Following on in the same vein as 2013’s HTOL#NIQ: The Firefly Diary, A Rose in the Twilight is a similarly designed 2D puzzle platformer with a stylized visual design. Although the game makes a number of improvements over its spiritual predecessor through new, interesting mechanics, they create their own set of problems that leave the package with a number of issues. While there is definitely still fun to be had here, the experience is pulled down by some of the more glaring oversights.

Placing you in control of the titular Rose as she awakens in a cursed castle, you’ll navigate the various rooms in this prison in order to find a way out – and along the way uncover the tale of how she became trapped here in the first place.

Here lies the game’s first issue – storytelling. Rose opts for an incredibly minimalistic plot told through flashbacks uncovered when she encounters a bloodstain in the castle. The issue is that sometimes things are just too minimal for their own good. I did understand the overall story in the end, but there were plenty of times I was shown a scene with no idea of why I was being given this information until much later on. This is exacerbated by a number of the bloodstains being hidden away and therefore optional to progression – which is in contrast to games like Teslagrad where the story scenes were always part of the main quest. It creates a confusing, disjointed tale at times; though the animated scenes that are used to tell the story are enjoyable to watch.

Still, the castle itself creates a daunting area to explore, and that itself assists with the world development. It’s a winding labyrinth that plays somewhat like a Metroidvania, whereby you’ll be given a map of each room and there’s plenty of backtracking through areas you’ve seen. Sound is used well throughout (it’s often just the noise of the character’s footsteps), and the soundtrack is actually pretty good – although overused, as the same themes play repeatedly in each area.

In exploring the castle, you’ll notice that the developers chose a nearly monochrome palette; the only other colour used being red. This ties to the game’s central puzzle mechanic, which is the manipulation of blood. Rose can absorb the colour out of red objects in the environment, then imbue other objects with it – a mechanic which is used to progress throughout the castle.

One thing the title does well is teaching you the uses and limitations of this power early on. Rose can only store one charge at a time – shown visually by the white rose on her clothing turning red, and so finding ways to get rid of this charge so you can store another comes into play. By imbuing objects with blood, they become subject to the laws of physics. Absorbing the blood from them stops them in their tracks however, a power useful for creating platforms and ledges. Initially, it all comes together pretty well, and you’ll have a fun time experimenting with different possibilities.

Problems start appearing once more when the game stops following its own ruleset. For example, objects which you could absorb the blood from in previous areas are suddenly window dressing in later ones; unable to be interacted with. A particular frustration is that A Rose in the Twilight does a good job of not requiring you to bring any items between puzzles, yet just as you get into this mindset it will throw in a puzzle for some optional blood that requires you to bring something from a now-gated-off area. I accept that this isn’t mandatory content, but it still created some unnecessarily annoying backtracking.

Of course, as the promotional art hints, the game isn’t simply the adventures of the titular character – and she very quickly uncovers a stone golem, who promptly comes to life and assists her journey. This creates the title’s second puzzle-solving mechanic; character switching. This comes in handy since the golem is immune to the thorns infesting the castle, which are otherwise fatal to Rose.

This means the appearance of plenty of areas where you’ll have one character stand on a switch so another can pass through a door – and vice versa, although things do get more tricky than this as time progresses. The issue with the puzzles is that they’re all conceptually fairly simple, its just actually doing them which is frustrating. Many rely on environmental objects which aren’t always obvious due to the graphical design, leading to a lot of fumbling around with the backgrounds to uncover what you can and can not interact with. In addition, both Rose and the golem walk excruciatingly slowly, and many of the puzzles have you running back and forth between different areas. This makes progressing a pain while you’re trying to figure out exactly what to do – and as such, I found myself encouraged not to explore as much (because I knew it would be a long trip back to where I was actually heading).

Thankfully, variety is one of the game’s strong points, and ideas never seem to overstay their welcome. For example, about halfway through the game Rose will discover a watering can which can store blood – which is then used in a series of puzzles involving height and growing flowers. Once you’re done with this section, the mechanic doesn’t return; meaning it simply added a nice bit of variety to the puzzle-solving before the title moved on to other types of design. Other examples of this are scattered throughout the game, including an area involving hiding in barrels, an ascending lift scene that requires rapid manipulation of both characters, etc. All of these gave brief respite from the core mechanics, yet are fun in themselves.

Speaking of core mechanics, one idea that repeatedly pops up throughout a play-through is execution – and indeed, dying is a central theme that will happen a lot (there are even trophies tied to this). Aside from clumsily stumbling into thorns, or falling into the abyss, the game occasionally requires requires Rose to sacrifice herself at various alters to open doors to the next area. These scenes are both brutal and moving; it’s truly something else seeing this young girl hang herself on a noose of thorns until lifeless – despite the fact that in both story and gameplay terms she’ll almost certainly be reborn. They serve to highlight the bleak, dark story that A Rose in the Twilight is telling, and I found them very effective due to their striking nature.

To complete the story, you’re probably looking at one to two sittings. It’s not a very long title, although your mileage will depend on how long it takes you to solve the puzzles. Thankfully, replayability is encouraged through a number of areas; collecting missed bloodstains will allow you to progress to an optional abyss dungeon, while trophies encourage speedrunning through the areas you’ve already visited. A quick-travel option allows you to rapidly move around after the story’s completion, so don’t fear a revisit as much as your initial visit.

Overall then, A Rose in the Twilight is a bizarre mix of good and bad design choices. It tells an interesting tale, but not in the best manner. It features some fun, varied puzzles – but hides them behind some plodding backtracking and exploration. If you’ve at all been interested in 2D puzzle-platformers before, then I’d still say this is one worth checking out… but be warned that a few unpolished edges may mar the experience.

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Avid Vita gamer with a recent passion for writing reviews, usually found chipping away at lengthy JRPG's and bemoaning lack of memory card space.
  • The Atom

    The style of that game is so nice, but I’m already bad at puzzle platformers…

    • Jenny Jones

      This one isn’t too tough so might still be worth you giving it a go 🙂

  • Alex kortes

    is this game only in digital ?