Bonfire Peak Review | PC Gamers
need to know
What is it? A Sokoban puzzle game where you can burn items into boxes in a voxel-style forest climb.
Expect to pay 20 USD/15.49 GBP
Developer: Corey Martin
Publisher: Draknick and friends
Comment time: Windows 10, Intel Core i5-8300H, 8GB RAM, GeForce GTX 1050
multiplayer game? Do not
Association: Official website
As I was sitting on the snow at the summit of Campfire Peak, I was thinking about the last part of my journey: failing to complete the game. I have been exploring such a tricky puzzle, and I want to pack it all and move it to the woods, but it ends here. No matter what the protagonist seeks to end by burning all his property, he will not succeed, nor will I.
The setup is simple. Our unnamed protagonist has left to go to the woods to burn his property. Your job is to push, drop, or slide his crates full of things into the fire. In this voxel world of block y, you can only turn forward, backward or in place. The crate (or any square) you hold will also swing as you turn, so space is key. Early puzzles simply set how to navigate you, using as much space as possible for each puzzle.
With the development of Bonfire Peaks, it introduced new elements-longer bricks, a conveyor belt like a stream, and the Indiana Jones-style pressure trap in it. Unlike the smooth start of the game, the introduction of these more complex puzzle elements can feel destructive.
For example, for long bricks, I met them for the first time as a bridge in the main world. So in the next puzzle, I build on this idea and try to build a bridge between myself and my box. It was not fully achieved, so I tried repeatedly-trying different versions of the same idea. Every time I failed, until I finally realized that I needed these bricks to push the crate.
It seems obvious to try another strategy, but the puzzle in Campfire Peak is Tricky. Failure several times is a necessary part of troubleshooting to the correct method.So building a garbage bridge doesn’t mean me no A bridge should be built.
As you climb through the forest-covered main world, you will encounter remnants of life that you might want to leave. The huge calculator and bulky TV said “I am burning all my property to escape from nature”, but other elements indicate that something more tragic may have happened. However, using large, obvious symbols to imply a story feels more like a feeling than sentimental. With more random assets-including a bunch of inexplicable sliced watermelons during the climax of the game-the effect is distracting.
Your journey through the forest will take you through different biomes, which adds a sense of progress to the whole journey, especially these areas provide a new and different experience for the puzzle mechanisms you encountered before. The person who climbed behind the waterfall must have changed from the person who parked the car first at the foot of the mountain. The music is cleverly converted, and the soft focus background of the puzzle changes from red leaves to ancient buildings to burning lava. When did it start to snow? Of course, hasn’t it snowed all the time?
The game has a meditative quality-enter this area with puzzles and let the music fade away as you concentrate
There is a narrative in overcoming difficulties, in the transition between different areas of the forest, when you are scrambling to climb the peak.In contrast, scattered Influence I felt distracted afterwards, as if the game was worried that players would be dissatisfied without being told why they were there. Maybe I am a little too close to changing my name and escaping from this country, but I have accepted the catharsis provided.
The best effect is the dedicated “sit down” button.The game has a meditative quality-enter the area with puzzles, let the music fade away as you concentrate-and you can choose sit Bring it into that universe. Watch your character put down his mission and lean back when there is room to look at the sky, or sit up curled up and hug his knees. The simplicity of the voxel art style adds extra charm to it.
Bonfire Peaks’s caring that is neither frustrated nor condescending contributes to its meditative feeling. You only need to complete a few puzzles in each area to make progress, although completing more puzzles does open up more areas. A careless mistake can be undone with the tap of a button-or take advantage of an error that triggers the “aha” moment-if you want, you can undo all the way back to the beginning of the puzzle. You can even undo the puzzle reset and regain all your previous hard work. Keeping you in your element is a careful balance.
However, this consideration backfired to me.I am finding more and more that when I walk through the forest, there is obviously something I don’t understand, some basic parts of puzzle logic. In some areas, I put aside a lot of puzzles because I can’t even see a way to experiment, let alone find a solution.
There were hints like this in the early days of the game. Until I complete different puzzles in the same area and learn a new “trick”, a puzzle has no meaning at all. But as I approached the end of the game, there seemed to be something fundamentally missing, as if I hadn’t learned how to pick up the box. So when I reached the climax of the game, I found myself unable to complete the puzzle to make the final climb. When I later shared the solution with me, it turned out that I had rebuilt a bad bridge: because I didn’t master the mechanics of the late game, I only learned the wrong way to read the puzzle.
Any single puzzle in Bonfire Peaks is very good-subtle, in fact-carefully crafted, using each part of the puzzle map to resolve necessary bottlenecks, obstructing heights, or accurately upgrading stairs as needed. Its world is beautiful, and as a collection of puzzles, it is very smart. If only its uneven progress and conscious story addition did not make climbing so difficult.