When atmosphere beats action
Hollow Lantern is barely two hours long and has no combat, no timers, no fail states worth mentioning. It's also one of the most memorable things I've played on a phone all year.
Its whole strength is atmosphere. The lantern light, the hush of the town, the slow reveal of what happened — it builds a feeling and trusts you to sit inside it.
Puzzles here exist to slow you down, not to test you. That sounds like a criticism but it isn't. The pacing is the point.
Short, moody, complete. I wish more developers had the confidence to make something small and finished instead of big and hollow.
