One of the great things about the mobile app markets is that they've created an environment where games can be small, intimate artworks that you can buy for loose change and spend a pleasurable hour or two turning over in your hands. It's over in 90 minutes - and it would have been a lot less if your character, a man on a quest to restore blossom to a dying tree, didn't walk so slowly.īrevity is no sin, of course. And a puzzle adventure needs puzzles, of which Tengami has few, and all but a couple are of feeble design. A pop-up book begs to tell a story, but Tengami is a mechanical MacGuffin hunt with no characters, no narrative, no substance or resonance beyond a couple of wistful haikus about seasons passing. Sadly, all that love and labour has resulted in little more than a nice idea and some gorgeous artwork in search of a game. This goodwill is only reinforced by your first sight of the game's luminous, delicate visuals, and the obvious tactile pleasure of manipulating its papercraft world on the touchscreen: sliding tabs to move things, or flipping the pages of the book over to create a new scene or viewpoint. Creative refugees from the corporate game factory, theirs is the sort of story that generates automatic goodwill. It was made over three years by Nyamyam, a tiny team formed in late 2010 by a couple of ex-Rare staffers, Jennifer Schneidereit and Phil Tossell. This brief yet languid puzzle adventure, which brings a pop-up book of traditional Japanese illustration to life, is an obvious labour of love.
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