![]() I’m used to game modes making puzzles more challenging, restricting hints, or putting other challenges in your way to make the experience more difficult. There’s a hint system to help you with puzzles, but that costs time, limiting the amount you have left even more. One mode allows you to explore and complete puzzles without a time limit, the next puts a six-hour time limit on your journey, and the last one restricts that even further to just three hours. When you start the game, you’re given a choice of game modes. This story sets up the most interesting aspect of Summertime Madness. The only catch is that he must return by midnight, or his soul will be trapped in the painting forever. One night, a mysterious figure offers him the chance to enter one of his own paintings so he can leave the war behind for a while. The city is being ravaged by war, so the artist paints to escape it all. You play as a painter who refuses to leave Prague in 1945. ![]() The premise of Summertime Madness is simple. ![]() Seeking out the inner meanings behind each world is part of the fun in Summertime Madness. Summertime Madness changed that for me, acting like The Witness did for many as an eye-opener into the world of what first-person puzzlers can be. I know that I myself generally associate them with annoying mechanics that never feel quite right, and challenges that always have arbitrarily complex answers that rarely have anything to do with a game’s world. Puzzle games aren’t everyone’s cup of tea.
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