Great graphics, good puzzles. Navigation was tricky at times. A bit disappointed as the ending seemed rushed a little. Anyway, wish to see more game from this universe.
I want to give this 2 stars just for that damn shooter mini game. I wanted to find something I can play with one hand (ironically), so I've settled on this adventure game. Then it goes "oh hey, here is a reflex/aiming minigame, obligatory to progress once". Why did you do this to me Babtiste?
But this labor of love deserves the credit. It was made by someone with passion and vision, and it entertains. Bought it on a discount though, it is not a full price experience.
It is generally a good game. Very rarely was I completely lost (I still got lost because I am a dummy). When in a scene, it also locks down the area, so you cannot accidentally navigate yourself to the other end of game world, and start to look for completely different clues, in a completely different area. It gives you a neat setting with sweet, personal style visual and good music. Definitely worth an afternoon.
It's a fun point-and-click game with a cool story, and I love the comic book style. Extra kudos for not resorting to "classic" 90s pixel graphics. Okay, I would prefer voice acting and animated cutscenes, but for an indie, I'll let that pass. I like the fact that most of the puzzles are ones you can figure out, instead of convoluted "How would anyone ever think to do that?" solutions. I'm also happy there's an interactable-object finder, as opposed to having to pixel hunt.
So why only three stars?
First, I understand that it's difficult to make this type of game, well, difficult. But one game dynamic that infuriates me is when I'm not allowed to pick up or use objects or solve puzzles until the game deems I can. That's not making it more difficult, it's just cheap, annoying padding to make the game seem longer than it actually is.
The other padding technique that really grinds my gears is when the game makes me backtrack for absolutely no good story reason. An example of this happens early on in the game: there are objects you can't interact with until you look at something else, then you have to go back. Why? Padding.
Last but not least, I'm not a fan of 90's DOS "you can't just interact with the object, you have to interact with it in the correct way!" padding. That went out of style decades ago. Next time, just make more rooms, puzzles, and a longer story instead of padding it out.
The Blind Prophet offers a visually captivating dive into a dark, demonic world with powerful comic book-inspired visuals. Rough line work and vibrant neon accents give each scene a gritty, atmospheric charm that perfectly suits the game’s eerie tone. The art style immediately draws you in, creating a universe that feels both surreal and unsettling, echoing the likes of Constantine and The Ninth Gate.
The story centers on themes of demonic corruption, set in a city where things aren’t as they seem, adding layers of intrigue to every new scene.
The puzzles are approachable and add a nice change of pace without bogging down the flow. This makes the gameplay more accessible, allowing players to engage with the story without getting stuck for long.
If there's a downside, it’s that the dialogue and story moments sometimes lean heavily on familiar tropes. While this approach may suit the comic-book-inspired tone, it can occasionally feel shallow, especially if you’re looking for deeper storytelling or more surprising character development.
Overall, The Blind Prophet delivers a unique visual and thematic experience with accessible gameplay, perfect for fans of supernatural noir.
art style rules. good writing even though the english translation leaves something to be desired. but if you want an awesome 5-7 hours experiance and love PnC adventure games. give it a whirl