Nawalli creates a curiosity as soon as you have the box sitting in front of you. I'm so used to seeing dramatically overstated attraction artwork, that the colour scheme and simplicity of the Nawalli box was a refreshing change. When you remove the lid and start going through the cards I'll be surprised if you don't spend time appreciating the style of art on offer here. Nawalli's theme is based around traditional Aztec artwork which means you have extremely strong images and line work, strong colours that often clash with each other in a delightful way. The artwork and theme alone was enough to want me to see how this would play on the table. Nawalli is a lane battler, along the same lines as Sol Forge, where you'll be playing Nawals into one of four lanes with the aim of trying to capture Tonalli gems. Gather thirteen and you'll win the game which differs it from the normal 'reduce the enemy down to zero'. It gives the potential for more of a tug of w
CLeM is gently unsettling from the very start. As you begin to explore the cartoon style mansion you find yourself in, you start off with only a diary with the word CLeM embossed on the front cover. You also don't seem to be human, instead you walk around the halls looking like some kind of sad sack cloth doll, mismatched eyes and slow of purpose. The only thing guiding you onwards is a voice making demands to be shown examples of various qualities, the first one being 'beauty'. CLeM calls itself a 'Puzzlevania' which is meant to mean it mixes exploration and puzzle solving but also means that you unlock new tools as your progress to allow you to unlock previously inaccessible puzzles. In practice this means that as you explore the mansion you'll come across items that you can combine to create new tools to use in puzzles, like the lock pick (which gives you a very fun minigame to play). Some puzzles require you to combine items with the environment in order to