- Release Year: 2023
- Platforms: iPad, iPhone, Macintosh, Nintendo Switch, Windows
- Publisher: Delirium Studios Evolution S.L., IndieArk, LLC Shinyuden, TLR Games
- Developer: TLR Games
- Genre: Puzzle
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Movement-based, Physics-based
- Setting: Contemporary
- Average Score: 65/100

Description
Idea is an artistic puzzle game set in a contemporary world, where players guide a glowing white lightbulb representing their creative ideas through top-down, 2D scrolling environments. Developed by TLR Games, co-creators of The Longest Road on Earth, it emphasizes wonder, discovery, and sharing, featuring physics-based mechanics and a social system that encourages community interaction to evolve and propagate ideas in a relaxing, meditative experience.
Where to Buy Idea
PC
Crack, Patches & Mods
Guides & Walkthroughs
Reviews & Reception
metacritic.com (60/100): Idea is a game that’ll only appeal to a niche audience… It’s neat, but don’t expect anything profound.
pressplaynews.net (71/100): As a very original crossover product and new take on video game design, IDEA is recommended as a nice casual way to spend your time.
moviesgamesandtech.com : Idea nails it. It feels propulsive and satisfying and right. Unfortunately, a muddled vision and social mechanic that doesn’t quite work leaves it feeling less than the sum of its parts.
worthplaying.com : Idea doesn’t immediately seem like something that would fit most of the criteria, but after watching the short film by Olli Huttunen, it fits that adventure category just fine.
Idea: Review
Introduction
Imagine a single lightbulb, fragile yet luminous, tumbling through a vast, indifferent world—bouncing off rain-slicked roads, veering past whispering pines, and occasionally stalling against the unyielding edge of a forgotten fence. This is the essence of Idea (2023), a puzzle game that transforms a short film into an interactive meditation on creativity, serendipity, and human connection. Developed by TLR Games and inspired by Finnish filmmaker Olli Huttunen’s award-winning short of the same name, Idea invites players to guide ethereal “ideas” represented by white lightbulbs across breathtaking real-world landscapes captured in 4K drone footage. Released in February 2023 across mobile, PC, Switch, and other platforms, it arrives in an era dominated by sprawling open-world epics and hyper-competitive multiplayer titles, carving out a quiet corner for contemplative indie experiences.
As a game historian, I see Idea as a modern descendant of experimental art games like The Beginner’s Guide (2015) or Proteus (2013), where interaction serves philosophy over adrenaline. Its legacy lies not in revolutionizing genres but in distilling the poetry of motion into a digital form, echoing the procedural poetry of titles like Flower (2009). Yet, for all its charm, Idea grapples with its ambitions: it yearns to foster a global tapestry of shared thoughts but often feels isolating in execution. My thesis is that Idea excels as a serene vignette of wonder, offering fleeting moments of profound beauty that linger like a half-remembered dream, but its minimalist mechanics and underdeveloped social layer prevent it from igniting lasting inspiration, positioning it as a niche gem rather than a landmark in video game artistry.
Development History & Context
Idea emerges from the indie scene’s fertile ground, spearheaded by TLR Games—a modest Spanish studio founded by a team with roots in narrative-driven projects like The Longest Road on Earth (2021), from which Idea‘s co-creators hail. Published through a consortium including Delirium Studios Evolution S.L., IndieArk, and LLC Shinyuden, the game was built using Unity, a engine choice that underscores its cross-platform ambitions (iPhone, iPad, Windows, Macintosh, Nintendo Switch). Development likely began around 2021-2022, aligning with the post-pandemic surge in “cozy” games that prioritize relaxation amid global fatigue—titles like Unpacking (2021) and A Short Hike (2019) paved this path.
The game’s origin traces directly to Huttunen’s 2019 short film Idea, a nine-minute poetic exploration of an idea’s journey through Finnish terrain, blending live-action drone shots with abstract symbolism. TLR Games, recognizing the film’s visual poetry as ripe for interactivity, adapted it into a game that retains the film’s core without direct narrative continuity. Technological constraints shaped its form: the 4K footage demanded seamless transitions without loading screens, achieved via Unity’s efficient asset streaming. This was no small feat in 2023, when mobile hardware (e.g., iPhone’s A-series chips) still grappled with high-res video integration, and Switch’s aging Tegra X1 required downscaling—yet the result is fluid, with no hitches in playback.
The broader gaming landscape at release was one of contrasts. 2023 saw blockbusters like The Legend of Zelda: Tears of the Kingdom emphasizing boundless exploration, while indies like Cocoon (2023) experimented with nested worlds and physics puzzles. Idea fits into the latter, influenced by physics-based rollers like Monument Valley (2014) but subverting them with real-world backdrops. Economic pressures on indies—rising development costs and market saturation—likely kept Idea‘s scope intimate, budgeted modestly (evidenced by its $2.99 iOS price and Steam sales at $1.24). The vision? A communal canvas for ideas, betting on player-generated content to extend replayability. Yet, as we’ll explore, this optimism clashed with the era’s fragmented online communities.
Narrative & Thematic Deep Dive
At its heart, Idea eschews traditional plotting for an emergent, player-driven narrative, much like the abstract tales in Journey (2012). There’s no protagonist with backstory or dialogue; instead, the “story” unfolds through the lightbulb’s odyssey—a glowing orb symbolizing raw creativity, untethered and vulnerable. You begin by releasing it into the world, watching it roll, bounce, and falter across 114 interconnected screens drawn from Huttunen’s footage. The journey isn’t linear: paths diverge based on physics and nudges, leading to one of seven endings, each a subtle variation on arrival (e.g., a serene lakeside or urban overlook). These conclusions play as cinematic vignettes, fading to black with the implication that your idea has “arrived”—perhaps inspiring another.
Thematically, Idea delves into the ephemerality of inspiration. The lightbulb’s perpetual motion evokes life’s unpredictability: it careers down highways, collides with cars (which propel it forward or sideways), and snags on barriers like trees or dumpsters, mirroring how ideas stall in reality. When stuck, you leave a “Spirit”—a short message or verse shared globally—transforming failure into contribution. This mechanic embodies the film’s thesis: ideas don’t always reach destinations but ripple outward, aiding others. Drawing from existential motifs in films like Koyaanisqatsi (1982), Idea critiques modern disconnection; the contemporary Finnish setting blends rural idylls with urban sprawl, suggesting creativity thrives in the liminal spaces between.
Characters are absent, save for fleeting glimpses of anonymous humans in the footage—cyclists, drivers—underscoring isolation. Dialogue? None, but Spirits serve as surrogate voices: poetic snippets (“What if we all shared our sparks?”) or frustrations (“Stuck again—try left!”). In depth, this fosters themes of communal creativity, akin to Everything (2017)’s philosophical musings. Yet, the narrative’s ambiguity can feel hollow; without deeper lore, it risks superficiality, prioritizing aesthetic evocation over emotional depth. Analytically, Idea succeeds in thematic poetry—inviting reflection on sharing vulnerability—but falters in cohesion, as Spirits often devolve into gibberish, diluting the intended tapestry of human thought.
Gameplay Mechanics & Systems
Idea‘s core loop is elegantly sparse, a top-down physics puzzle where direct control meets point-and-select nudges. You guide the lightbulb via cursor (touch on mobile, mouse/analog on PC/Switch), emitting up to two “pulses” per screen to redirect its momentum. Physics simulate gravity and elasticity: the orb rolls downhill, rebounds off curbs or vehicles, and tumbles into voids if unchecked. Screens transition seamlessly as it exits bounds, chaining into a multi-minute run synced to a single, looping soundtrack track (under 15 minutes total).
Progression unlocks more pulses (up to five via collectibles) and icons for Spirits, adding light metroidvania flair—revisit paths with enhanced tools for new routes. Timers add tension: a screen-specific clock (refilling partially on transitions) and a global music timer; depletion prompts Spirit-sharing without failure states, encouraging experimentation. UI is minimalist—HUD shows pulse count and timers, with a radial menu for messages—keeping focus on the environment. Controls shine on touch devices, feeling intuitive like flicking a marble, but mouse precision aids PC play, where trackpad alternatives (e.g., Steam Deck) falter.
Innovations abound: real footage as levels creates organic puzzles—curve a road to slingshot around a house, or time a car bounce for height. Flaws emerge in repetition; 114 screens blend after runs, lacking variety beyond visual shifts. The social system, while novel, is flawed: Spirits appear as glowing notes but are sparse (many random characters per reviews), undermining community. No robust progression (e.g., no skill trees) or multiplayer syncs it to “art game” territory—relaxing, not compulsive. Compared to Gorogoa (2017)’s puzzle innovation, Idea deconstructs nicely but lacks hooks for depth, suiting short sessions over marathons.
World-Building, Art & Sound
Idea‘s world is a tapestry of authenticity, eschewing fantasy for hyper-real contemporary Finland—drone-captured in 4K by Huttunen, downscaled gracefully across platforms. The setting spans rural countrysides (snow-dusted fields, winding forest paths) to urban fringes (railyards, suburban sprawl), interconnected by roads that feel alive with motion: cars zip by, trains rumble, bikes weave. No loading screens enhance immersion; screens stitch into a cohesive macro-landscape, evoking a bird’s-eye dream flight. Atmosphere is meditative—overcast skies and muted palettes foster introspection, with the lightbulb’s glow piercing the gloom like a beacon of potential.
Visual direction is masterful: 2D scrolling over video integrates collision seamlessly, making environments tactile (bounce off a real fence’s edge). On Switch, resolution holds up, though mobile’s touch scaling shines brightest. Art contributes profoundly, turning passive footage into interactive poetry; stumbling into a dumpster isn’t failure but discovery, humanizing the abstract. Sound design amplifies this: a single, original soothing track—chiming synths and ambient drones—pulses with the orb’s motion, swelling on bounces and fading to silence on stalls. No voice acting or SFX overload; subtle pulses (a soft “thump” on impacts) and wind whispers build serenity. Together, these elements craft a holistic experience: visuals invite wonder, sound lulls into flow, elevating Idea beyond puzzles to ambient art, akin to No Man’s Sky‘s procedural vistas but grounded in reality.
Reception & Legacy
Upon launch, Idea garnered modest attention, with a MobyGames critic average of 60% from three reviews: GameBlást’s 70% praised its relaxing openness and community potential (“a unique game if the community engages”); Worth Playing’s 60% noted niche appeal, critiquing random messages and lack of profundity (“neat, but don’t expect anything profound”); Movies Games and Tech’s 50% lauded physics and visuals but lamented engagement (“falls short on a compelling loop”). Metacritic echoes this (TBD due to few scores), with users absent—reflecting its obscurity. Commercially, it sold steadily on Steam ($1.24 post-sale) and iOS ($2.99), but low collection counts (4 on MobyGames) suggest limited reach, hampered by indie visibility in a Baldur’s Gate 3-dominated year.
Reputation has evolved positively in niche circles: post-launch patches (implied via forums) addressed crashes, and its film roots drew film-game hybrid praise. Influence? Subtle—Idea inspires “experiential” indies like physics-art hybrids (e.g., echoes in 2024’s Loco Motive), pushing real-media integration (prefiguring AI-assisted footage games). As historian, I view it as a footnote in art-game evolution, alongside That Dragon, Cancer (2016) for thematic intimacy, but its social underdelivery tempers legacy. In an industry trending toward accessibility (e.g., Apple Arcade), Idea endures as a reminder of bold experimentation’s risks and rewards.
Conclusion
Idea is a luminous experiment—a fragile bulb illuminating the intersections of film, physics, and philosophy in a world craving quiet reflection. Its development from Huttunen’s short film yields stunning visuals and a thematic depth that probes creativity’s fleeting nature, while mechanics offer satisfying, if sparse, moments of serendipitous navigation. The art and sound weave an enveloping calm, and though reception highlights its niche charms and flaws (underwhelming social features, repetitive loops), it carves a space for meditative play amid 2023’s chaos.
Ultimately, Idea claims a modest but meaningful place in video game history: not as a genre-definer like Tetris (1984), but as an indie artifact celebrating shared imperfection. For those seeking respite over spectacle, it’s a worthwhile wander—7/10, recommended for dreamers with patience. In an age of endless quests, sometimes the best journey is one that simply rolls on.