Reviews from

in the past


NEED to finish this one... was delightful when i played

Qu'est-ce que l'"Art"? Qu'est-ce que la "Création", l'acte de créer ? Mais surtout, qu'est-ce que ça implique autour de l'artiste que d'en être un ? Qui peut se dire artiste, qui peut se dire créateur-rice ? Mais surtout... à quoi sert l'Art ?

Chicory est un drôle de jeu pour toutes les bonnes raisons.

On passe d'une histoire en apparence simple pour finalement explorer des réflexions artistiques et philosophiques, des discussions sur la santé mentale et son parcours de vie. Le ton décalé de plusieurs personnages se lie habilement à la trame parfois légère, parfois lourde d'une trame narrative qui se prend toujours au sérieux, mais qui n'en perd pas son charme. Non seulement des moments restent en tête, mais aussi des personnages anecdotiques, de petites énigmes, des cachettes.

Si le plan narratif et littéraire est fort, celui visuel ne mérite qu'un mot : incroyable. Des contrastes entre blanc et noir avec maintes nuances de gris, on se retrouve rapidement à jouer avec les quatre couleurs octroyées selon la zone d'exploration, une palette qu'on peut augmenter en trouvant une amélioration plus tard. Or, même avec ce bonus, je me contentais des quatre couleurs, cherchant instinctivement à créer une ambiance, des tableaux propres, colorés, où les mêmes éléments partagent ensemble la même couleur.

Vous n'aimez pas colorier, vous êtes plutôt fan de décoration ? Le jeu nous bombarde dès le troisième chapitre et encore plus au quatrième de décorations pour agrémenter les différents écrans de la province de Pique-nique, que ce soit par des quêtes précises ou simplement pour la joie de rendre le tout plus joli, coquet, chaleureux.

Vous préférez jouer pour le gameplay ? Très bien, alors préparez-vous à jouer avec différents éléments de la végétation pour prendre de la hauteur et franchir des plaines, à relever des indices pour compléter vos énigmes et à identifier les éléments du décor qui invitent à progresser efficacement, tout comme bon Zelda-like.
Quoi, l'absence d'ennemis vous déplaît ? Au lieu d'avoir des combats régulièrement, l'énergie a été investie dans sept boss qui ne font qu'augmenter en qualité et intensité au fil du scénario, chacun unique dans ses attaques (avec peut-être le boss final comme exception, étant à la fois unique, mais aussi un "boss rush" à l'ancienne).

En 13 heures et demie de jeu, je ne me suis pas ennuyé plus de cinq minutes... Dix si on inclut les énigmes des ballons-bombes qui souffrent d'Okami-dite. Mais bon, ça, c'est la malédiction des sphères dans les jeux vidéo!

Vais-je y rejouer un jour ? Assurément! Devriez-vous l'essayer ? Vous seul-e le sait...



Que vous ayez l'âme littéraire, artistique ou Zelda-esque... Chicory: A Colorful Tale va fort probablement vous ravir.

Mention spéciale à la géniale traduction française qui, par ses nombreux "Du coup", a clairement été écrite par un-e Français-e!

My three main points: how I felt while playing, the gorgeous soundtrack, and the creative gameplay.

Chicory shares heavy feels with the story. The characters discuss how they don't feel good enough and how they can't amount to the pressure put upon them. It's an emotional journey and it's handled very well. During story missions, I would have to try real hard not to cry at certain points. Then take a break and go to art classes to paint in the game (haha, I loved this option). For a game with anthropomorphic characters, they are well written and at heart, human.

The soundtrack is beautiful. I am listening to it right now while typing this. It fits perfectly with the discussions and fight sequences. chef's kiss

The world of Chicory loses its color and it's up to you to add paint with the artist brush! You can freely color the monochromatic world to cheer up and help the towns folk. There are many different options for color, photo borders, and patterns. It was fun to explore the world. I can see myself replaying Chicory sometime in the future. It's truly a wonderful game.

j'ai joué que 2h mais c'est vraiment un bon jeu!! tu peux colorier ce que tu veux et ça c'est cool

I initially wasn't gripped by this but forced myself to keep playing due to positive reviews. And I'm glad I did. I ended up invested in the story and zelda-like world traversal. I'm by no means an artist and don't enjoy drawing. But when I let go of wanting to make good art and instead focused on making the world my own, I really clicked and threw garbage everywhere that made me smile whenever I looked at the world map


This game is very uwu millennial I went to the therapist. There is a lot of dialogue that's "I see you" "I want to help", so on and so forth. It's a good and nice story and I liked some of the characters definitely. The humor worked some times. As an "artist" on the side of other parts of my life I don't really vibe with some of the discourse around art that this game is engaged with. I don't really deal with imposter syndrome, I just know I'm mediocre, I don't really think everyone is an artist, people can do whatever they want and some have more fulfilling paths than anything artistic. Art is more chaotic and hectic, massive swarms of digression and regression without cause and effect. Sometimes I think the game kinda gets that. Most players will probably paint in screens in a chaotic haphazard way. I like the dialogue for when you paint aomething

The gameplay is a little finicky as its hard to tell planes and there is a good bit of platforming. I like the bosses a lot.

Not much here for me as I wasn't really interested in painting. That's on me. The game works great without even wanting to do that and I still filled in where I wanted.

This music is fine? Something always felt missing. The build up to climaxes never really worked or hit as hard. Songs sound a bit empty.

When I first started the game, I didn't find myself super enthralled, but as I kept going I suddenly found myself going out of my way to 100% the game realizing that I do love it a lot...

Chicory: A Colorful Tale embodies the hardship artists face in becoming in tune with their creations. Abusive mentors, insurmountable expectations, and a lack of belonging all plague the artist in this expedition about the secret behind color. Chicory puts the play at the forefront of the art. The world is colored the way you want it to be, each canvas is open to the painter's content. The inhabitants of its gentle world inspire the player with thoughtful introspection into their work.

Chicory: A Colorful Tale é um jogo único e especial. O que de início aparenta ser apenas um jogo infantil, consegue surpreender ao apresentar temas complexos e muito relevantes para a sociedade atual.

Antes de começar a jogar Chicory eu estava com um receio enorme de me sentir desconfortável jogando, devido ao seu foco na arte e em desenhar. Porém, depois de avançar um pouco na história percebi que o jogo jamais vai te julgar por ter feito algo ''feio'' ou ''bonito'', ele na verdade te incentiva a pelo menos tentar produzir algo, e mesmo essas partes de desenho não são obrigatórias, já que podem ser completadas com uma simples linha no papel.

A forma que Chicory nos faz acompanhar e explorar temas como burnout, insegurança e ansiedade, e a busca por pertencer durante a sua história é sem dúvidas uma das partes que mais admiro nesse jogo, e ele faz isso com muito maturidade e cautela. Isso ajudou a tornar esse game um dos mais importantes pra mim atualmente.

Tudo nesse jogo é feito com muito amor, as músicas são excelentes e acrescentam bastante na experiência - destaque para Song of The Wielders, que me emocionou bastante na primeira vez que joguei. Além disso, o fato do jogo te dar liberdade para se expressar da forma que quiser durante várias missões principais e secundárias da história é algo que admiro muito.

Esse jogo me ajudou a superar um momento péssimo de minha vida, e eu garanto que ele com certeza merece uma chance sua.

No início não me pegou muito, mas com o avançar da história e novas habilidade fica muito interessante!

Chicory tem muito carisma, amei todos os personagens e pequenas histórias contadas quando conversamos com eles.

Os puzzles são bem legaizinhos, e ir atrás do complecionismo está sendo bem legal, normalmente não gosto de fazer 100% em jogos, mas esse deu vontade.

Me impressiona a quantidade de conteúdo dentro do jogo, e as várias coisas que você pode fazer. Esperava algo bem mais compacto.

Conclusão, jogo divertidíssimo e de certa forma relaxante (perdi algumas horas só colorindo o mapa pra ficar bonitinho).

Você pode desenhar ***** por todo lado e em algumas ocasiões fica bem engraçado kkkkk

Super inspired indie game. It's main gimmick is a bit repetitive but they use it in really clever ways that I could really appreciate. The boss battles, OST, and some of the character interactions (namely with Chicory) REALLY carry this game.

Also yes, this is yet another indie game that's secretly about depression and anxiety. It's one of the good ones though, trust.

-O jogo esbanja carisma;

-Possui puzzles e design de fases muito bons e que utilizam bem a mecânica do pincel;

-A missões principais e secundárias não estão em um menu, nem marcados no mapa, mas o jogo te guia muito bem para onde ir, o que deixa mais imersivo;

-Gostei deles terem feito os personagens mudarem de local no mapa, deixando o mundo mais vivo;

-De negativo seriam as lutas de chefes, que não são muito interessantes, e a falta de recompensas mais interessantes do que só estilos de pinturas.

it was sooooo cute and fun. it reminded me of those watercolor "paint" books id get as a kid, where you just get the pages wet and the colors would pop out

I have nothing bad, even nothing mediocre to say about this game. It may not hit quite the same with everyone, but, at least for me, this was genuinely a perfect videogame experience. The characters are charming and lovable, the story strikes a chord strongly, the world is a joy to explore, and the central mechanic of painting everything was a really fun way to interact with the environment.

This may be the single most influential game in my life, and I would wholeheartedly recommend it to anyone, but especially anyone who considers themself an artistic type, or just enjoys the act of creating something.

Play this game, please. I need more people to play Chicory.

Not feeling this kind of wholesome 100 stuff. Scribbling with the brush and reading the text is not fun enough to be engaging. Rewards for exploration aren't worth it. The puzzles are tedious at best and the bosses are boring. There's evidently an audience, but it really just doesn't work for me at all.

This review contains spoilers

Delivered on the promise of "having the same composer as Celeste". Overall a little eye-rolley over the "we need to stop gatekeeping art education" theme of the whole game because I in fact didn't go to art school, but I think it handles well and I do like the literalization of "changing the world through art" by literally painting on the world, but I don't think it really lands that well, I wish that rather than just painting (which, ironically, DOESN'T actually change the world except superficially, which is the opposite of the narrative of the game). Character design and world design are both amazing. Overall love!

I will say... Fluxus would've loved this games messaging.

Entré porque creía que era un juego simple de colorear con animales monos y poco más. Y si, te puedes hartar a colorear si quieres y hay decenas de animales monos (algunos con historias dramáticas) con los que hablar, cada uno con su personalidad y sus cosas. Incluso puedes diseñar tus propias camisetas, logos, tipo de pinceles.... y si, muchos de ellos eran penes, por supuesto, pero sobre todo, absolutamente todos eran horribles.

El tema es que le juego es más que eso. Vas desbloqueando ciertas habilidades dignas de un metroidvania, como el salto sin ir más allá, para poder pasar a otras zonas y ir interconectando pueblos, pantallas y llegar a secretos. No solo eso, en cuánto a los secretos, el juego tiene bastantes, tanto en forma de misiones secundarias, basura literalmente, gatitos perdidos, estilos de pincel o ropa. La basura es la moneda, los gatitos te permiten comprar muebles (porque si, puedes comprar y colocar muebles donde quieras del mapa, no solo tu casa), y entre los estilos de pincel está el colorear toda una zona con rapidez, cosa que yo he usado muchísimo. La ropa es el coleccionable más común, pero siempre para llegar a ella tendrás que hacer algún puzzle usando la pintura y el como interacciona esta con los elementos del escenario.

Ojo, la pintura, no el color, puedes pintar las cosas del color que te plazca. Quizás esta planta si la mojas explota y colorea a su alrededor. Claro, si cerca hay otra que al colorearse se convierte en un muelle, pues sale disparado en una dirección en concreto. Parece fácil, y de entender lo es, pero las pantallas y las zonas están bastante bien diseñadas, muchísimo mejor de lo que yo esperaba en "Un juego de colorear". Por no hablar de los bosses, que tiene, y también están muy bien hechos.

En cuándo a la historia va con el tono amable e introspectivo del juego, y el que puedas colorear como quieras a los personajes hace que les pilles cariño. Si echo en falta, y eso que yo no soy de colorear, es una lupa o algo para no colorear con brocha gorda, ya que el estilo más fino del pincel es enorme para los detalles.

Otra cosa que no me convence es que al tener que usar un ratón (no me imagino lo complicadísimo que son los bosses con un mando), los botones para saltar, moverte rápido y otras habilidades no son demasiado cómodos, pero bueno, no te pide en el plataformeo ningún tipo de precisión o dificultad. Es un juego disfrutón que le puede encantar a niños (sobre todo si saben de arte y de lo que ello implica), aunque cualquier adulto lo puede disfrutar igual, como yo he hecho.

Fure, no es tan divertido

A really fun exploration/puzzle game that allows the player to express themself in completely arbitrary ways like how I would paint environments simply to give them some colour. Exploring this world and finding secrets was a joy and all the little critters you get to meet were wonderful!

I didn't care for the player character's arc (their name was 'Pizza' in my case). There isn't much substance to their problems with confidence. I don't think a lack of confidence is very fruitful grounds thematically no matter which story is being told, although I'd be happy to be proven wrong. Pizza walked around and complained about their insecurities and I never felt much for them.

Most of the story came from walking around, talking to people, meeting all sorts of cool personalities and having a lot of spontaneous character moments when I'd see locals gathering at a beach party I set up or them lining up outside a pizza shop I designed the logo for.

I guess that what makes the game special for me is that the world and its inhabitants are very alive. Although a very basic game primarily, there was a lot of dynamic interactions to be found.

In my mind there are two types of indie games. Firstly, there are those that try to emulate their AAA counterparts, to varying degrees of success. Think Hollow Knight or Disco Elysium and how they are fairly standard attempts of an already existing genre, Metroidvania and CRPG respectively. Then there is the “weird idea” indies, that can vary from unique, one-mechanic experiences to small budget amalgamations from a small team. Think Downwell with its three button arcadey action, or Rain World with just how unique this “survival” game headed by a small handful of people is.

Both of these types of indie games can be successful, although they have different weaknesses in my mind. The first often doesn't have the budget or time to develop something with the scale of AAA releases. This is why they often emulate older, more niche genres. Hollow Knight isn’t competing with Red Dead Redemption, it's competing with Super Metroid (a game with less than 20 developers). This allows them to side step the pitfalls of being a small team, and why there are very few open-world indie games.

The second’s problem is that they often don't get fully fleshed out. Think QWOP or Flappy Bird, where the gameplay is unique, but it doesn’t go anywhere with the idea. This isn’t a given, I mentioned Downwell and it fits well into this category, but has enough unique content to warrant it being a full release. It’s short, it’s arcadey, and both of those factors help it to thrive under that very small development.

I say all of this to bring up that Chicory lies somewhere in between, and I think it’s the most interesting thing to talk about with it. It’s intriguing to think about an alternate timeline where Chicory leaned into either of these two indie archetypes. Chicory could very easily have just been a digital coloring book, nothing more than a collection of screenshots to color in just for the fun of it. Alternatively, Chicory could have leaned much harder into the puzzle and Metroidvania elements hiding beneath its surface, putting a higher emphasis on boss battles, scattering enemies all around the world, and slapping on a traditional combat system.

Chicory adopts the strengths of both game types in order to make something wholly unique, that still has all the substance of traditional titles. This isn’t to say that Chicory is flawless or above criticism, but solely that Chicory accomplishes something that very few others do. I think this is the indie dream: making something that can only come from the creativity and passion of a smaller team, but still making it a fully fledged release.

Chicory stars [insert food name here] and their journey of becoming the ‘Wielder,’ an individual tasked with bringing color to the world. For me at least, their name was Pizza. Pizza’s journey sprawls the providence of Picnic, a land filled with jungle, city, ocean, and mountain. As you progress, your main focus is to rid the land of a botanic plague, trees that stem from the previous Wielder. This core relationship, between your predecessor, Chicory, and you, is used to communicate a story about art, insecurity, and the creative process.

As you progress through the game, you continuously ‘level up’ your relationship with The Brush. This is manifested through new abilities that contribute to the aforementioned Metroidvania elements. This was the coolest part of the game in my opinion, and I was consistently surprised by both how unique the upgrades were, and how much they changed traversal throughout Picnic. Take the paint swimming for example. There are small passageways that Pizza can now fit through via swimming. This is the “lock & key” aspect synonymous with the genre. However, Chicory understands that abilities should have more impact on the game than just being that traditional “lock & key.” It adds additional utility to swimming, by allowing the player to move faster while swimming.


I know it sounds dumb to praise something as simple as a movement speed buff while swimming, but it goes beyond that. This acts as an incentive to paint in the world around you (something that matches well with the narrative) as well as rewarding players for going the extra step to color in the ground, with quicker movement. Metroidvanias are notorious for backtracking, and quicker backtracking cuts down on a lot of the tedium.

This extends to other abilities as well. The jump acts as a way to cross gaps that were previously uncrossable (“lock and key”). It also allows you to now jump off of cliff faces, meaning that you don’t have to redo cliff-swimming puzzles when moving backwards through an area. Swimming in water now allows you to cross bodies of water to access new areas (“lock and key”). However, most early areas are segmented by water, and this allows you to use rivers as shortcuts, once again cutting down on backtracking when you get this ability late in the game.

This was by far my favorite part of the game, seeing how well thought out each ability was, how many new routes were opened by each, and just how well they paired with the excellent level design.

The coloring aspect of the game is obviously the main selling point. Aside from knowing Lena Raine composed the soundtrack (they killed it), this was the only other thing I knew before heading into Chicory. In many ways, I don’t think they could improve on the coloring aspect of the game. So much effort went into this aspect of the game, and I would like to list a few that stood out to me.

1. Restricting the player to a set of 4 colors allows for three distinct outcomes. The first is that it allows the player to not get distracted choosing colors. Limitations breed creativity, at least that’s how the saying goes. The second is that by changing the color palette between zones, it allows for the areas to have distinct visual identities. This is an especially notable feat for a game that is all black and white outside of player input. The third is tied into the second, and how being given different colors for each zone affects how you approach coloring the landscape. Essentially, you avoid the monotony of coloring every repeat asset the same color across the whole game and you force the player to get creative with the given colors. Trying to choose what color to use for each object, while keeping consistent for an area, can be challenging while keeping visually appealing coloring.

2. Great lengths were taken to make the coloring easy for players. Not everyone is good at drawing (heaven knows I’m not) but they have given options to not just allow for unskilled artists to draw efficiently, but give freedom to talented artists. For example, you can hold down to fill an area. This looks nice, fills it to the edge, and fills large spaces quickly. Another example would be the quickly adjustable size of your brush. If you are solely focused on solving puzzles, you might equip the largest brush. If you are wanting to add lots of detail so that each object is more than just one color, you might have the smallest brush equipped along with the zoom in. If you want a comfortable middle ground, use the medium. It’s the small touches like this that allow for drawing to be as simple or complex as one might want.

3. There are additional unlocks that add complexity if the player wants it. Want to break the 4 color restriction? You can now customize a permanent (and optional!) selection of 8 chosen RGB values. Want to add detail quickly? There are brush textures that you can use to make surfaces striped, or polka dotted, or a mix of the two. Want to be given a straight-edge tool? There’s a brush for that. Want to change the otherwise static environment? Drop furniture you’ve found.

All of this is to say that the drawing in this game is made exceptionally well, especially with how it ties into gameplay elements. Most of the puzzles are crafted around drawing and simple platformers. The ‘bosses’ take damage via your scribbles. The drawing isn’t a gimmick, it's a core feature that Chicory wouldn’t be the same without.

However, it's the drawing that holds my one true gripe with the game. That of course is the decision to color in screens or not. These both come with downsides that I haven’t found a way to reconcile. Either the pacing is killed by coloring in each screen cleanly, taking great care to make it look good, or your game looks shitty, with blobs of ink cast awkwardly over the screen and most of the environment left in their original black and white state. Neither of these are very good options and I found myself flopping between them throughout the game's runtime.

In some areas, such as Banquet Rainforest and Dinners, I went to great lengths to color in the whole environment, sticking with a consistent coloring scheme for the whole area. I am really satisfied with how they look, and it adds a lot to the atmosphere of both areas to have a consistent visual identity. However, it took me a long time to color these in, especially with the Banquet Rainforest, an area that takes up a large portion of the overall gameworld and is filled with lots of little objects.

However, in some areas, such as Brunch Canyon and Spoons Island, I just rushed through without coloring much more than what was needed to solve puzzles. These areas were where I had the most fun, engaging with the puzzles in rapid succession. However, looking at the overworld map and just how blank it all looks left a hollow feeling that I didn’t experience with the other areas. Pizza is The Wielder after all, shouldn't they be coloring everything? It’s also worth mentioning how much I enjoyed returning to the areas I put effort into, because they looked so good! Alternatively, the areas that I mostly skipped, I ran through with guilt on repeat ventures.

This dual natured interaction with the coloring was something I struggled with for the whole game, and never found myself fully satisfied with either way. Maybe I was just really slow at coloring, and it’s more of an issue with me than the game, but I never found myself able to color quickly at a level that I found visually appealing.

My other big complaint was with the writing. Most games don’t have great, or really even good writing. Chicory falls into the trap where in an effort to keep interactions brief they skimp out on depth of characters. The other type of writing that I found to be annoying was the ‘quirky’ characters. Many writers, especially in games, fail to land non-conventional characters, and Chicory is no exception. By no means is the writing terrible in Chicory, but in comparison with the visuals and music, it definitely leaves a lot to be desired.

I liked the message of Chicory quite a lot. As someone who struggles to be motivated in their creative passions, it hit home pretty hard. Art is something that I place a high value on, maybe even the thing that I place the highest. Chicory not only reminded me that the people in our lives are what really matter, but also that I’m not worthless because of my lack of creative output. Thank you everyone who worked on the game, it’s something that my low self-esteem always needs to hear.

I thoroughly enjoyed my time with Chicory. I have a feeling that it will stick in my mind for a long time to come. It's the kind of game you wish you would've made, leaving that jealousy that others can be so talented and make such good art. The message of the game is pretty contrary to that feeling, but I'm only human. It's too relatable in a sense to see all the failure and struggle that artists go through. There's beauty everywhere, no matter how small. Even the janitor can create art, so why shouldn't I?

Mediocre game. The gameplay is unique only in its dullness, the plot is boring. Or maybe the reason is that the problems of artists simply don’t bother me

The game is super unique in terms of gameplay and very, very fun and interactive. The accessibility is fantastic as well in a way that I recommend all games take note of. And I really do like the narrative aspects of the game; however, the dialogue is so… stilted, perhaps, in a way that is hard to ignore. All too often does it feel as though the characters are treating each other like therapists, and there is no subtlety in the slightest as to how they’re feeling and what the themes of the games are. And I do NOT want to imply that these themes are inherently corny, because they’re not. I quite like them, and the characters are enjoyable and well-written regardless. It’s simply awkward, sometimes, in its portrayal. That all said, the game is fantastic, and I would recommend it to anyone reading this. Oh, and it’s best played with a mouse, in case that weren’t obvious.

Delightful little game, and a surprisingly deep story.

This game is inspiring, full stop. I originally got this game after getting a recommendation from a friend and started playing it on a whim. It ended up being one of my favourite titles from that year, and one that I think about often even after beating it.

This game tasks you with adding colour to the world after an incident occurs and drains it all. You inherit the Master Brush from the previous master, Chicory, and set out to explore the cause and learn more about the ways of painting. There is a surprising depth to this game, and touches upon themes of expectation, depression, and what it means to be artistic. There are some very dark moments touched upon here that I was all for.

The gameplay is quite simple too, paint the world however you like. You have a multitude of colors are styles to choose from and you can create whatever it is your mind can think of. It practically begs the player to do whatever it is they want, which allows players of any level to jump in and experience the game.

The puzzles and boss fights are also a treat, though for the latter it does feel a bit more out of place with this game. Not thematically, as they are beautifully integrated into the story, but more mechanically as these would probably throw inexperienced players for a loop. They look beautiful, however, as does the entire game for that matter.

This is truly a masterclass of storytelling and thematic gaming. While on the shorter side, this is a phenomenal piece of art that deserves the recognition it has gotten. Please play this game, it is worth your time.

A sincerely beautiful game that tackles imposter syndrome, self-confidence, and the power of play. Chicory's message (and the mechanics it is imbedded in) remind me deeply of cartoonist Lynda Barry's work. Barry calls for non-artists to embrace creativity through drawing like you're a kid again. As adults we can become so self-conscious of our artistic abilities that we stop drawing, painting, and dancing. But Barry asks us to drop any expectations, and draw purely for the sake of play, connecting back to a childlike spirit, scribbling without a care in the world. Chicory provided space for me to reconnect with that.

I haven't drawn for fun like this in years! I haven't had a 64 pack of crayons and dozens of colouring pages set in front of me since I was a lil kid. I feel self-assured not as an artist in my craft, but as a creative person with creative needs. It feels so good to just paint for fun and not worry about how anything looks. Play is a gift.


Love this game, but really should be played with keyboard and mouse. Very difficult with double joysticks.

Soundtrack slaps, core mechanic is very intuitive
I feel like I need to enjoy drawing more to enjoy the game more, and I am artistically challenged

Chicory é um jogo adorável, cheio de carisma e que por trás do visual fofinho tem uma profundidade e uma sensibilidade pra abordar assuntos complexos que me surpreendeu.

A mecânica diferente de usar um pincel, desenhos, cores e tinta pra resolver a maior parte dos desafios de puzzle e de travessia são o diferencial do jogo. E apesar disso, em nenhum momento você será julgado pela sua (falta de) habilidade artística, ou o jogo vai exigir algo obrigatório. Nas partes criativas você pode desenhar uma linha só e é isso, ta feito. Isso dito, comecei frustrada por nunca conseguir fazer nada minimamente legal, depois abri mão e no final do jogo estava me dedicando novamente e percebi que, olha só, assim como a personagem do jogo eu melhorei e me tornei mais familiar com as ferramentas e fiz algo que não ficou bom, mas que legitimamente gostei.

Mas o destaque mesmo do jogo e o que me segurou até o fim foram os temas e os diálogos bem escritos (e bem traduzidos). Os assuntos vão de saúde mental em geral, inseguranças, burnout, a sociedade, o que é arte, cobrança, achar seu lugar no mundo, destino e muito mais. Eu poderia tentar escrever o QUANTO esse jogo bateu no meu emocional, mas primeiro que eu nem seria capaz e segundo que não vou me expor aqui que ninguém merece ler.

Chicory entrou naquele espaço especial do coração que contém minhas obras favoritas e que mexeram demais comigo.

Ah! Tudo ter nome relacionado a comidas é a coisa mais fofa do mundo. Gororoba é a melhor tradução e o melhor nome de cidade. Joguem em português.