So often a journey begins with a story. A few simple words can carry you on an adventure as great as any begun with a single step. This fact is the starting point of Esklavos' new game The Soul Stone Escape. In his characteristic style, the artwork flows with the somewhat dreamlike quality of the story. There may be ogres and snakes and pits but there is never a sense of danger, only of wonder. This game, and the story it contains embraces the idea of magic as we knew it in childhood.
None of that should imply that there are not puzzles to solve or clues to be found. There are several scenes and to advance from one to another requires completing certain puzzles and collecting particular items. In the past, many Esklavos games have featured a sort of map which opened various areas to the player. There is no map in Soul Stone. In fact there are fewer scenes (four) than you may be accustomed to seeing but each one is rich in content. Also by taking away the ability to jump from one location to another the space has a more linear quality, everything feels more connected.
This game falls squarely in the point and click genre. Simple to navigate and control with everything right there on the screen. There's really nothing to get in the way of just enjoying playing.
There is a stray html tag at the end of the URL, which breaks the link to the game in the orange button.
Thank you Linnea for pointing it. I've fixed it. Need a few time to be updated.
How do you get the batteries into the remote control?
@Colleen Werthmann You
I know - what kind of remote
The Soul Stone Escape
Walkthrough
Thanks for the walkthrough, RamblinRob. If only I had found those numbers
and if only I had noticed that the picture with the eight signs
I would have solved an Esclavos without help for the first time. Next time maybe ...
I was extremely eager when I saw this, expecting a great game like Aurora or The Trader of Stories. What I got was a huge disappointment...The music is simple, fades out and never plays again unless you mute/unmute it. No sound effects, minor interactive scripting/hints, extremely short gameplay with little to no story, and the items in your inventory stay, even when you've used them as much as you are going to (very misleading). Just an all around disappointment, aside from the pretty scenes, but that's honestly all I feel this game has going for it.
Well, if the
were remotely visible in any way shape or form, and if the
... then maybe this would be solvable without a walkthrough. As it is, unfortunately, it is not. At least, unless you have 20/20 eyesight. Pixel hunts are no fun, so why do people keep making them?
Update