All Jonah wants is to be happy. He's courageous, loyal to friends, and kind even to strangers. Unfortunately, Jonah is one of "the malformed", rejected by society because of his hunched back. He lives at a fair with the other outcasts. Then one day the wind blows him a handbill advertising a celebration in glittering Loondon. Could this be the answer to Jonah's dreams? You'll need your point-and-click skills to find out.
Using the mouse, click around to cause Jonah to walk, and on hotspots (highlighted by arrows) or speech bubbles to interact with the scenery or talk with people. Most of the time you're just looking for whatever can be clicked, and that will advance the story, making this more on the "interactive art" side than the "game" side, but there are two minor puzzles.
Analysis: Loondon's strength lies in its beautiful art and evocative soundtrack. The creepy steampunk aesthetic of the game reminds me of works such as the Mysterious Geographic Explorations of Jasper Morello and the books of author China Mié ville. My first thought upon hearing the title "Loondon" was to wonder if was connected to Mié ville's work "Un Lun Dun," and while it isn't, I think fans of one will enjoy the other.
The rhyming couplets of the narration are a bit hackneyed and forced, and in several places could use proofreading, a fault all too common in flash gaming, even story-driven games where typos and missing punctuation jar the reader out of the experience. When the errors are things that even Microsoft Word's spellchecker would catch, the player is left wondering if the developer thought to check them. When contrasted against the intricate detail of the art, the sloppiness in allowing these errors is even more puzzling.
Ultimately though the writing doesn't detract that much, because the emotional core of the story is in the heartstring-tugging visuals of Jonah with his plucky kerchief-on-a-stick versus the cruel silhouettes of the villains of the game. The name and logo of the makers of the game, Flip-n-Tale, suggest that there could be more of these storytelling point-and-clickers. Perhaps if they take the radical step of making the storytelling completely non-verbal, and keep up their high music and visual standards, they could have a classic on the level of Samorost. In the meantime, what's here is worth seeing.