Game review
As I Began to Dream
7 / 10
- Developer
- Strayflux
- Publisher
- Soft Source
- Released
- 19 November 2025
- Platforms
- Windows
- Genre
- Puzzle Platformer
- Monetisation
- One-time purchase, no add-on content
- Players
- Single-player
The short version
As I Began to Dream is developer Strayflux's puzzle platformer, published by Soft Source and released 19 November 2025 for Windows. Players guide Lily, a young girl who awakens in a mysterious dream world after a personal loss, through a series of hand-illustrated dioramas that reflect the five stages of grief, using an ability to swap, move and rotate the environment around her to solve increasingly elaborate spatial puzzles. Reviewers respond with consistent, specific enthusiasm for the game's presentation and emotional weight, praising striking hand-drawn art, an evocative soundtrack, and a structure built around the five stages of grief that several reviewers describe as genuinely moving, with more than one reviewer explicitly connecting the story to their own experience of loss while playing.
A smaller but specific and independently repeated complaint concerns the platforming itself, which multiple reviewers describe as noticeably clunkier and less precise than the puzzle design built around it. That criticism concentrates heavily on the game's fourth chapter, representing depression, where the format shifts unexpectedly into a chase-and-evasion sequence multiple reviewers found jarringly difficult and punishing relative to the rest of the game, compounded by sparse checkpoints that force long stretches to be replayed after a single mistake. A further, smaller thread notes the game's second half feels comparatively less polished than its earlier chapters, with a couple of puzzles reviewers suspect weren't as thoroughly tested.
Biggest strengths
- Art direction draws overwhelming, consistent praise across nearly every review, with reviewers describing the hand-illustrated dioramas, cutscenes and colour palette as genuinely beautiful and a clear standout even among other narrative-driven indie games
- The five-stages-of-grief structure earns specific, repeated credit as a thoughtful narrative device, with reviewers describing each chapter's distinct visual and mechanical identity as reinforcing the emotional stage it represents rather than feeling like a gimmick
- Music draws consistent, specific praise, with reviewers describing a calming, evocative soundtrack that reinforces the game's atmosphere across its more tranquil early chapters
Biggest weaknesses
- Platforming controls draw a specific, independently repeated complaint, with reviewers describing movement as noticeably clunky and imprecise relative to the precision the game's puzzles demand
- The fourth chapter, representing depression, draws a specific and heavily repeated complaint for an abrupt shift into a punishing chase-and-evasion sequence that multiple reviewers found jarringly difficult compared to the rest of the game
- A related complaint concerns checkpoint spacing during that same difficult stretch, with at least one reviewer describing having to replay long sections repeatedly after a single mistake
Who it's for: Fans of narrative-driven puzzle platformers with strong emotional themes, similar to Gris or Röki, who want a hand-illustrated story about grief and are willing to tolerate some rough platforming mechanics along the way.
Our recommendation: A visually and emotionally striking puzzle platformer whose art, music and grief- themed storytelling earn real, specific praise, worth playing for fans of narrative-driven indie games, with the understanding that its platforming controls and a difficulty spike in its fourth chapter draw fair, repeated criticism from an otherwise enthusiastic but still small review base.
7 / 10
A dream world built from grief
As I Began to Dream is developer Strayflux's puzzle platformer, published by Soft Source and released 19 November 2025 for Windows. Players control Lily, a young girl who wakes in a mysterious limbo world following a personal loss she doesn't yet fully understand, accompanied by a small, strange creature named Flippy who several reviewers single out with real affection. Structured around the five stages of grief, denial, anger, bargaining, depression and acceptance, each chapter reimagines a manifestation of Lily's life and memories as a distinct hand-illustrated diorama that players navigate and reshape using her core ability: the power to move, swap and rotate pieces of the environment around her to open new paths forward. It's a slower, more contemplative structure than most puzzle platformers, built explicitly to let each stage's visual identity and mechanical twist reflect the emotional state it represents.
Art, music and a story reviewers describe as genuinely moving
The single most consistent thread running through As I Began to Dream's review corpus, small as it is, is enthusiasm for its presentation and emotional storytelling. Reviewers repeatedly and specifically praise the game's hand-illustrated art, describing the dioramas, cutscenes and colour work as consistently beautiful across every chapter, with more than one reviewer specifically calling out the game's use of colour and lighting to distinguish each stage of grief visually. Music draws its own repeated, specific credit, with reviewers describing a calming, evocative soundtrack that reinforces the game's atmosphere particularly well in its quieter, more reflective sections. The five-stages-of-grief framing itself draws consistent praise as a thoughtful structural choice rather than a surface-level gimmick, with one detailed review specifically crediting the game for showing "what Lily actually feels and thinks" through each chapter's distinct tone. That emotional weight lands with real specificity for several reviewers: one writes simply, "lost my parents recently and now I'm playing this," while another describes the game as "one of those games you know will punch you in the gut emotionally, in a good way," a reaction that recurs across multiple reviews regardless of how each reviewer felt about the mechanics underneath the story.
Puzzles that deepen, and platforming reviewers find clunky
The core swap-and-rotate puzzle mechanic draws specific, repeated credit for depth as the game progresses, with reviewers describing genuinely complex applications built from a deceptively simple starting concept, and several noting the puzzle difficulty ramps up meaningfully between the game's earlier and later chapters. Set against that praise, a specific and independently repeated complaint concerns the platforming itself, which multiple reviewers describe as noticeably clunkier and less precise than the puzzle design surrounding it, with one detailed review noting the controls feel too imprecise "for how finicky the mechanics work." That complaint concentrates most heavily on the game's fourth chapter, representing depression, where several reviewers describe an unexpected and unwelcome shift into a chase-and-evasion format, being pursued by an enemy while navigating platforming challenges, that multiple reviewers found jarringly difficult relative to the rest of the game's more contemplative pace. One detailed review specifically describes needing help from a sibling to get through that section, noting sparse checkpoints meant dying often meant restarting a long stretch from the beginning, while conceding the sudden tonal shift is at least thematically appropriate to the chapter it represents.
A small but consistent voice, and a second half some feel is less polished
A smaller, related thread of complaints concerns overall polish in the game's second half more broadly, with a couple of reviewers noting visual inconsistencies in later platforming sections and suspecting some puzzles in the later chapters weren't as thoroughly tested as those earlier in the game. It's worth noting explicitly that As I Began to Dream's review base remains comparatively small, 33 total reviews at the time of writing, so the broader consensus on its weaker mechanical elements carries less statistical weight than the near-unanimous praise for its art and music, which appears consistently across nearly every review regardless of how a given player felt about the platforming. Even reviewers who specifically flag the fourth chapter as a low point in the experience uniformly continue to recommend the game overall, framing the mechanical rough edges as a real but ultimately secondary concern next to the story and presentation.
A small, first-hand-feeling studio effort
Strayflux's approach to the material reads throughout the corpus as personal rather than formulaic, and several reviewers specifically credit that sincerity for why the game's grief framing lands as well as it does. One reviewer who describes themselves as someone who "doesn't play games of this genre and style very often" writes that As I Began to Dream still managed to feel like "a genuine gem that is crafted with love," a sentiment echoed by another reviewer who specifically thanks the developers by name in their review for how carefully the message was "developed and delivered." That underlying sincerity appears to be doing real work in softening reviewers' patience with the game's rougher mechanical edges: even the small handful of reviewers who explicitly call out clunky movement or an unfair difficulty spike in the fourth chapter still frame those as forgivable missteps in an otherwise heartfelt, carefully constructed experience, rather than reasons to dismiss the game outright.
Value
At NZ$23.49, As I Began to Dream sits at a reasonable price for a narrative-driven puzzle platformer reviewers commonly describe finishing in a single extended sitting, with hand-illustrated art and a grief-themed story several reviewers specifically credit as worth the price on their own. The Positive score, 30 positive against 3 negative across 33 reviews, reflects a small but genuinely enthusiastic review base won over by the game's presentation and emotional storytelling, tempered by a specific, repeated complaint about clunky platforming controls and a difficulty spike in its fourth chapter that even fans of the game are willing to name directly. For fans of narrative-driven puzzle platformers with real emotional weight, in the vein of Gris or Röki, As I Began to Dream is worth a look, with the understanding that its mechanical execution doesn't consistently match the strength of its art and story.
Pros and cons
Pros
- Art direction draws overwhelming, consistent praise across nearly every review, with reviewers describing the hand-illustrated dioramas, cutscenes and colour palette as genuinely beautiful and a clear standout even among other narrative-driven indie games
- The five-stages-of-grief structure earns specific, repeated credit as a thoughtful narrative device, with reviewers describing each chapter's distinct visual and mechanical identity as reinforcing the emotional stage it represents rather than feeling like a gimmick
- Music draws consistent, specific praise, with reviewers describing a calming, evocative soundtrack that reinforces the game's atmosphere across its more tranquil early chapters
- The core swap-and-rotate puzzle mechanic draws specific credit for depth, with reviewers noting the developers found genuinely complex applications for a deceptively simple base mechanic as the game progresses
- The game's emotional storytelling draws specific, personal praise from multiple reviewers, with more than one describing the story resonating directly with their own experience of grief and loss while playing
Cons
- Platforming controls draw a specific, independently repeated complaint, with reviewers describing movement as noticeably clunky and imprecise relative to the precision the game's puzzles demand
- The fourth chapter, representing depression, draws a specific and heavily repeated complaint for an abrupt shift into a punishing chase-and-evasion sequence that multiple reviewers found jarringly difficult compared to the rest of the game
- A related complaint concerns checkpoint spacing during that same difficult stretch, with at least one reviewer describing having to replay long sections repeatedly after a single mistake
- A smaller but specific complaint concerns the game's second half feeling less polished than its earlier chapters, with reviewers suspecting some later puzzles weren't as thoroughly tested
- The review base itself is still comparatively small, meaning broader consensus on the game's weaker mechanical elements is less established than for its widely and consistently praised art and music