Backworlds – Demo Playthrough

Backworlds Demo Playthrough

Backworlds has a demo out and Lupo is bringing you a playthrough, as well as a small review at the end of this piece. If you’re stuck at a certain point scroll on or if you haven’t had a chance to play the demo, try it out now.

Backworlds Demo Playthrough 01

Let’s begin.

Stage 1

The game starts simple enough with the narrator explaining and introducing basic mechanics such as how to paint the world, (hold down left click and paint away to reveal the Backworld, right click to hide it) A and D to move, W to interact with objects and Space to jump. Once you’ve awoken our main character, the first stage is quite simple as you’ll just have to reveal the Backworld to move forward before distorting the boulder to reach a higher level and you’ve completed the first stage.

Backworlds Demo Playthrough 02

Backworlds Demo Playthrough 03

Stage 2

At the second stage you’ll find yourself facing a green monument, use the Backworld and real world so that you can leap up the monument and reach the higher level. Now you’ll see a moving platform, what you should do here is wait until the platform is lower than the tree branch, then climb onto the platform and paint over the branch so that you can leap onto the branch before the platform goes through the branch. Now leap up higher and you’ll see a raised ground. Reveal the Backworld here and you’ll see another moving platform. You’ll have to time this right as there is only sky in the real world above you yet in the Backworlds there is earth so time everything right just as you did before and you’ll finish this stage.

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Stage 3

Now you’ll fall into a new area and now you’ll be introduced to moving objects. Pave a flat surface so that you can move the green pillar and leap up onto the higher surface. Now here you should Backworld paint again just about all the area, now move the gold pillar as close to the edge as you can. Objects can be moved while humping so use this technique if you struggle. Now leap over the gold pillar and push the green one close to the ledge. Leap and grab the gold pillar and push it on top of the green pillar. Now move both of them towards the ledge to the right, before slightly pushing the gold pillar to the left, thus allowing you to step up both pillars before jumping onto the ledge. At the end push the pillar into its silhouette and enter the raised gate.

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Stage 4

Here is a small stage and all you have to do is get the hang of how the ‘vents’ work in relation to both the Backworld and real world. The arrows and bright rods dictate how you move and I suggest getting a hang of this mechanic before progressing as finishing the next stage is essential needing to know how this works. Once that is done, move the green pillar backwards, while painting the wall above so that the pillar is pushed up and you can float away to the last stage of this demo.

Backworlds Demo Playthrough 12

Stage 5

Now this stage of the game is the final one and you’ll see a black beast circling around this area, with a locked heart atop. Here you’re supposed to free your protagonists heart from any doubt or such. Now you’ll see two pillars on both sides, they need to be placed in the silhouette but while they’re move. How to do this? Move to the left and start moving the pillar and try to get it swinging along the silhouette. Once you’re doing this, move on top of the pillar and make the pillar fly up, essentially locking it into position. Now the gate will open and once your inside pull back the heart piece to break the first darkness. Repeat to the pillar to the left, though this one is lower and you’ll have to time it right to get to the top and get through the gate. Pull back the heart once more and you’ve done it, the cat is ready to fulfill his dreams!

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After this is done you’ll be presented with the option of two small short additional stages which basically just use the mechanics that were introduced throughout the game. Complete these and you have finished the Backworlds demo.

Backworlds Demo Playthrough 17


Demo Review

Backworlds the demo brings you an experience which includes the beginning of the narrative and brings you through 5 stages and two bonus areas,  as well as showing you the basics of the interactivity with the world. I must say that upon solving each puzzle and finishing each stage brings a sense of accomplishment and if you are into solving puzzles then this game will definitely appeal to you.

The world is colourful and though obviously not as many different settings were available, the variety makes me think that when we receive the final product, we’ll be pleasantly surprised. The music makes you feel inside this world and the narrator’s fairy tale rhyming fits well with the world Juha and Andres have created.

Now lets look at the puzzles. For if I were to sum it up simply is that although very enjoyable, there are instances where you’ll be wondering how a certain mechanic works and while it is great to solve certain things in a game for yourself, that isn’t enjoyable when you’re trying to progress and instead of having to logically solve a puzzle, you’re trying to figure out the very tools to solve the puzzle. That’s not to say you’ll spend to long before you figure out a mechanic but I think in the final version there should be a little more explanation.

Otherwise, the controls and paintbrush are on point and I’m surprised at how effectively the paintbrush works and the green colour makes it stand out against the world, though If I have one bother that is understanding the full paint area for I found myself sometimes having to pinpoint where I was going to paint to ensure that I could progress.

So after playing the demo, I am looking forward to this game as the world and idea of the paintbrush are really great and I genuinely enjoyed solving the puzzles and playing through this world, though I would suggest that a couple of changes should be made to make Backworlds a better experience. First, there should be further explanations to certain game mechanics and I think though the world was very beautifully drawn, it felt a bite empty with no collectibles or other inhabitants. If there were hidden collectibles or items as you progressed through different stages which you’d need to use your paintbrush for and other characters, the game personally would only benefit from that and make Backworlds even more immersive and enjoyable experience.

I eagerly await any further playable content from Backworlds.


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