Photographs

aka: Photographs: Puzzle Stories
Moby ID: 124446

[ All ] [ Android ] [ iPad add ] [ iPhone add ] [ Windows ]

Android screenshots

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We jump straight into the game here, and the very first puzzle of the Alchemist story has a hint as to what you ought to do.
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After you solve it, still pictures in a beautiful pixel art help narrator to tell the story.
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After a section of the diorama has popped in, you are prompted to start some pixel hunting. Tap your screen, please...
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And start looking for what the game is asking of you, until it locks the target and takes a photo. Do compare this mechanic with the PC version and see a ton of details omitted on Android
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As the story progresses, the diorama slowly gets filled up.
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And when something bad is about to happen, or just occurred, every puzzle changes its colouring scheme.
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Puzzles grow more complicated, like these bushes that can't be stepped onto more than once, turning into the walls afterwards.
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Hint mode on. Question mark forces the game to make first several correct moves, and the >> sign just completes the level instantly.
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I've just activated the hint mode.
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The most difficult level in the first chapter. Also note the mud piles stopping the character in the middle of the movement and director's commentary mode on.
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Something really grim is about to happen...
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After a story is complete, its protagonist gets beamed into a strange room with a huge mirror. We now need to focus on Jane the Athlete to start the next chapter.
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Jane's puzzles mostly deal with physics. Make the ball hit the pool after it touches her icon.
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The puzzles in the second chapter quickly become tougher and tougher.
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Each successful solution gets us some score.
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And the diving facility gets more and more advanced and crowded.
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Appearance of a bouncing pad mechanic.
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Some of these levels are downright trippy.
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The Jailer puzzle. Fill up the empty space with the given pieces.
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Then the food will grow and everyone will be happy.
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Or will they?
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Coexisting...
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Natives now work, and settlers now eat.
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Bustling colony.
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The Journalist story. Connect those dots, please.
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As you go connecting them dots, building the good vibes, do not forget to patch those bad feelings around.
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Avoid nasty erasers.
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That white blob will give your character a respite.
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Booming newspaper business.
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One of the toughest levels. Now you're destroying the good vibes with your articles.
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One of the few clues that every story happens with the same world.
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Start of the Preventer puzzle. It's three-to-one classic.
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Last minute save.
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Water + Plant = Growth
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Puzzles here quickly get more complicated.
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And damned teleport more hurts than helps.
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Insides of the Preventers Tower. Calm before a storm.

Windows screenshots

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Main menu.
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Options menu is very minimalistic. Most interesting section is this one, related to the gameplay mode.
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The game consists of the five stories set somewhere within the same world. Each begins with such a title. The Alchemist is the first one.
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Each story begins with a very simple puzzle that aims to teach you basic mechanics of the section. Right here we need to lead Alchemist and Cleo to the marked spots, and they move simultaneously.
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As you solve puzzle after puzzle, narrative goes on, explaining what's going on in general, using both detailed pictures with voiceover...
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And slowly filling dioramas, where the stuff literally pops up in as the story progresses.
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To trigger the next puzzle, you need to find the thing the game asks you for, and take its picture. Sometimes it's a very obscure hint. Also, it's the only thing connecting gameplay with the title.
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Cute pixel art fills up the scene as the story goes, more and more detail popping in.
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Puzzles are getting more difficult as well. Like these one-way gates being added.
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Sooner or later, something bad happens...
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It even changes the overall colouring of the scene, making it depressed looking.
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Puzzles keep getting worse. This bush thing, for example, can be stepped onto only once. Then it blocks the way. Also a way to undo the moves is visible above the field.
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An example of hint mode on. Question mark will show you the first few correct moves, and the >> sign will have you skip the level if you're stuck or just want to watch the narrative.
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With commentary mode on, game director will chime in the crucial points of the game. While interesting, it's best to keep it offline until you've beaten it at least once.
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As the level ends, a strange verse appears on your screen, a line added after each story.
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The Athlete story. Here you need to aim the ball so it'd hit the girl's picture AND land in the pool afterwards. Sounds easy, right?
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And at first it is easy.
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The story is centered on the climb to the zenith of glory...
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But it won't be an easy ride, with curved balls, bouncing pads and other stuff getting added as you go.
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One of the few clues that every story happens on the same planet.
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The Jailer story start. Very simple kind of puzzle - you need to fill the empty space with the blocks you're given.
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His name is Atami, and he's very kind and peaceful...
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Then the settlers come, and at first there's enough food and water for all of them to share.
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And living together seems like a good idea...
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Opening of The Journalist story. It starts a while back chronologically, but the puzzle mechanic is the same - connect the dots.
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And build good vibes with these connections.
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As the time goes on, the paper gets more and more prominent.
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But challenges appear in the form of blood spots, erasers trying to get rid of your good vibes and other things. Also, I think the latest patch had the date of the paper buggered up.
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The first puzzle of The Preventer story. It's a classic match-three-or-more one.
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But with quirks. Here combining water and a leaf makes "Growth" synergy effect that floods the playing field with the said leaves.
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Cozy tower of our preventers duo, from which they try to scry the future and stop the bad things from happening.
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Of course, it gets more and more tough to do so.
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Up to various teleports that more hinder than help your match-three process.
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After each narrative is complete, its protagonist ends up in this weird room with a mirror. This is going to be the place where you'll decide the ending of the game.
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