Whether it’s with real-life LEGO bricks or in games like Minecraft or Dragon Quest Builders, building things as a way to enjoy oneself isn’t...
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Maroc - 3RD-STRIKE.COM - A La Une - Hier 03:20
Whether it’s with real-life LEGO bricks or in games like Minecraft or Dragon Quest Builders, building things as a way to enjoy oneself isn’t exactly a mind-blowing concept. In most games though, building something ties into a larger set of mechanics. What if you were to strip those away and make something where building is the only thing to do? That’s probably what Slots & Daggers developer Friedemann asked himself when he came up with SUMMERHOUSE. Does a simple building mechanic provide enough foundation for something worth your time, or does SUMMERHOUSE collapse in on itself? Story The accompanying blurb on digital storefronts asks players to keep in mind that SUMMERHOUSE is a small game with no goals or challenges, created by a single person. The game’s subtitle, A Tiny Game by Friedemann, reïnforces that same message: keep your expectations in check. Unsurprisingly, no goals or challenges (with the exception of achievements, mind you) also means that SUMMERHOUSE doesn’t have any narrative elements. Graphics Going for 2D pixel art was the right move here, as SUMMERHOUSE’s visuals perfectly complement its gameplay. The game features different environments within which you can build to your heart’s content, and these are gorgeously detailed. The individual building blocks that you use to create houses perfectly blend in with their surroundings too, allowing you to effortlessly create picturesque vistas. The game also allows you to switch to nighttime or rainy weather, so you can change the mood of your creation at the push of a button. We should note that although SUMMERHOUSE appears like a 2D game, there are different planes on which you can place blocks. Combined with the environmental depth, this creates a subtle 3D-like effect when you move the camera around. At a mere 124 MB, SUMMERHOUSE is a very lightweight game too. It’s not very demanding, meaning that the game’s visual performance is buttery smooth. Sound The first thing you hear when you boot up SUMMERHOUSE is a very short voice clip, in which Friedemann himself welcomes you to the game. It’s probably the most remarkable thing in SUMMERHOUSE’s soundscape, because every other audio element sticks to that same minimalist philosophy that permeates the entirety of the game. Music is low-key, with environmental ambience emphasising the game’s zen-like nature. Sound effects are present but functional, mostly serving as a way to provide feedback when you interact with the game’s tools and blocks. Gameplay Initially, we were a bit puzzled by SUMMERHOUSE’s gameplay, as the game doesn’t explain anything about its mechanics. It turned out that this was entirely deliberate, as SUMMERHOUSE wants you to simply go hands-on and experiment with the tools given to you. In essence, you’re handed a set of virtual building blocks, consisting of walls, doors, windows and all sorts of fun little decorations, and you can go to town with these. SUMMERHOUSE is essentially a 2D pixel art sandbox where you set your own goals, whether that’s building a tiny hut in the mountains or a giant castle in the desert. The game has built-in achievements, and there are characters to unlock with which you can populate your creations, but in essence, SUMMERHOUSE’s concept is as simple as “relax and build”. It’s not an entirely frictionless experience, at least at first. Because the game doesn’t come with a tutorial, it can take some getting used to the interface and figuring out where to find everything. Initially, we didn’t even realize that our right stick worked as a mouse pointer, because the pointer icon is literally a single white pixel. As counterintuitive as it may seem, the lack of direction turned out to be a good thing though: because the game didn’t nudge us in any specific direction, we didn’t feel pressured to do things “right” from the get-go. Instead, SUMMERHOUSE gave us the gentle freedom to experiment and simply figure everything out for ourselves. Not that there is a whole lot to figure out, mind you, because of the game’s overall minimalist design philosophy. That design philosophy makes it difficult to gauge both SUMMERHOUSE’s appeal and its longevity. On paper, this is a niche title that barely qualifies as a game. In theory, you can see everything it has to offer within minutes. However, that wouldn’t be the right way to approach this little gem. Instead, think of SUMMERHOUSE as a digital toy of sorts and you’ll start to see its long-term potential. This isn’t the kind of game we’d play for hours on end, although we can see a certain type of player losing themselves in it. Even in short bursts, though, SUMMERHOUSE provides a creative outlet and a good way to destress yourself. For a mere €4.99, that’s definitely more than we could ask for. Conclusion We’re not entirely sure whether or not Friedemann’s storefront remark was necessary, because SUMMERHOUSE speaks for itself. Yes, this is the kind of experience that barely qualifies as a game, and yes, it does need to be approached with a specific mindset and even more specific expectations. If you allow SUMMERHOUSE room to breathe, however, then playing it becomes nothing short of magical.
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