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Maroc Maroc - 3RD-STRIKE.COM - A La Une - 05/May 04:08

GluMe – Review

Over the last few months or so, we’ve been enjoying the bite-sized puzzle games that EastAsiaSoft has been adding to their library. Games like Tiny Biomes and Avenue Escape have been perfect palette cleansers in between bigger games. Simply jump in, solve a puzzle or two, and get back to something more intense. You’d be forgiven for thinking that GluMe would fit in neatly alongside those aforementioned titles. We wrongfully assumed the same. How is this unassuming puzzle title different, you ask? Stick with us for a while, and you’ll find out. Story The world of GluMe may be populated with different kinds of slime-like critters, but the focus here is entirely on gameplay. As such, there is no story whatsoever in the game. We’re going to assume that the title is a portmanteau of “glue” and “slime”, because the slime you play as literally sticks together with other slimes. If that’s the case, then the pronunciation of GluMe would be “gloom” rather than “gloomy”, although this is all just speculation on our behalf, since the game insists on not telling us anything. Graphics Although GluMe is lacking when it comes to narrative content, the game’s visuals still manage to speak to the imagination. As simple as the pixel art style is, the different slime designs are definitely very cute. Levels are grouped in sets of 20, with each set having a different backdrop, although for the most part, this boils down to a different colour scheme. Given the simplicity of GluMe’s graphics and its core mechanics, it’s unsurprising that there are no visual performance issues in sight, and the game does what it needs to do with no issues whatsoever. Sound Accompanying the different levels is chiptune music. The tracks are fine enough if you’re playing GluMe in short bursts, but during longer sessions, it can quickly become repetitive, especially if you’re trying to focus on a particularly difficult puzzle. We ended up turning down the volume at these times, and that turned out not to be a huge loss. There is no voice acting present, and sound effects are simple and minimal too, resulting in a soundscape that is functional but not particularly memorable. Gameplay At its core, GluMe is a Sokoban-like puzzle game, albeit one that is far more lightweight than, say, Sokobos. The mechanics are deceptively simple. Taking control of a blue slime, your goal is to collect every one of the gems that are scattered across a grid-based stage. If you move past a grey slime, it will fuse with you, creating a larger shape. This can be to your benefit, as you’re able to cross chasms when you’re bigger, but it can also be to your detriment, as you may not be able to squeeze through specific gaps. The game gradually introduces different kinds of obstacles and stage hazards, from blocks that can be pushed around to enemies that move when you do, and that will eat you if you come in contact with them. What sets GluMe apart from EastAsiaSoft’s previous puzzle titles is how quickly and unapologetically it ramps up the difficulty. We consider ourselves decent at puzzle games and were able to clear the entirety of Tiny Biomes in under an hour of playtime, but GluMe knocked us for a loop. The game genuinely tickled our brains, although, because of how simple the core mechanics are, it never felt unfair, just challenging. Whenever we did solve one of the more brain-wracking conundrums, the accompanying “aha!” moment felt all the more satisfying for it. A significant chunk of puzzle-solving was the result of trial-and-error. Fortunately, GluMe is very forgiving in that regard. You can reset any puzzle instantly, meaning that your next attempt is just a button push away, although a simple undo button would have been welcome. There are 80 base levels to complete in GluMe, alongside a handful of hidden ones and even the ubiquitous fishing mini-game. That’s without even getting into the game’s hard mode: every puzzle has a “perfect” solution, i.e., the fewest possible moves within which a stage can be completed. In normal mode, there is no move counter, although you’re rewarded with a shiny P next to a stage if you solve a puzzle perfectly. In GluMe’s hard mode, those perfect solutions aren’t optional anymore. Instead, you’re presented with a hard move limit that matches that of the perfect solution. Given that GluMe’s base difficulty is already on the high side, hard mode really does live up to its name. How long it’ll take you to clear the game ultimately depends on your own puzzle-solving skills, but rest assured that die-hard genre aficionados will get plenty of bang for their €4.99. Conclusion Given its price point and overall structure, we were expecting GluMe to sit in the same space as EastAsiaSoft’s simpler puzzle titles. When we did get to grips with the game, we were pleasantly surprised to find a title that is far more engaging than its predecessors. Because of its higher difficulty level, GluMe probably doesn’t have the same mainstream appeal as those easier titles, although it remains just as accessible in terms of core mechanics. If you happen to be an experienced puzzler looking for a budget-friendly puzzle game that you can really sink your teeth into, look no further.

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