Lucy recommends: Funeral for the Sun
🌸 Obra Dinn and Roottrees fans: this one's for you
Hey folks, welcome to the weekend.
Man, what a week. In case you missed it, on Wednesday it was revealed that BioWare was being shut down. I have a long and storied relationship with the studio: I count a number of its games as some of my favorites of all time, I've been fortunate enough to visit and talk with its developers, and I hosted a San Diego Comic-Con panel for them in 2024. The writing may have been on the wall, but it doesn't make it hurt any less. I wrote about why Mass Effect was such an important series to me for The Guardian, which you can read it here:
In other news, it's the Friday of Next Fest, and if you're looking for my picks of the event, you can find 'em here:
And if you're looking for me complaining about Next Fest, you can find that here 😬
But let's move on to this week's pick, and my overall pick of Next Fest: Funeral for the Sun, a hand-drawn deduction game by a solo dev in the same vein as Return of the Obra Dinn and The Roottrees are Dead. Let's get into it!
🎁 Before we jump in!
This week, paid LFG Supporters can enter a giveaway to win a copy of Nomori over in the Discord. You've got until 4:00 pm PT on Sunday October 25 to enter, so good luck! If you're not a Supporter and would like to support my work at LFG, you can hit the button below. You can pledge monthly, or get a year for $50 (that's two months free)!
What's the story of Funeral for the Sun?
In the 1960s, the town of Cerro Milagroso was destroyed by an enormous fire and its 700-some population almost entirely wiped out. That's the official story, anyway. You must investigate the town and piece together its relationships and family trees to get to the bottom of what really happened.
What's the gameplay loop of Funeral for the Sun?
🔍 Investigate the ashes of Cerro Milagroso. Pay close attention to your surroundings and figure out the names of the people who used to live there. Touch the mysterious flowers dotted around the town to see flashes of the place in the past, and find items like keys or blades to help you progress further and solve the occasional puzzle
🤔 Use your notes to figure out not only who's who in Cerro Milagroso, but how they're connected to each other. Sometimes you'll see the same person at different stages of their life, so you need to combine their portraits to get the whole story
📋 Complete your task checklist to progress further into the town. Progression is gated to make sure you're not getting too far ahead of yourself and to ensure that you know the key pieces of information you need to
📝 Keep your notebook handy. Use it to write down notes and capture memories you may need to refer to later. Use the different colored pencils to denote the different kinds of relationships between the characters: are they related? In a relationship? Or did one kill the other...?
Who's making Funeral for the Sun?
Funeral for the Sun is being developed by 23-year-old solo developer Nicolás Cid Delgado, who resides in Puerto Rico. He and his brother Alejandro started entering game jams together in 2020 before Nicolás went to college to study Latin American Studies, where he took a game design course in his final year. After graduating, he took a year off to finish this game and it launches on November 9. While art, design, programming, and writing were done solely by Nicolás, Alejandro created the music for it.
Try the Funeral for the Sun demo
Why Funeral for the Sun rules
Huge thanks to Nicolás for hopping on a call with me to talk about the game!
Inspirations: Nicolás was inspired by Return of the Obra Dinn, not only because it was a solo dev project, but because he admired the way that the game told its stories in a way that fits its time traveling and deduction based mechanics. "It doesn't even have much dialogue, but you get a real strong sense of the story purely because players are forced to engage with it in order to solve the game," Nicolás says. "I think there's a lot of games that are very much like, here's a story and then here's gameplay and they don't really mesh well. I think I wanted them to mesh well because I guess part of me just wants people to read the things that I have written, you know?" For the game's story, Nicolás took inspiration from Latin American fiction, (particularly the book 100 Years of Solitude) calling out the recurring themes of collective memory, the censorship of history and the people who fight it, and complicated families as things that stuck with him and that he wanted to explore. The writing is wonderful; offering snapshots at key moments and insights into characters that gradually click into place over time. The opening of the game is covered in the demo, and it focuses on the Solanor family. You poke around inside their house, slowly uncovering why the brothers are fighting, why the father is so despondent, and ultimately, some of their fates. It's a great start to the game, and by focusing on a singular family, provides a great launching pad to uncovering the rest of the town's secrets. There are supernatural elements too that I won't spoil here. I've played past the demo and can assure you: they're worth sticking around for.

Sound and vision: The first thing that struck me about Funeral for the Sun was its art style: the bold, flame-laden key art immediately catching my eye as I scrolled listlessly through endless entries for next year's IGF Awards. The entire game is hand drawn by Nicolás; it's sketchy, scratchy, and wonderfully human. In a game where you're working to deduce people's names and familial relationships, every detail counts, and they're gorgeous. I love that Funeral for the Sun is so colorful: a warm, rich palette of orange and red hues adorn its abandoned streets, and Nicolás also niftily uses color in gameplay, telling me, "Each of those memories in this kind of Obra Dinn memory world can be a different color depending on the era so I wanted something somewhat monochromatic so that it felt like when you were entering into a different era, you already immediately knew which era you were in." I'm always a huge proponent of striking art styles, and this one is stunning.
Adventure zone: One thing I was pleasantly surprised by were the light adventure game mechanics. Some rooms will be inaccessible until you find the right key, or some vines will block a path, requiring you to find a tool to chop them down. According to Nicolás, the game originally started life as more of an adventure game, but noticed that playtesters would simply find the items and progress, later finding themselves lost and confused after doing so. It's why he added a checklist to help gate progression along with finding the items, which really works. Knowing that there's a set number of connections to find or characters to name is comforting as a player, and in a game where every piece of dialog matters, gating in this way stops my brain from running a mile a minute and getting too ahead of myself. It's an elegant way to keep the player exactly where they need to be.

Connections: I'm a big fan of Obra Dinn and Roottrees, and I really enjoy that Nicolás has added combining portraits and establishing connections beyond their relationship status. Figuring out who people's parents are, as well as who killed who, is a delicious spin on deduction-based games, and makes me feel like I'm uncovering some really juicy secrets (and boy, do you). It's the mark of a great deduction game that seeing the pop up to lock in names or connections (it appears when you get three of either correct) is a fist-pumping moment each time. I've spoken before about how much I enjoy the writing, but it's also thanks to the quality of life features that mean I don't feel down if I get something wrong. I'm able to jot down my own notes and add entire memories (that, more often than not, will feature descriptions of key dates and events) to my notebook, so I don't have to keep backtracking. Upon revisiting scenes, conversations are entirely laid out, so you can scroll to the exact line you were looking for. As someone who checks their work often, I really appreciate the thoughtful design.

Hopes and dreams: Nicolás hopes that Funeral for the Sun finds its audience of course, but he also hopes that it shines a light on game development in Puerto Rico and encourages others to make their own games. He was able to attend GDC this year thanks to the Puerto Rican Game Developers Association, and would love for the local community to continue growing.
Final thoughts: I became immediately enamored with Funeral for the Sun. As a fan of deduction games, it ticked every box: thoughtful design, satisfying puzzle solving, and excellent writing, and it's so impressive that it's made by one solo developer. The worldbuilding is deftly layered, and I can't wait to see it through to its end.
Thanks so much for reading! I'll be back on Monday with Peek at the Week. I'll leave you with this absolutely wonderful review of Dressmaker from its Steam page that honestly made me tear up a little bit. Despite studio closures and AI slop and project cancelations, we've got to remember just why games matter, and I think this review does a wonderful job of that. Have a great weekend.



