This gorgeous micro cosmic mecha game survives frustrating moments.
A snowstorm began at a high place where the branches were frozen. The world suddenly turned white. When I was lost, a stranger in fur offered me the way. We walked together and he occasionally taught me the way I should follow. For a few minutes, the storm gave us space. I didn’t do anything. I had no choice but to find a way through this rolling void.
Flight school is suitable for such situations. It’s a moment that reminds us that this little team is making a quiet game like no other. Creatures in the Well A fusion of end-of-life posthumanism, pinball and sparking electricity, and creatures in the well. It was sad and memorable. Stonefly is like sumo, like Collectionson or Upgradeson, but it’s actually more special. It is a micro space scale mechanical game. The mecha you steer and steadily upgrade is insects, all with bent legs and hidden wings, which are exploring the world of twigs, bracken and fallen leaves. The word horde speaks for itself: canopy, bramble, maple, nightlight.
The world you control is really beautiful. Stonefly is the story of a young inventor who traces his father’s machine. She allowed her to be stolen inadvertently for a moment. To regain her father’s equipment, she embarks on a junker mecha that needs regular improvements and departs into the crackling world of Blacken and Lumpenmos, where a deeper mystery awaits. Things are transformed from the point of view. Tree stumps are huge plateaus here, and mushrooms provide a natural staircase. Catch the upward thermal and you can move from branch to branch, much like changing lanes on a highway. It’s natural, but it also looks like a handicraft. It features a mid-century children’s book-like aesthetic of textured paper and natural shades. Someone used a glue pot in this game! What can Stonefly do in brown and green, and occasionally in orange and yellow flaming bursts? It’s pretty good.
The Stonefly landscape can be difficult to navigate at first, but when it jumps off a branch and jumps into the abyss, it restarts fairly quickly, evoking a bunch of brilliant little insects that point the way to the next goal. There are options. However, navigating and navigation is ultimately a pretty pure thrill here, so Fuff is worth the effort. These worlds are layered and feel thin and delicate. They’re all spread out in every corner, so they’re perfect for exploring. And they pull the best out of your mecha. This is another thing that requires a little getting used to. It’s slow on the ground, but fast when you return to the air. This is a spin of The Floor is Lava. Spend as much time as you can in the fast-moving ether, but be careful when you’re there, unless you’re on an ocean current. Meanwhile, it will slowly return to Earth. Time your hops to get air in when you need it. Spread the wings of the mecha and maximize your mobility.
The game has two main focal points. The first is combat, which is usually original. The idyllic world of the game is full of big and small bugs. Turn the insect over toward your back and push it from the landscape to the back to defeat it. This is a two-step operation, with various bug abilities (ram attacks, sudden goop spouts, nasty scissors, strange kinds of pointed inflatables) and free use during upgrades We are considering various techniques. Basically, it’s not a good idea to turn an insect over if you don’t have a place to blow off the gust. You need to prioritize your targets, but you also need to consider your surroundings.
Accumulation of your mecha’s abilities gives you choice. You can dance on the bug, peel the bug and take off your armor. You can hit the ground, slow down, rush while rushing, and drop funny little wind bombs. New options evolve over time in the form of new modules of mecha. However, you need the resources to build each one. Now let’s go to the second of the main focus of the game.
Resource collection is not the most successful Stonefly. It’s good to see resources sticking out of the ground with small shimmering seams. Think during combat as your battle is usually centered around insects trying to get the same resources as you. There is one more thing you have to do. However, the game uses a variety of resources to fill things and slow progress. Missions (especially in the middle of the game) are increasingly sending you to look for a large amount of resources to build important components of the mecha. This means turning over the landscape you’ve already visited, or chasing the alpha aphid, a giant insect whose resources erupt from your back. At what point you need to track them again and repeat everything.
It’s not ideal, but it wasn’t fun for me. Especially when you get some important upgrades like the portable wind dome, you can sit in it and harvest resources while keeping others away. I like that the number of various enemies is increasing. And in fact, you don’t need a lot of excuses to revisit each of those beautiful and complex levels, bird’s nests, stacks of potential bonfires, and so on. This is a small team job, and if resource hunting is the best way to build a game of such glittering moments and ideas, that’s fine.
“The inventor you play is inspired by the world around you, which means that when the background objectives are achieved, a new idea suddenly comes to her.”
I also like the mechanical upgrades, but what I really like is how they are installed. The inventor you play is inspired by the world around her. In other words, when the purpose of the background is achieved, new ideas suddenly come to her. Wind attack. I played Act 1 twice, but her upgrade ideas arrived at me in a slightly different order the second time. It was very organic, like traveling with someone who was keen, curious, and quickly distracted.
This fits nicely into the game of chasing the protagonist with a companion who can follow the days of the protagonist fighting bugs, return to the camp at night and exchange and learn with her. When she falls asleep, you sift through her anxious dreams. She treats guilt and hope and transforms the story she has lived into in some way. Stonefly, like Creature in the Well, is a surprisingly strange game, even though it’s made up of recognizable elements. Sometimes I was grinded and frustrated, but in the end I fell in love with it.