# *[[Tunic]]* Notes
An isometric exploration and puzzle game with a splash of combat. Abundant inspiration form the likes of *The Legend of Zelda*, *Fez*, and classic adventure games, with a profound admiration and respect for the Instructional Manual, something near and dear to my heart. It offers a unique overall experience with uneven combat and mental gymnastics that might be better experienced alongside friends than alone; at the very least with a pad and pen.
> [!warning]
> Spoilers below!
![[Tunic Notes.pdf]]
As a bonus, I decided/needed to take my own notes and mark up the maps. So I tested Freeform on my iPad. It worked wonders. I took screenshots from my recordings and marked them up. Good times. This was a process I thoroughly enjoyed.
![[Tunic Scratch Pad_Med Comp_251112.pdf]]
### Stats
- Started Playing: 11/2/2025
- Beat: 11/12/2025
- Total Playtime: 17:07:19
### Legacy
- A notable indie for its love of the instructional manual and intricate—at times obtuse—puzzles. A game best experienced blind, but perhaps alongside a friend or two.
### Overall
- So all I know about Tunic before playing is that it used to be an Xbox-featured game and that there was an in-game physical style game manual that unveiled secrets and mechanics as you discover them.
- I’m getting a lot of Fez, Death’s Door, Zelda
- A game of observation and intuition.
- How do you design a game to illicit that playground myth and mystery conversation with maps and drawings in the age of YouTube, guides, built-in trophy guide support? You make obtuse puzzles and invent a language.
### Story
- A magic fox is captured in an RGB prism?
- Honestly, not far off.
### Gameplay
- Isometric perspective with a dodge roll, sword, and shield. Think Zelda, Death’s Door, etc.
- Mysterious text and instruction manual pages that reveal more of how the game works.
- It seems to be a test of the player’s knowledge of game design.
- There is a stamina bar and a health bar. When stamina is out, more damage is taken.
- Do I need to be taking notes? Do I need my own Rosetta stone to transcribe these runes?
- I am *this* close to trying to translate.
- I think I will grab a notebook. There are clearly symbols, pictures, runes to remember. I wish I could write on a map. Maybe this is a good test case for the iPad.
- Forcing experimentation through obscurity/obfuscation.
- The lock-on is fluid. It shifts between foes like water, but leaves the fox facing the wrong way. It’s…odd.
- There is a parry but it is quite the wind up. Not a tight, precise parry.
- I’ve discovered magic weapons. A magic meter.
- The ambiguity forced by the foreign language forces experimentation.
- Every discovery feels like a pop.
- I am going to have an aneurism if I don’t find this heavily hinted at grapple hook soon.
- FINALLY
- The game has gotten fairly linear, clear. Feels like it is rapidly coming to a close.
- So far, all the bosses have been fairly easy. This Rat Scavenger is ridiculous.
- The combat feels uneven, Now I feel so powerful that normal enemies are no threat at all. The final boss is tough, but it seems you can just stun/pin her on a wall and get the kill. The Rat Scavenger really was the outlier.
- Gonna be honest, the parry is cheeks. Slow wind up parries are the worst. We need tight window, instant parries.
- Multiple endings, of course. Sucks a bit of wind from the sails. Need to find 3 more pages apparently. How to get back to the “overworld?"
- I am getting a bit fed up with the made up language. I can’t tell if that is puzzle solving frustration or legitimate frustration.
- While I love the manual, it’s more difficult deciphering the scribbles and scrawls than solving in-world puzzles. It’s an interesting layer/separation. Is the manual “in-world”? Who writes on it? Who is laying down the path of clues?
- A world filled with Konami-code secrets for the true ending??
- Or maybe just some secret trophy item? This is frustrating now.
- The problem with secrets like this (hidden corners, Konami-code observations) is that if the player is correct in their thinking, but executes a code poorly or cannot find a hidden corner’s entry point, then they assume the gained knowledge is wrong and begin seeking alternatives that do not exist.
- “What I learn here will help someone who needs it later.” - Lyria, Light Bringer pg 118 Pierce Brown
- Seemingly was never meant to be solved alone, but rather as a community. But the machine that is SEO and guides makes that collaboration a one time thing.
- It was never solvable by myself. I think that is the point though. Collective brain power. Sharing stories on the playground. Rumors, myths, easter eggs.
- It’s really sucked the wind out of my sails here, having to look stuff up and realizing I never could have solved it.
### Music/Sound Design
- Techno, lo-fi soundtrack is my speed for sure.
### Graphics/Performance
- I love the way little trees/bushes move when the Fox walks in them. They splay out in a super cute way.
### World
- A top-down colorful forrest
- I love the way the world connects with ladders and passages. All revealed in satisfactory due time.
- Every hidden connecting path is a “No way!” revelation that doesn’t feel cheap.
- There’s a hidden techno city/quarry? What is the purple stuff man?
- Doesn’t seem like there is a portal to the overworld. Once in nighttime land, you seem to be stuck there.
- Or you can just sleep in the bed apparently. Which I tried, but perhaps at the wrong time/part?