Shining A Light On Candle

Perhaps one of the most interesting things to come out of the ‘indie revolution’ in game development is the re-imagining of what age-old elements and mechanics can do. Minecraft showed the world interaction with an environment could be 90% of a game. Amnesia revealed enemies need not be present most of the time, or defeatable when they were, to be threatening. Dear Esther inquired if games need anything more than a story and a place to be enthralling. Now here’s Candle, using its lighting engine and context sensitive commands to remove the point-and-click from its adventure game inspiration. Intrigued? Video after you burn the wax.

Devs: we know you know what’s going to happen in your game. You don’t need to pretend you were worried you wouldn’t make a jump.

That aside, this game isĀ beautiful. Outside of the world’s scariest bunny, it’s sweet and adorable. Strongly evokes Machinarium for me, but with a more biological feel. This is all before the nightfall stuff towards the end of the video adds a whole other layer of loveliness. It’s possible I am way too easily impressed but the way the light isn’t just a sphere around the character but actually interacts with the environment and is contained by walls justĀ looks great. Direct your interest to the Greenlight page, Twitter and the recently-finished Kickstarter for more info.


  1. Branthog says:

    Oh man, listen to the Zamfir pipes in that soundtrack.

  2. GamesInquirer says:

    I get Abe’s Oddysee/Flashback/Another World/Heart of Darkness vibes. Cinematic puzzle platforming if you will, but that point-&-click-less adventure comparison is neat too. For a different sort of puzzle platforming with some Metroid on top everyone should keep an eye out for the beautiful Teslagrad which just got its first demo released, with a speedrun contest on top: link to

  3. pupsikaso says:

    Well, game looks gorgeous when it’s zoomed in like what you have in the heading picture. But when it’s all tiny like in that video… well, a lot of details are missing.

    • Stochastic says:

      The bottom right corner of the video has a “full screen” button.

      • pupsikaso says:

        My gosh! You have just changed my entire perspective of the world!

  4. S Jay says:

    It doesn’t feel like a point and click adventure at all. Feels much more plataform-y, like Limbo.

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      Ben Barrett says:

      Yeah, it’s an odd one. What I’m hoping is that it will embrace the design philosophies of classic point and clicks (conversations, little to no combat, large areas rather than left to right levels) over platformers while exploiting a more acceptable modern control scheme.

      • TekuStudios says:

        Hi! First of all, thanks a lot for talking a bit about our game :)

        Yes, we are totally going for that. There are going to be several conversations, zero combat and lots of puzzle resolution. Each level consists on various big areas that you can explore (and solve its puzzles) freely. The platformer part is there just to help the game not being repetitive, and to have a control scheme that has a much more modern appeal and feel.

        Anyway, thanks again!

        • Hunchback says:

          I have to admit, i don’t like dieing in an adventure game (or a “quest”, as i like to call them).

          Other than that, amazing art style, reminds me a bit of Wakfu. Looks awesome!

  5. Kein says:

    God, the artwork is gorgeous. I wonder who is the artist behind these backgrounds.

  6. beigebloc says:

    More than anything, this looks to me like Grim Fandango meets Roger Rabbit in Hare Raising Havoc.

  7. Dances to Podcasts says:


  8. Contrafibularity says:

    Love the look of this, coupled with the promise of interactions and background music which immediately evokes the atmosphere of walking around Monkey Island Adventure Island.

    PS. Wasn’t there another game announced recently and covered here in which you also played a candle, a puzzle/adventure platformer, but slightly faster paced? Or is this one and the same?