Tengami is on of the most stunningly beautiful iOS games I’ve ever played. Sure, it’s a little light on complexity and gameplay, but as an interactive story telling experience is simply nails how to use music, visual style and art direction together cohesively and produce an end result that’s a world with a beautifully atmospheric, very well defined sense of self.

Tengami (we played a version of this summer’s iOS release, but PC, Mac and Wii U releases are planned) is a game set in a picture book of Samurai period Japan. We follow a man making a slow journey through several beautiful landscapes, flipping pages of the book to progress, flipping flaps to reveal secrets or pulling tabs to change the world and the environment. It’s a fairly simple puzzle game, challenges in the demo never consisted of more than keeping an eye open for things to interact with and then tapping to change part of the world in some way. It never put me into a situation where I had to think quickly, but gave me the time to slow down, relax and enjoy a beautifully realised world that enveloped me better than the vast majority of other iOS titles I’ve ever played.


The game’s art style makes great use of the Pop Up book inspired world by having a crip, layered and simple art design that makes the most of the strengths of iOS as a platform. Rather than aiming for 3D graphics, which never scale down to lower end iOS devices, the game fully commits to it’s paper thin simplicity and really benefits from doing so.

Lastly the soundtrack deserves a mention, because I believe a good part of my enjoyment of and engagement in the experience comes down to the beautifully composed score. The music is of a surprising quality, waltzing gracefully around in a way the compliments both the visual style and the pace of the gameplay. It’s tough to do justice with words to how beautiful the music was and it makes this one of those iOS releases where I really have to recommend making sure you stick on some headphones and really dedicate yourself to paying attention to the game while you play it.

About The Author

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Laura’s gaming journey began in the 90′s when she was given a SNES by her older brother with Mario paint. From that day video games were all she thought about day or night, be it playing them, designing them, discussing them or writing about them. Why does she want to write about indie games? Because indie devs are awesome and she wants to be their new best friend by telling them how terrible their games are. That’s how it works right? Twitter: @LauraKBuzz Email: Laurak@indiehaven.com

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