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dkirschner's Humanity (PC)
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[July 23, 2024 07:05:16 AM]
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Retired this because I've lost interest. I hadn't picked it up in at least a week (I was stuck) and hadn't picked it up another week before that (stuck on the same level!). Well, I finally beat the level I was stuck on, which felt great, but being stuck for two weeks is an indication of how tough it got. Predictably, the following levels stumped me too. I eked my way to the end of the third chapter and called it a day. I did look online to see what new rules the game introduced and, yeah, I made a good call.
Humanity is a puzzle game that reminded me of Lemmings. You control a dog that runs around the puzzle area placing commands (interesting, the dog placing commands and not being commanded!) for the humans. Humans emerge from specific spots in the level and walk in a straight line unless commanded otherwise. Your job is to get them to the goal. You have extra challenges in that there are special "Goldy" humans (golden giants) that you can pick up too. Basic commands are like "turn" and "jump," so you can route the humans around the level. It starts introducing all sorts of mechanics like movable blocks, pressure plates that do things if people are walking over them or if a block is moved on them, conveyor belts, wind, and later on even enemy humans.
New chapters introduce new rules. I was actually getting bored of the game, and then chapter three did something I liked. Previously, you run around placing commands as the humans are walking. This gave the game an "action" feel, but I wanted to be able to pause or issue commands before the humans started walking. Well, in chapter three, it makes you do just that. You have to set everything up and then you aren't allowed to pause! As such, chapter three was my favorite. If you make a mistake, you can easily restart the level, and there is a handy option to either keep or delete the commands you've placed. If you keep them, you can edit and then start. I'd delete them sometimes if I needed to try and look at a level with a fresh set of eyes.
There's a light story here, something about humanity losing their way and being guided toward the light. There are some mysterious entities, you (the dog), some boss fights (neat), and "others" (aka bad people [or are they?]). But, it's the puzzling that'll get you interested. The weakest part of the game, I think, is the dog. One reason I liked chapter three so much is because I didn't have to control the dog in real-time, like while the humans were moving, and do the puzzles simultaneously. I wanted to just not be the dog and place the commands myself using the mouse. See, to place a command, you actually have to move the dog to the tile. This is often annoying. The dog doesn't control all that well, and although it can jump, it can't jump over everything, so you can't easily get to all the places you want to put commands. I'm not sure why there is the need for the dog. If you remove it, it takes nothing away from the experience (at least as far as I played), and the controls would be more intuitive and easier. Did they just put the dog because people like dogs and would think it's cute? I have no idea.
If you want some Lemmings throwback, this is a no-brainer. The puzzles are smart, the levels really well designed, and you're gonna have to think hard! Ultimately, it didn't hold my interest though, and I stopped playing about a third of the way through.
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dkirschner's Humanity (PC)
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Current Status: Stopped playing - Got Bored
GameLog started on: Tuesday 9 July, 2024
GameLog closed on: Monday 22 July, 2024 |
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This is the only GameLog for Humanity. |
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