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By now, everyone knows: "Lilly Looking Through" is charming, beautifully animated, and very fluid. The music has an ethereal quality that doesn't distract. In a nice touch, as you put on or remove the time-changing goggles the music changes too, depending on which "time" you're in.

As is typical for the genre, there are times when the game becomes not quite a pixel hunt, but "let's mouseover the entire screen to see what I've missed (or what's changed)." Unfortunately, there are also times when you click on things without a clear understanding of what your actual goal is. When you do make a successful attempt, Lilly's actions may actually surprise you, as she does something you may not have been trying to get her to do in the first place. In other words, there is one solution to each screen, and only one. Most of the puzzles make sense (if only in hindsight), but it does mean that if you're not on the developer's wavelength, too bad. The game does not save after you complete a puzzle, but only after you complete a screen. If you leave partway through a screen, you'll have to repeat your puzzle solutions up to that point on that particular screen (which should take less than a minute, as you've already done it once).

There is only one game at a time, which means that if other people in your house want to play as well, they'll either have to play your game or wait until you've finished. Frankly, as this is being marketed as a family game, I don't understand the lack of multiple player slots at all.

All that said, I did find myself enchanted by the game -- for the first hour. An hour later, however, I found myself finished, frustrated, and a bit stunned at the overall lack of purpose. My total time played was 2:33, but that includes a 15 minute period where I literally kept trying different combinations of switches on one screen simply because I had missed seeing an important lever and had no idea what else to do. If I had noticed it earlier, I would have had around 2:18 for my total playtime. It's also important to note that much of the game's running time is simply you sitting back as a several-second animation plays out every time you click on something. You cannot cancel an animation, even if it's the twentieth time you've seen it (and with some of the trial-and-error puzzles, you will be sitting back and waiting a lot).

The irony here is that the first Kickstarter stretch goal allowed them to actually make the game longer, so I'm at a bit of a loss. Every Indie game is a labor of love (I would hope), but this one feels so much more so, and so special (even to the point of being developed and voiced by a family) that it really does pain me that I can't recommend it at full price. Yes, it's obvious a lot of work went into it. Yes, I hate myself a little. However, how do we learn, grow, and improve, if not from our mistakes? How will we ever know about those mistakes if people constantly bury the truth in favor of praise for our hard work? I'd rather have a constructive criticism than an insincere "attaboy" any day. With that in mind, take a deep breath, 'cause here we go.

Not only is "Lilly..." short, but the puzzles tend to feel repetitive, particularly with four consecutive color-matching puzzles on the last four screens (the final screen also combines that same color gimmick with mechanics from an earlier "cross the pond " puzzle). I stopped having fun after the second color puzzle, but when I realized that final screen was yet another one (the fourth in a row), I actually began to resent the game. This color-matching idea is milked so often, it leaves me wondering if these were the stretch goal additions.

And then...the "ending." Which is to say, there isn't one. While avoiding spoilers, I'll say that it literally is a cliffhanger; that is, it would be if we cared about the characters. How can we though, without any reason to? Lilly and the little boy are cute, but there's nothing else to them. I understand minimalist storytelling but, for me, it doesn't work. I've chased a red piece of cloth (and the boy) across ten screens, only to have it be replaced at the end by something so completely random, open-ended, and esoteric that I'm left thinking there was absolutely no point in my playing; no reward for my work, no reason for the red piece of cloth to have existed at all. It's such a thoughtless MacGuffin that it feels like a bit of a slap in the face.

I sincerely hate writing this but, as a gaming experience, "Lilly Looking Through" gets two stars out of five. The game's length, repetitiveness, and ending completely undermined the joy I felt the first hour of play. That said, the love, creativity (for the most part) and passion is there for great things in the future, and I really do hope "Lilly..." finds a solid enough market that Geeta Games can keep growing and producing games.

==========

Note to any developers reading: PLEASE STOP ending your games on a cliffhanger unless you inform players prior to purchase. It's passing off an incomplete game as a complete one, and it really does feel like you're taking advantage of your customer.
Post edited November 02, 2013 by SpiderFighter
I completely agree with you on this one. I'm always for indie developers but Lilly just has too many flaws. I think, I might have liked the end result a bit better if the last screen was completely omitted.

*Here there be Spoilers*

The cliffhanger and the bigger story hinted at with the appearance of the grandfather made me feel like this was just incomplete. If the game stopped at the second to last screen, Lilly would have freed her brother and the two of them would have gone home or whereever. It would still have been very short and still have had repeating puzzles but it wouldn't feel so incomplete. And that is actually my biggest complaint.
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Cardian: I completely agree with you on this one. I'm always for indie developers but Lilly just has too many flaws. I think, I might have liked the end result a bit better if the last screen was completely omitted.

*Here there be Spoilers*

The cliffhanger and the bigger story hinted at with the appearance of the grandfather made me feel like this was just incomplete. If the game stopped at the second to last screen, Lilly would have freed her brother and the two of them would have gone home or whereever. It would still have been very short and still have had repeating puzzles but it wouldn't feel so incomplete. And that is actually my biggest complaint.
You have absolutely nailed it. Since I started playing, I've been reminded of another short game, and left wondering why I feel differently about it.

Playing "Lilly" brought to mind Parappa the Rapper for me: both feature unique, colorful art and a visual and gameplay style all their own, both are extremely short (I finished Parappa in just about an hour, I believe), both have an unexplainable charm, and both offer an unusual and immersive experience. While I remember thinking "that's it??" upon beating PtR (I bought it new for PSX back in the day, so it was a full-priced title), I still found myself going back to it several times over many years. I even bought it again when it was re-released for PSP. So why, then, am I not only disappointed with "Lilly," but actually upset about it?

It's that damned "ending." Parappa may have been half the length, but it was a complete experience. It had characters, it had a storyline, and it paid off at the end. You were absolutely right, and I agree completely: if "Lilly" had omitted the surprise character and gotten rid of that last color-matching screen (and cliffhanger), it would have had a more satisfying ending, and I wouldn't feel betrayed by the cheap usage of that MacGuffin; the reunion of the two main characters (I refuse to call them siblings, since that's nowhere in the actual game) would have been enough. If that had happened, I know I would have given it at least three stars, and I very likely would have made the Parappa comparison in my review and given it four stars, chalking up the third color-matching puzzle as the Kickstarter stretch goal.

Which makes me wonder who the beta testers were, and why none of this ever came up. It's very telling that, now that more and more user reviews are appearing, nearly 40% are either negative or mixed. Certainly, Geeda Games must have been aware that there was at least the chance of player dissatisfaction.

Very insightful observation, Cardian. Thanks for posting that; it really had been gnawing at me and I couldn't put my finger on it.
Post edited November 03, 2013 by SpiderFighter
Sadly, I was somewhat disappointed, too.

I could forgive the game its short length if it at least would feel "complete". There is no real introduction and there certainly is no real ending and the little ending there is felt totally out of place. The whole thing was more like a demo than an actual game. Maybe another case of "oops, we forgot to tell you it's just the first episode"?

Otherwise, I liked it, but the repetition of basically the same colour puzzle concept towards the "end" again and again was kind of lame, too.

Ovreall, I don't really regret the purchase, but let's say it like this: I've played free browser games with more beef to them than this.
Yep. It ends before it starts and the creators made no secret of this by not even attempting to conclude the "story".
Its got charisma.. but its puzzles almost all amount to "click these levers till it works". Its nice.. but right now its just a view of what could be.
It is worth pointing out that this was a kickstarter for just 30k, and they probably never intended to make a "full length" game, but instead a starting point.
Post edited November 10, 2013 by zavlin
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zavlin: It is worth pointing out that this was a kickstarter for just 30k, and they probably never intended to make a "full length" game, but instead a starting point.
We should rather point out that it was a Kickstarter for 18K with the goal to "complete the almost finished game" and that they got 30K out of it. That doesn't really sound like wanting to create a starting point.
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Cardian: We should rather point out that it was a Kickstarter for 18K with the goal to "complete the almost finished game" and that they got 30K out of it. That doesn't really sound like wanting to create a starting point.
well the game ends so abruptly, cant help but assume they plan to do much more.
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Cardian: We should rather point out that it was a Kickstarter for 18K with the goal to "complete the almost finished game" and that they got 30K out of it. That doesn't really sound like wanting to create a starting point.
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zavlin: well the game ends so abruptly, cant help but assume they plan to do much more.
Yes, I totally agree. That's why I'm so disappointed because that was not what they said for the Kickstarter and what people pledged for.
Given that the main criticism is its length and that its now on sale for two bucks, would you recommend it for that much lower price?
I would say that's a fair deal. It has it's drawbacks, but it is still a nice experience.
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Xeres666: I would say that's a fair deal. It has it's drawbacks, but it is still a nice experience.
Ok, thanks for the feedback. It sure looks gorgeous so if nothing else it will be pretty to look at I guess :)
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SpiderFighter: By now, everyone knows: "Lilly Looking Through" is charming, beautifully animated, and very fluid. The music has an ethereal quality that doesn't distract. In a nice touch, as you put on or remove the time-changing goggles the music changes too, depending on which "time" you're in.

As is typical for the genre, there are times when the game becomes not quite a pixel hunt, but "let's mouseover the entire screen to see what I've missed (or what's changed)." Unfortunately, there are also times when you click on things without a clear understanding of what your actual goal is. When you do make a successful attempt, Lilly's actions may actually surprise you, as she does something you may not have been trying to get her to do in the first place. In other words, there is one solution to each screen, and only one. Most of the puzzles make sense (if only in hindsight), but it does mean that if you're not on the developer's wavelength, too bad. The game does not save after you complete a puzzle, but only after you complete a screen. If you leave partway through a screen, you'll have to repeat your puzzle solutions up to that point on that particular screen (which should take less than a minute, as you've already done it once).

There is only one game at a time, which means that if other people in your house want to play as well, they'll either have to play your game or wait until you've finished. Frankly, as this is being marketed as a family game, I don't understand the lack of multiple player slots at all.

All that said, I did find myself enchanted by the game -- for the first hour. An hour later, however, I found myself finished, frustrated, and a bit stunned at the overall lack of purpose. My total time played was 2:33, but that includes a 15 minute period where I literally kept trying different combinations of switches on one screen simply because I had missed seeing an important lever and had no idea what else to do. If I had noticed it earlier, I would have had around 2:18 for my total playtime. It's also important to note that much of the game's running time is simply you sitting back as a several-second animation plays out every time you click on something. You cannot cancel an animation, even if it's the twentieth time you've seen it (and with some of the trial-and-error puzzles, you will be sitting back and waiting a lot).

The irony here is that the first Kickstarter stretch goal allowed them to actually make the game longer, so I'm at a bit of a loss. Every Indie game is a labor of love (I would hope), but this one feels so much more so, and so special (even to the point of being developed and voiced by a family) that it really does pain me that I can't recommend it at full price. Yes, it's obvious a lot of work went into it. Yes, I hate myself a little. However, how do we learn, grow, and improve, if not from our mistakes? How will we ever know about those mistakes if people constantly bury the truth in favor of praise for our hard work? I'd rather have a constructive criticism than an insincere "attaboy" any day. With that in mind, take a deep breath, 'cause here we go.

Not only is "Lilly..." short, but the puzzles tend to feel repetitive, particularly with four consecutive color-matching puzzles on the last four screens (the final screen also combines that same color gimmick with mechanics from an earlier "cross the pond " puzzle). I stopped having fun after the second color puzzle, but when I realized that final screen was yet another one (the fourth in a row), I actually began to resent the game. This color-matching idea is milked so often, it leaves me wondering if these were the stretch goal additions.

And then...the "ending." Which is to say, there isn't one. While avoiding spoilers, I'll say that it literally is a cliffhanger; that is, it would be if we cared about the characters. How can we though, without any reason to? Lilly and the little boy are cute, but there's nothing else to them. I understand minimalist storytelling but, for me, it doesn't work. I've chased a red piece of cloth (and the boy) across ten screens, only to have it be replaced at the end by something so completely random, open-ended, and esoteric that I'm left thinking there was absolutely no point in my playing; no reward for my work, no reason for the red piece of cloth to have existed at all. It's such a thoughtless MacGuffin that it feels like a bit of a slap in the face.

I sincerely hate writing this but, as a gaming experience, "Lilly Looking Through" gets two stars out of five. The game's length, repetitiveness, and ending completely undermined the joy I felt the first hour of play. That said, the love, creativity (for the most part) and passion is there for great things in the future, and I really do hope "Lilly..." finds a solid enough market that Geeta Games can keep growing and producing games.

==========

Note to any developers reading: PLEASE STOP ending your games on a cliffhanger unless you inform players prior to purchase. It's passing off an incomplete game as a complete one, and it really does feel like you're taking advantage of your customer.
I agree with you. I didn't feel like there was an ending. I also felt the game should have been Chapter 1 of 8 or 10 NOT the entire game. It was very short and left me hanging.

I did enjoy the game, but it's like a movie I watched but missed the ending...

I would like to see-play The Rest of the Story (movie - game)!

Cheers
Post edited March 30, 2014 by Sq2
Seconded.
I liked the game, its cutesy animated graphics style was done well.
But that (lack of an) ending, that really ruined what was enjoyable up until then.

Have they said if this was due to lack of more funds, time or...?

Either way, I hope the next part (if there is one) comes out & is a better length (giggity).
Yes, that sudden reveal of a third character at the end really changes the way you have to see things. If it had left that out, the way there's clearly a larger, untold story to the environments that Lilly travels through would actually enhance the atmosphere. Not all stories get told, and Lilly as a small child likely doesn't comprehend too much of what she sees. The way things are, though, I feel like I've only seen half the story. Sequel-baiting is very irritating habit of game developers as it's a tease that goes unresolved at least as often as not.
As another kickstarter backer of this game, did anyone else notice in the FAQ at the bottom of the KS campaign, that the game's length was asked/answered?

"Everybody seems to play adventure games at different speeds. Based on our designed playthrough, "Lilly Looking Through" will be anywhere from 4-6 hours. The length of the game also depends on how often you hit the help button. ;)"

And that was answered before us hitting the 26k stretch goal (to make the game a little longer)
It's too bad that the game fell short on multiple levels. :(

~Christopher