
Gomo
Charming hand-drawn wordplay on the Machinarium formula, but brace yourself: the whole thing wraps up in roughly an hour and leaves you wishing it had said more.
GamerScout Verdict
Worth a look for young players or Machinarium fans on a deep discount; genre veterans will finish it before their coffee goes cold.
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Screenshots & Media
About Gomo
I have a soft spot for tiny point-and-clicks that know exactly what they are, so I went into Gomo rooting for it. Fishcow Studio, a Slovakian outfit making their first commercial game, clearly loves the Amanita Design school of wordless adventure: no dialogue, no text, story told entirely through animation and physical comedy. The premise is straightforward - Gomo, a rubbery ragdoll of a character, wakes to find his dog Dingo kidnapped by an alien demanding a rare red crystal as ransom. What follows is a linear chain of single-screen puzzle vignettes that carries him through a factory, countryside, and eventually up into space. The craft on display in the visuals is the real reason to give this one a look. The hand-drawn art has genuine warmth to it, and Gomo himself is surprisingly expressive for a mute sackcloth figure - he idles, he sleeps if you leave him alone, and his long gorilla arms animate with a loose physical charm that makes each screen feel inhabited. The environments carry a sepia-and-brown industrial palette that feels intentional rather than lazy, and the background gags - a predator and prey suddenly becoming friends mid-scene, a village accidentally nuked - are often funnier and more inventive than the main plot thread. Occasionally there are pop-culture references scattered across screens that add a winking quality to the world. The music shifts with each location, which I appreciated, even if none of the tracks leave a lasting impression on their own. Where Gomo frustrates is in its puzzle design. Each screen holds one or two puzzles, and since the items you need are almost always within arm's reach on the same screen, the solutions rarely ask much of you. The most common puzzle types - sliding panels, pipe-connection grids, block-rearranging setpieces - are familiar to the point of feeling borrowed. A three-item inventory cap is there in theory to create structure, but in practice it just means the game never asks you to think across multiple spaces. The movement has a slowness to it as well: Gomo's item-pickup animation, where he slowly unzips a compartment in his back, plays in full every single time, and it adds friction to an already brief experience. Three unlockable bonus mini-games exist if you hunt for hidden slips of paper, but they are shallow extras that don't add anything meaningful. Honesty requires me to say this: Gomo is completable in under two hours, possibly well under one if you move purposefully. For genre veterans, the difficulty will feel tuned for young children, which is perhaps exactly the intended audience. There is no replay value once the credits roll. The Metacritic consensus at 50 out of 100 lands just about right - this is a game with real visual personality that simply did not build enough game around its art. The background vignettes are more interesting than the puzzles they interrupt, which is a telling sign of where the studio's genuine talent lies. If Fishcow had trusted the world to carry more weight and designed puzzles worthy of the setting, this could have been something small but memorable.

Indie & narrative
Tags
System Requirements
Minimum
- OS
- Windows Vista or later
- Memory
- 1 GB RAM
- Storage
- 300 MB available space
- Processor
- 1.6 GHZ Processor
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Game Info
- Developer
- Fishcow Studio
- Publisher
- Daedalic Entertainment
- Release Date
- Dec 6, 2013
