtrack + channeling puzzles and relatively rare mechanics + polished gameplay and UI + decent narrative + lots of content for the price CONS: - I feel like the planning phase could have been better. Maybe the death balls should freeze and move with the character, so you know where they end up. It is a puzzle game, not a dodging game. If I already know the solution I should not have to reset the path 20 times. Sometimes it is just hard to tell how fast the ball is moving relatively to the character, it can be a little frustrating. - Also, I wish the narrative was a bigger part of it (told in a different way), they could have turned some of the levels into playable cutscnenes, to have occasional break from puzzles. Every level starts to be a challenging puzzle, which I personally found to be somewhat exhausting. Overall Thoughts 7/10 Apparently not even Devolver can save a sweet little puzzle game. Sometimes I feel like there is just not enough audience for this genre. Umiro is better than i expected, the trailer just does not convey the mood of this adventure. If you like this type of games it is extremely cheap for the quality. It might be a bit challenging but that is kind of the point of these games. Review By: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/
Um jogo de puzzle simples. porém gostoso de se jogar, arte linda, Soundtrack incrivel, fazendo a ambientação e a arte mesclarem em uma só. joguei sem esperar muita coisa porém fui surpreendido. um jogo curto porém é daqueles jogo que te faz querer que a historia nunca acabe, ao menos pra mim, são poucas horas de game mas tenho a sensação que não irei me esquecer dessa obra.
Adorable story. Challenging puzzles. Sweet characters. And doable achievements :D
Let me start with this - it's a mobile game. That aside, it's still a great puzzler where you control Huey an Satura characters in different dream-like situations they're stuck in. There are quite many possible ways to solve the puzzles, but the main goal is still the same, to get them safely to finish or check-point whilst avoiding all the obstacles on their path. It requires quite well timed route planning and synchronisation between characters. So gameplay is simple, but puzzles do get harder, adding more complexity and elements with each chapter. There are over 40 puzzle levels altoghether - and they actually are replayable, to try out different approaches or to finish the level by collecting also the optional crystal. Artwork is beautiful - looks like Mountain Valley game; also music and sounds are well done. Some things were a bit unhandy. When you start your planned route and you know it's going to go wrong - you still have to wait for one of the characters to die to restart the level. Restarting manually restarts the whole level and erasing the planned paths. Also editing movement paths was not so great. So what can I say. I usually don't play mobile games, so can not say is it any better on iPhone or Android - the price probably is the same at the moment. Using keyboard and mouse was 100% easier for me, but also controllers are fully supported. So if you do like beautifully designed little timewaster puzzle games, then Umiro is definitely for you. added: 30/03/2018 edited: 31/03/2018
There's a point where the heavy choreographing makes you feel like you're executing a bank robbery of sorts. It's extremely satisfying when it plays out smoothly. The levels are carefully structured but not too much so it allows the player to come up with creative solutions and that's something I love to see in puzzle games. It's also really intuitive and the controls are extremely simple. In fact, I try to find games for my younger brother with Down's syndrome to play and he figured this one out pretty quickly and went on to solve a lot of the earlier levels. The art and music are also lovely!
Wow this is bad. What looks like a nice little puzzle game in screenshots, actually has one of the worst gameplays I've seen in a while. The most puzzling aspect of this trial and error torture with worthless story of many ellipses is how is this "very positive"?
MEDIOCRE MOBILE MAZES In Umiro, you need to draw paths for your characters - who walk at a fixed speed - to avoid moving black orbs. This will frequently involve having them run around in circles to stall as an orb passes by. Although you can see the corresponding position of the other character as you draw, the death orbs continue moving throughout the entire planning phase - the only way to reset their position, in order to get a known "time equals zero" for consistent results, is to die. This creates an incredibly frustrating pattern of "throwing away" a first attempt because you know the orb position won't be quite right. (And before you say "well, you could wait until the orbs cycle back," there are different groups of orbs that move at different rates quite often.) Okay, so if the gameplay didn't grab me, how's the story? Mediocre at best. The characters and overall story are paper-thin, I saw any reveals coming a mile off, and overall I wasn't fond of it. That only leaves the visuals, which I'll admit have a nice aesthetic, but not enough to carry the game. YMMV, but I didn't enjoy my time with this game and I don't think it's worth the asking price. Not recommended.
I like puzzles but I must admit...it could be extremely frustrating at times. Still fun though.
It's lovely, relaxing, cute, fun and very simple; could work as a mobile game. Super lovely and cute puzzle game. It's a very short game and tho some of the puzzles will make you think a bit, it's more of a trial an error sort of game where timing is the most important thing and this, can get a bit frustrating at times. A very adorable and relaxing casual game, to me it's worth its price.
A somewhat short, but a quite fun, Adorable, little game.
Nice puzzles
So Umiro is a nice looking game and has a unique idea, but unfortunately I dont consider it to be the one thing it is supposed to be... a puzzle game. TLDR: it's boring, save your money. Essentially you draw paths for your two characters to follow, while collecting crystals and avoiding moving black balls (contact = failure). The problem is that the black balls move before the start and timing sometimes feels like it has to be precise to the nanosecond. This leads to a lot of trial and error, which is why I don't consider this a puzzle game. The bigger crime of this game though is that the primary gameplay loop of drawing paths simply is not fun. The game is boring from start to finish, including the simplistic music in the background. Furthermore, if you want you can simply keep drawing circles on the ground to make your characters run around rather than forwards, which is a really inelegant way of solving a level, and I never once in the whole game felt rewarded when I completed a stage. Lastly the story is threadbare and I didn't feel invested in either character at all. There's no develepment, just an excruciating slow reveal of what you guessed ages ago.
Umiro is a mobile app that's been dumped on Steam as if it was a real PC game (it's not)... it's a cash grab from greedy mobile devs. This mobile app is a pathing puzzle game with a couple of gimmicks, one of which really breaks any fun you might get out of the game play. Gameplay here consists of putting your finger on your iPhone screen to draw two paths for two different characters. All you have to do is pick up a crystal and get your guys to the exit. Seems simple, right? The problem is there's these black floating balls of death that kill you if you run into them. And they move. So you need to draw the path to avoid the movement of the balls. Unfortunately, and here where we get to the "what were they thinking??" part of the game design, the balls are already constantly moving even in the planning phase. So part of the game involves timing carefully when you push the "go" button and set your characters off. And this timing is not intuitive or guided in any way, it's a frustrating, nay, aggravating exercise of trial and error, and nothing to do with skill or careful planning. Which defeats the rewarding aspect of planning out your puzzle solution. So the game fails in terms of game design, but it's also not without technical defects (it is a mobile app, after all, and not a PC game). From a technical perspective, as a mobile app, this doesn't meet basic minimum requirements that most PC gamers expect as standard. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The mobile app features extremely lazy, minimalist "art", of the type you normally expect to see in low effort Flash/browser games and mobile apps. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. The controls can't be customised, which will be an annoyance for many, but it can also render the mobile app unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. Because this is a mobile app, it carries a number of deliberate design deficiencies. Compromises were made to cater to the iPhones that the mobile app was designed for. These are unfortunate handicaps and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was an afterthought for the iPhone developers who are to blame for this. The mobile app is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for mobile phones forces upon a game. Once more, mobile devs have made gaming worse for everyone. I didn't spend thousands on building a gaming rig just so I could pretend it's an iPhone. These technical defects push this mobile app below acceptable standards for any modern PC game. The mobile app never really caught on with the millions of gamers on Steam, with a very low peak player count close to launch, and then just a handful of players launching this mobile app every couple of days. This is undoubtedly caused by factors such as those raised in this review. It's always helpful with buying decisions to consider how popular and successful the product is, and unfortunately while this did accumulate a few participation trophy reviews, overall, people just aren't using it. So, should you buy this mobile app? Is this one of the best of the 100,000+ games on Steam? Umiro is relatively cheap at $3 USD, but it's not worth it. Given the defects and quality issues with the mobile app, coupled with the unrealistic price, this is impossible to recommend. This is also competing with over 11,000 free games available on Steam, many of them far better than this paid product.
frankly, its boring. there's not enough going on, its just drawing a line and waiting for a black circle to get out of the way
It's a very cute and beautiful game, the art style drew me to it immediately, I like the mechanics and the puzzles increased in difficulty at a nice pace Only complaint I have about the game is that the enemies move while you're planning so sometimes it can be difficult to plan out a path when you're not sure where they're going to be when you get there, Definitely worth it for the price
WELL WORTH A PLAYTHROUGH FOR PUZZLE FANS. There are some very interesting mechanics here that I haven't seen before. On each level you draw paths to help 2 characters (blue = "Huey", red = "Satura") get to crystals on the game board. If there's just one pair of blue/red crystals on the board, they're the exits. If there are 2 pairs, then the first crystals act as mini save-points, and the 2nd are the exit. Along the way timing is critical as you need to dodge obstacles (fire and black orbs kill you -- but you automatically and quickly re-start, so it's basically an auto "do-over"), and handle some logical stuff (e.g., stepping on switches changes the board by turning fire on/off). For me, the basic gameplay loop went like this: Decipher the basic constraints imposed by the board -- where does each character need to go? in what order should you hit buttons, dodge black orbs, and post up at crystals?Draw a path for one character.Draw a path for the 2nd character, coordinating their timing with the 1st character's movements. (When you draw the 2nd path, the game shows you where the 1st character would be on their path at every step of the way.) Hit the "play" button, die, then tweak your paths to accommodate constraints that you missed or misunderstood in Step 1. (Do Step #4 many times.) Hit the "play" button one last time That's a bit tough to describe in text, so I cooked up a gif showing gameplay on an early level [https://steamcommunity.com/sharedfiles/filedetails/?id=1871435787]: https://steamcommunity.com/sharedfiles/filedetails/?id=1871435787 (I'm not proficient with giffing -- click the image if it looks tiny or ugly, and scroll down to see a description). There are 40 levels, plus 4 not-so-secret levels that you unlock by collecting yellow crystals. It took me about 4 hours to wrap the whole thing up, but smarter people could do it quicker. Towards the end of the game, timing becomes really critical as the number of fire/buttons and black orbs increases (orbs not shown in my gif: they move around the board in mostly-predictable patterns, and you need to dodge them). Step #4 becomes the most difficult step, and there's a whole lot of dying/re-playing: you often have the paths basically correct, but need to click "play" at just the right time to avoid obstacles. Timing when to press "play" seems to be what annoys people who give negative reviews [https://steamcommunity.com/id/FelixaderSeelenlied/recommended/727760/]. It can get a little frustrating, but the game doesn't overstay it's welcome and it's a pretty unique title, IMHO. You can play fullscreen or windowed, with lots of resolution options. The game menu seems to encourage keyboard controls (no rebinding), but I highly recommend a mouse. There's mute (but no slider) for music and sound FX. You can re-start any level with esc + 1 click. There is also the option to re-draw PART of a path, which is key for handling Step #4 and sort of plays the role of an "undo" button, but it takes a little getting used to and doesn't always work well: you need to click+hold a point on the path to re-draw from that point, which can get hairy if your path cris-crosses itself. Oh, there's a story told through (1) some brief in-game dialogue (you can see a not very encouraging example in the gif), and (2) some still-frames of cartoonish art between levels. I got the sense that the story is basically "sweet," but it seemed like the story is either really simplistic and sketchy, or else a whole lot got lost in translation (into English -- there are 14 language options). If you buy in, do it for the gameplay, not the story.
A challenging and engaging puzzler with charming aesthetics. This title offers 40 levels plus a few special levels. Every act which is ten levels each ends up adding a new mechanic to play around with. The gameplay itself for me rings back memories to transistor and frozen synapse. You have to plan all your movement carefully and get to the crystals. There are optional bonus crystals to collect for an extra challenge. PROS +Pleasing visuals +Relaxing and fitting soundtrack +Fun trial and error to solve the puzzles +Challenging enough to hold interest +Small details like clicking water to make it splash of the leaves in the foreground. CONS -There could be a speed up button may cut some of the drag out of trial and error -UI seems to imply keyboard is how to play, when you can solely play with mouse -Text can sometimes disappear quickly if it pops up while you are making a path I withhold judgment on the story because I'm not entirely finished with this title yet, however, what I have finished seems interesting. This is a great little puzzle game that will work your brain and put your patience to the test. I'm on stage 38 out of 40 and with playing this much, I can tell; this game has plenty of charm and solid mechanics to make it well worth the asking price. Follow my reviews through my curator at Crim's Humble Opinion [http://store.steampowered.com/curator/32482033/]
This is supposed to be a puzzle game. But the most puzzling aspect of it is the fact that the deathballs move during the planning phase. This forms the puzzles into a game of trial and error. Even if you know the solutions you have to try over and over again unrtil you hit the exactz second because the black spheres move even before you move. Sadly frustrating.
I'm about halfway through and so far I enjoy the puzzles. The difficulty gradually increases as you progress to the next level by additions of new obstacles and additional characters. The graphics are smooth and the music is fitting and very relaxing. I just think the story line is a bit unclear and, frankly, not very necessary to the game. I suppose the plot is added as an incentive to keep progressing but since it's very vague it doesn't seem to serve any other purpose. Will write a final review once I'm done :) Edit: Okay I've completed the game now. I find that the puzzles don't really get that much more difficult as you go on as long as you know how you can prolong the running time of either character etc. The feeling I get from this game reminds me of Roofbot, another great game, but I would say Umiro is way easier. The story did get a lot more cohesive as it went on, so I don't mind it anymore, although I wish it was communicated more clearly. I really enjoyed the game and definitely recommend it if you like cute graphics and want to try a cool puzzle game.
The art is very beautiful, this game is worth buying because of that alone. The puzzle mechanics aren't that great but it's still an enjoyable game.