Creaks

released on Jul 10, 2020

The ground starts shaking, light bulbs are breaking - and something rather unusual is happening right behind the walls of your very room. Equipped with nothing but wit and courage, you slowly descend into a world inhabited by avian folk and seemingly deadly furniture monsters.


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This is a very charming puzzle game. The player must traverse this massive structure while dealing with the monsters that stand guard. The game introduces a number of creatures, each behaving in unique ways that allow for fun puzzle design. Many puzzles have clever solutions that made me feel smart for solving them. That said, the game never gets too difficult. I would have appreciated it if the final puzzles increased the challenge, but that's a personal preference.

I love the setting of this game. The player descends though a beautiful structure, and each of the rooms have unique features and decor. I love how you can see other levels in the game, even if you're in a separate one entirely. Things like that really make the world seem unified. The dynamic music is also great. Having the music change once I solved a puzzle is always a treat.

No dialogue, puzzles that introduce a new way to solve with current mechanics, or introduces a new mechanic, every time without repeating.

Story is good, collectables are good and fun.. an amazingly well put-together puzzle game. It wasn't consistantly fun throughout though, which is the only reason it doesn't have a perfect score.

the puzzles are pretty competent: not too difficult, yet explore some interesting consequences of the combined mechanics introduced. nothing overstays its welcome. if anything, i wish there were a little more puzzles with some of the mechanics.

easily the best part of the game, at least for me, was the music. there's no melody i could hum from this game, even now just after completing it, but i am a complete sucker for its dynamic music. as you get closer to the solution with each puzzle, the music swells a little bit more with new instruments or backing parts culminating in a nice swell beat drop of sorts that makes solving each puzzle shoot up my brain with "yippee i did it" juice.

the art is very cool and i like how contiguous a lot of its architecture is. there's screen transitions, but its clear there was a very cohesive world designed with intention.the way the gameplay melts perfectly into the cutscenes and back shows how visually dynamic some of these spaces are. the player movement is on a tile based system, but it feels smooth, and you can't easily tell just by looking at it. despite that, it's perfectly readable and without any confusion about where you can walk.

there's some secrets here and there in the form of these little paintings. some just serve as cute little unique looking visuals with some music, but some are interactive with nice minigame aesthetics that were honestly some of my favorite parts of the game.

ultimately, i enjoyed my time in this furniture world. the wordless story was fine and servicable for what it is. nothing too crazy, but does not need to be. there's some "aha" moments to be had, and its an enjoyable experience overall. not the most mindblowing game i've ever played, but i am glad i did.

Very clever puzzles. If you expect it to be like Machinarium or Samorost, you'd be disappointed. Creaks has a certain charm of its own.

Sigo bastante al estudio que lo creo, por la ambientación de sus juegos, el aspecto visual y sonoro y el tipo de puzzles. Creaks es un buen exponente de todo eso.

i walked into this feeling pretty pessimistic because i normally end up bored by this sort of game, but creaks surprised me and totally won me over by the end. awesome reactive soundtrack, awesome art, super creative world building all over - so much care went into every moment of this game. second half is better than the first and still not my favorite type of game, but 100% worth playing