Reviews from

in the past


Gracias a lo poco que dura no te acabas de acostumbrar al apartado visual, pareciendo siempre una cosa un poco alienígena, pero en el buen sentido. El resto son salas con puzzles donde lo primordial es saber como se comportan los monstruos y como interaccionan para poder accionar botones, subir escaleras, o simplemente para que no te maten instantáneamente. No está mal, un juego de puzzles así de vez en cuándo no hace daño a nadie.

Chien de merde ça vous fait peur les lumière hein

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

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.

esse foi o primeiro jogo da Amanita Design que joguei e não era um point-and-click. Apesar dessa mudança inicialmente interessante logo é perceptível que o jogo não conseguiu explorar o suficiente dessa nova forma de gameplay

o maior problema desse jogo pra mim é o pacing de introdução de novidades. Os puzzles todos possuem o mesmo formato, mas de vez em quando um novo elemento que altera a mecânica de puzzle é introduzida. O problema é que eu achei muito demorado de entrar essas novidades, você fica um bom tempo precisando fazer puzzles MUITO similares e isso fica maçante bem rápido

um dos grandes pontos positivos é sem dúvidas a música, muito bem encaixadas nos momentos certos e passando a emoçao condizente com o momento, ela ainda age dinamicamente, se intensificante à medida que tu vai resolvendo os puzzles e funcionam como um indicativo. Além disso o jogo é mt bonito, com um estilo de pintura hand-drawn e a história, apesar de nd muito incrível, é cativante o suficiente pra te fazer terminar o jogo

bem vibes.


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.

Creaks was a 2D platform adventure brimming with imagination. Its puzzles were satisfying—transitioning from screen to screen, all while outsmarting pesky furniture that kept coming to life. It was a prime example that dialogue isn’t required to tell a story, the environment and characters charming in their own way. The most striking thing was its beautiful hand-painted visuals that depicted a crumbling mansion in a subterranean world.

There wasn't a great deal of variety as most puzzles involved manipulating light in some way, but I liked it and found it relaxing for the most part, outside of the moments where the trial and error puzzle solving got frustrating.

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.

Puzzles and Art styles were super creative and the ending was wholesome. Would definitely recommend this underrated gem.

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.

A great game by Amanita. Beautifully animated with a great soundtrack and a nice story told without dialogue.
The puzzles are all interesting although they could be a bit more complex in the end. They sure are tricky, but some of the creatures like the goats were a tad underdeveloped. Even so the game is a delight.

I really like a lot of things about this game. The music that changes as you make progress through a puzzle, The unique enemy behavior and art style are all great facets of the experience, all though if you’re looking for anything other than solid puzzles you’ll probably be disappointed.

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.

Creaks é um jogo simples de puzzle, com uma narrativa que não é o forte. Sua direção de arte é impecável, sendo todo desenhado a mão, com cores meio pasteladas, mas o principal são os puzzles, eles são muito bem feitos e inteligentes, nenhum deles é pensado para se quebrar muito a cabeça, dando uma sensação orgânica, sem saltos lógicos. A experiência jogando, foi prazerosa a todo o momento, todas as suas fases são visualmente únicas e contam parte da história, que se passa em uma construção imensa cheia de pássaros, vale muito a pena.

Um ponto mt foda é a trilha sonora dinâmica, que enquanto vc vai resolvendo o puzzle mais ela vai se intensificando e adicionando mais notas, te mostrando que o caminho certo é esse.

Os colecionáveis desse jogo são ridículos de bom, são quadros tds diferentes um do outro que contam a história de uns pássaros, alguns tem minigames interagindo com eles.

Really loved the puzzles and art style. A game I will surely play again.

Another solid game from Amanita Design. The puzzles here felt harder than the usual for them, but I'm aware I'm not great at puzzles about handling many variables by moving in, effectively, a grid, like Sokoban and so, so it could just be that.

The middle third of the game is also composed of repetitive and context-less puzzle rooms, where you play with mostly the same mechanics without a narrative incentive to keep doing it, which made that portion of the game considerably slower to get through than the beginning or the ending, which was delightful.

Really solid 2d puzzle platformer. Lovely visuals and enjoyable music. Also recommend the developer's other games, especially the Samorost series(Originally flash games that got ported to steam, first game is free.)

Well, I definitely didn’t see the tremendous quality of this one coming. Creaks is Amanita Design at their finest, an absolute joy for puzzle-adventure game lovers.

In this game, Amanita finally steps forward from their usual point&click adventures into a game with full control over the character. It draws gameplay inspiration from classics like Flashback or the Oddworld series, and more recent titles like Candle, games in which you must lead the character through a rather dangerous world while solving puzzles along the way.

In Creaks, all the puzzles are environment-based, which means that every solution depends on the movement of the protagonist and how it affects the scenery and other characters/enemies. You will have to combine that with some classic button pushing, lever pulling, ladder climbing and simple items usage in order to progress. Also, in a very brave design choice, the entire world map is fully interconnected, and every room and corridor leads somewhere in a very organic way, in spite of the intricate first impression that it produces. All the puzzles have their fair share of difficulty, not overcomplicating them but providing a decent challenge and with a very well structured sense of learning and progression.

Aside from that, the story and visuals both have that signature Amanita charm. I usually love what they achieve in terms of visuals and to me, games like Machinarium or Botanicula are absolute indie classics in that regard, but I think Creaks really went that extra mile, and it clicked with me a lot. Maybe it’s because they kind of go back to the hand-drawn style of visuals from Machinarium, or perhaps due to its darker and grittier twist, but I was praying for the game to never end.

Linking the artstyle to the gameplay mechanics, there’s also the way in which Creaks treats secrets and achevements: during your quest, you will come across plenty of paintings with a distinct visual style (actual oil paintings!). All of them are quite beautiful and include some little funny animations, but some of them will also contain exclusive minigames for you to play (most of them won’t pose much of a challenge). Beating those will grant you an achievement, making for a nice, lovely pace break in your adventure.

The music is also very high quality, as usual in the productions of this studio, and has similar vibes to games like Machinarium, Samorost or Pilgrims. It is also adaptative and changes to let you know that you’re on the right track while solving a puzzle. Sound design is also quite on point, very elegant specially with the audio direction for the mechanical enemies, which perfectly combine an organic and artificial feel that represents their in-game duality.

As I said, I really enjoyed this experience and as soon as I finished the game I immediately wanted to play more. I hope that Amanita Design keeps exploring this gameplay and narrative road since to me this felt like their most ambitious game to date.

Do not turn off the lights!

Sights & Sounds
- The hand drawn + watercolor visuals are very charming. It's a great looking game
- The music is alright. While not bad, it certainly isn't all that memorable
- Counter to that is the sound design, which was actually quite good. The ominous titular creaking of the giant crumbling edifice you're exploring, the thunderous stomping of the creature that's stalking you, and even the subtle sounds of footsteps and light switches all contribute well to the game's gloomy tones

Story & Vibes
- It's not all doom and gloom, though. Creaks does a good job of breaking the tension with occasional doses of humor. There's nothing laugh-out-loud funny going on, but the occasional chuckle is appreciated
- There's not much of a story. You're just a guy living in a small apartment who climbs through a hole in the wall to discover a strange world full of monsters and puzzles. So basically Silent Hill 4
- That isn't to say that Creaks lacks a narrative. You are trying to help the residents of the large building defend against the giant who keeps bashing up their house, but the whole story unfolds passively as you progress

Playability & Replayability
- The puzzles in Creaks are pretty good and just difficult enough during the later stages to be satisfying. Just take your time, pay attention to the environment, and don't be afraid to experiment
- In some of the longer puzzles where it's possible to die, the game does a good job of providing checkpoints. It was a nice little quality-of-life touch
- Most of the puzzles revolve around positioning, sequencing, and timing. Nothing revolutionary, but still fun
- Be sure to poke around for secrets if you're trying to 100% the game. None of them are too deviously hidden (I only missed a single one by the time I finished). Fortunately, there's a chapter select after you beat the game that allows you to go back for any you passed up

Overall Impressions & Performance
- Amanita may only make one type of game (puzzle adventure games with amazing visuals, minimalist storytelling, and heaps of atmosphere), but they're damn good at it
- Creaks is an ideal Steam Deck game. I played most of it while dealing with air travel. It did a good job distracting me from the cramped 737 seat

Final Verdict
- 7/10. If you're already into Amanita games, this will definitely appeal to you and is definitely worth playing. It's not quite as heartfelt or complex as Machinarium, but it's still a good time with some clever puzzles. Nice to look at, too