
$1.00
Clossure Reviews
I know, it should be one "s". I don't mind. In a surreal and mysterious world, a piece of heaven fell onto a hill below the sky. Since that day, none have seen the top of that hill, even though all have longed to. You intend to change that... don't you? This is a top down pixel art rpg.
App ID | 2851710 |
App Type | GAME |
Developers | Luke Stevens |
Publishers | Luke Stevens |
Categories | Single-player, Partial Controller Support |
Genres | Indie, Strategy, RPG, Adventure |
Release Date | June 2024 |
Platforms | Windows |
Supported Languages | English |

4 Total Reviews
4 Positive Reviews
0 Negative Reviews
Negative Score
Clossure has garnered a total of 4 reviews, with 4 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
192 minutes
A compelling story, unique graphic style, and immersive sound design make Clossure an immersive experience with a wonderful, consistent atmosphere. The combat system has some nice surprises that add a layer of complexity, but are still easy to comprehend (even for someone not well versed in this gaming genre). Highly recommend the journey into this world that is at once strange and yet touches on universal themes and questions.
👍 : 2 |
😃 : 0
Positive
Playtime:
113 minutes
what a great mv
okay this time i can do a real review
i found this game by sorting by release date for all steam games. i looked through ten pages and most of them looked lame! i ended up only trying two. this was one of them.
it initially got my interest because:
- rpgmaker mv
- weird aspect ratio
- hey thats the omori mechanic
truth be told i was really not expecting too much, in recent years i have seen a ton of people try to do some stuff after playing undertale and omori and things of that sort and i think its hard to escape those comparisons when the inspiration is worn so clearly, and they usually don't do the smaller game well. this is me speaking as someone who has done that as well by the way.
pair that with the amateur-looking art and i think clossure does not advertise itself well, BUT
but,
that was just my assumptions going into it. i did actually play it believe it or not
and here's what i'm feeling out of the gate, two huge things make this game very distinct for me in the first few minutes. first is aku(ma). i'll be real, i don't like the guys name/design very much but he is funny and going to his little website was pretty awesome. always a big fan of those.
second is the first time i got in combat with the guy, hot damn, that collage stuff for the enemies is awesome. aku and the queen in particular, whatever they got going on is super badass but it works very well for the normal enemies too.
speaking of the art, i did knock it a little earlier but there are some other places where it really shines too. i think the tileset, especially in the sanctuary, is really solid. cassey's sprites, both in the overworld and in battle, are really the only thing that bother me. kodi is great though.
there are a pretty good amount of CGs and while they aren't billion dollar illustrations they look nice and are clearly high-effort. whole game is pretty high effort with the large tileset and especially the way the castle music progresses as you go onward, its super cool. it seems to have lyrics in japanese, but there were a lot of words that i couldn't make out or just sounded like gibberish. lyrics somewhere would be cool
the whole ost is pretty neat but that part is the standout for sure.
so about the gameplay
there's a couple things i do like and a couple things i don't like.
to get the simple stuff out of the way first, i don't think it's good when you can grind infinitely, and it really takes the value out of exp and messes with the flow of the game. random encounters go with this, it never feels good to just get stopped and roped into a battle without any way to know it's coming or avoid it. really kills my motivation to explore. i equipped the charm that reduces random encounter chance as soon as i got it, and then only fought like two more random enemies before the game ended, which i don't think is a great solution either. i didn't have any trouble with the queen but i would have liked to get any new moves at all for kodi before the credits rolled!
i'll have some positive things to say but first as for cassey's gimmick, the emotion system, well, sunny had it better.
i already thought that enemies only being locked to the first level of an emotion in omori was missed potential, but here, enemies innately have an immutable emotion. it's much closer to fire/water/grass typed pokemon than anything versatile, except it doesn't seem like kodi can get emotions and cassey can change their emotion as an instant. even the queen that will always try to get type advantage is made ineffective when switching is free.
basically, it's kind of a pointless mechanic that always guarantees that the player will have type advantage, and the only depth to it is the skill changes that come by switching. this is not a bad idea though!
the idea of having a versatile moveset based on state can lead to interesting situations and was something i've explored before, albeit shallowly. i think the emotion system would work a lot better if there was more nuance to how you changed between states, and also maybe if enemies either also could or they just didn't have it at all.
maybe you've got like three bars that fill up when certain things are done (getting hit/dealing damage/healing/using sp/etc), and when one fills, the others deplete and you get that emotion. maybe.
anyway i think the double turn item is great. "s-useless" is the best move in the game by a long shot and i realized that in this chapter there is not much reason to switch off sadness.
and finally i wanted to give a shoutout to the
secret route!?
unfortunately i did not find all the cards i needed for it but hm yes this goes in my book as "awesome". if the gameplay were more compelling i would have easily done a second run to make it happen but alas, i simply opened the game in rpgmaker myself. i'll get a save file with it properly when the next chapter releases i suppose!
speaking of which, "rejection 2" ev012 and ev13 want me to remind you to put something there.
if you're concerned about it, the names and descriptions of the third and fourth party member are also visible. guess it's not much of a spoiler without any sprites though!
basically, what a great hill
👍 : 4 |
😃 : 0
Positive