
Elizabeth is a decryption leisure game.The protagonist is a young man who has just stepped into the society, shuttling through the picture frame in search of freedom and love.The game screen is fresh and lovely, each level has rich puzzles waiting for players to solve.
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]elizabeth[/b] is one of those games where each level consists of a bunch of images and you have to re-arrange them to make things happen as they should when the play button is pressed. a black frame means the picture can't be moved, gold is the goal, also fixed, white is what you're working with. the [b]pictures don't always form one continuous scene[/b], you might have to match something to make something happen before something else can happen (trying not to spoil things here). it's essentially a romantic story told without words, as is often the case these days, and it's cute without being sirupy. [b]14 levels[/b], a few with multiple goals (alternate endings, if you will). [b]fall damage is a thing[/b], if there's too big a gap between pictures, you'll die (or similar) and have to start over, but sometimes it can (and has to be) alleviated somehow. there are alternate paths to create, but unless there are multiple golden-framed pictures, they're only for achievements for torturing the poor guy in various ways, which is always fun. there's even a photo album where these incidents are collected. you can zoom in/out with the mouse wheel or double click and [b]there's a fast-forward button during retries[/b] to make the character run through scenes already seen instead of walking. nice and necessary touch, sadly it doesn't work with other animations, but you can usually zoom out and move other stuff around while they're playing out, so it's not too bad. and another handy thing, as ambiguous as it was for me at first, is the [b]hint system[/b]. click the question mark and solve a trivial jigsaw puzzle to get a picture hint of what you should do next. unfortunately, it's not available on the final level. resolutions and windowed mode are available via the unity launcher, separate volume and brightness settings in-game, and while you can choose between english and chinese, there's zero text in the game (except for the title in the main menu) and achievements on the store page only have chinese descriptions, but that's what google translate is for. the graphics are beautiful, the music is a bit repetitive, [b]should take about 3 hours and it's definitely recommended even at full price[/b], more reasonable than the [b]framed collection[/b] (though that contains two games), not to mention the daylight robbery that is [b]gorogoa[/b].
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Languages: English, Simplified Chinese
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A cute little puzzle game about freely arranging photo frames on a wall so that the protagonist can walk through them to one or several alternative goals. Some of those pictures interact with each other, some can be moved, some can’t and so on, I guess you get the drift ;) It’s a bit like The Pedestrian or Framed if you know those games, just a bit simpler. Anyway, the game is a tiny Chinese production and rather short, no question, but somehow it’s got a lot of charm to make up for that. The minimalistic animations and painted graphics are nevertheless adorable, music is different for each level, lots of funny ideas present, and in the final levels it even can get a bit tricky. If I really should name one point of criticism, it’s that every time you fail/die, everything is reset to the start, so you have to arrange everything again, and especially in the end it gets a bit tedious (a separate rewind-a-step-function would have helped I guess). But I don’t know, I actually don’t want to be too draconic here in this case because I definitely enjoyed it a lot, maybe even more than I had thought at first. It’s also super cheap, so there’s not really much speaking against giving it a try if you’re an indie puzzle fan, especially at sales (around a Euro then).
《艾莉莎:回忆画廊》是一款画风很清新的解谜游戏[spoiler]温馨的撒狗粮故事[/spoiler],全程没有文字,靠着玩家手动拼好图来讲述社畜男主如何逐步走向虐狗生活。简而言之,玩家将不同的画框连接起来,最终让男主成功到达金色的画框即为通关。这听起来有些像《FRAMED》,不过玩起来天差地别[spoiler]因为大部分时间都在卡判定[/spoiler]。 [h1]基本玩法[/h1] 本作的场景要比画加起来大得多,除了有些黑框画和作为结局的金框画是固定的,其他都可以随意拖动。要到达金色的画框需要利用画中的地形[spoiler]上下坡、车站入口、样式相同的门、电梯层数……[/spoiler]与画框本身的高低差,同时一些画内也有着可以互动的人和物,其中一部分画拼起来后会进行互动改变画里的状态,玩家需要通过将合适的画拼起来来触发事件,或是清除阻碍,或是助力前进,要注意的是拼接的顺序有时候也很重要。 而这个游戏内的解谜部分……虽然本作的画风看起来很温馨、很贴近生活,但是部分解谜就和这个游戏的玩法一样充满超自然色彩[spoiler]比如用伞和沙发把你弹起来,抢雨伞做降落伞,秋千接人[/spoiler],虽然很有想象力,但是有的时候确实不容易推理出来,需要反复尝试。 不过需要注意的是有的关卡有多个目标(金色画框),甚至会有隐藏目标[spoiler]目前只有倒数第二关可以用鬼吓跑小情侣这一个[/spoiler],而不同的目的所需要触发的事件也不同,胡乱触发可能会导致所需的画被固定在错误的地方,所以不要一股脑的全触发了,要规划一下路线。 除了过关之外本作也有特殊的失败成就和可解锁图片,大部分是少想一层就能达成,但有的时候也需要额外的操作[spoiler]花盆砸和被吓那真的就是特意谋害男主才做得到……[/spoiler] 而游戏的体量并不大,全成就大概五个小时不到,如果只追求通关的话大概可以打对折,不过作为一款原价18的小游戏来说也不算短了。解谜难度的话前期简单,后期会变的有点难——主要是因为卡判定也是游戏的一环,以及每次GAMEOVER都会从头开始。 [h1]不足之处[/h1] 是的,这游戏的很多难度并非来源于它的谜题。 最大的问题就是判定,由于本作可以自由拖动画框,画与画之间地面的判定就变成了必须要面对的问题。本作的画框不需要拼的严丝合缝,只要男主不会从中间漏下去就行。然而画框之间的判定也不是那么容易掌握,我遇到过卡在边框不能寸进的BUG[spoiler]最后一关从黑框出门朝左,左侧拼船夫那块死路[/spoiler],也遇到过从地面的边缘直接穿模落水的情况,只能说注意画内高低差,有的时候确实很难判断地面是否接上了。 同时,本作的很多设计都不太友好。第一是奔跑,游戏现在有个BUG就是高低差较大时、落地重整架势后跑步就会中断而且不能再跑,大大延长了试错时间。而如果你想留着奔跑键等较长的一段平地再用的话,很可能会无数次看见奔跑键莫名其妙消失。这可能是因为系统算出了本次注定失败?但是这个时候才更需要奔跑啊,因为玩家需要高速看一遍问题出在哪……第二则是GAMEOVER后画框全部归位,但是由于行动逻辑有点迷,最好是多让男主摔几次来判断他的行动路线,这和奔跑问题结合起来大大拉长了游戏进度……如果把GAMEOVER后改为继承上一次的画框位置的话,我感觉会友好不少。 当然,本作还是值得一玩的。价格便宜,温馨虐狗,看着主界面的要素随着完成度变高而增多也有点成就感,期待更多狗粮。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
初见玩法类似致命框架,我是想给好评的,正好喜欢这个类型。 人物僵硬、节奏拖沓,倒不是致命缺陷,对小制作来说可以接受。 一次失败需要彻底重来,虽然前面每关都不怎么复杂,但加上之前提到的节奏拖沓就非常磨人耐性了。 有很多需要人物横向移动的画框,背景跟左右的固定画框毫无衔接感,对解谜思考会产生干扰。 让我决心给差评的关键点是下楼接妹子那关,感觉作者此时已经完全放弃了逻辑,而是为了设计关卡而设计。 为什么阳台旁边的粉色圆形物体不是桌子而是蹦床,为什么下个楼竟然要用到跳楼的方式,为什么二楼走出去是马路? 随后的几关则并不是在关卡线路上变得更复杂,而是用多个终点的方式把几个分支路线混合起来,乍一看显得很有挑战性,实际上并没有增加多少趣味,因为反复重试的体验并不好。 而出乎我意料的是这之后竟然就是结局了,就是一个社畜逃离眼前的苟且,追求诗和远方的妹子的故事,简单的一条直线,甚至没有小蝌蚪找妈妈来得曲折。 要说优点的话,美术和音乐还算可以。 如果这是一个游戏初学者的个人独立作品,我觉得还算是不错的作品。 但是以成熟游戏市场的标准来说,这个作品过于稚嫩了。
Weird feeling though, everything isn't bad about this game, but playing this right after playing [b]Framed[/b] just make this the lack luster in compare... like adult and child difference... So here's the sum up... This game has nice and cute artwork, but in huge contrast, it also introduced animal and kid cruelty in the contents... not very appropriate imo... The story part is way too simple and short, especially compared with [b]Framed[/b], this one is just a 3 sentence story max, boy meets girl, boy wants girl, boy get girl... no depth to it at all. The puzzle part is clearly inspired by the [b]Framed[/b] series, but the fact that there's no relation between most of the picture frames and the different sizes of the frame is causing some trouble, plus some frames tried to snap into each other and lock in place can cause trouble when you try to place the frame around too... Well, basically, this is a nice game. And if you played [b]Framed[/b] series before, don't expect this to be any good near [b]Framed[/b] quality. But if you haven't played [b]Framed[/b], it's recommended that you play this 1st before playing [b]Framed[/b] to avoid huge disappointment. Also, this game is a bit too short compared to the price it ask for, so it's not recommended to get it on full price. [b]Framed[/b] collection is a lot cheaper and well worth it compared to this one.
动作不流畅:开幕闭幕动作简陋而卡顿宛如我学了半天动画做出来的作品;点开场景第一下还要再缩小一把才能玩,您一开始给我个全局图不好吗?谁要看您这细节啊? 音乐枯燥,大量无意义画面。我为啥要顶着这个一般般的音乐看男主人公在公园走路?我为什么要看男主人公慢慢走过卧室喝咖啡还要思考几秒人生?我闲得慌?可能是我最近有点烦的缘故,听着这音乐我就想骂人。 玩法跟致命框架一模一样,但是缺乏致命性和节奏感,想学人家的简洁和温暖的画风结果学成了简陋。 画风,可爱而泛滥。 另外,既然要做这种游戏,为什么只有为数不多的几种出发巧合和小细节的方式?别的思路也是可以的吧?
完美通关,全成就34/34,游戏时间3.3小时,融合了《致命框架(FRAMED)》和《梦游先生》的玩法及创意。拖拽画框的时候比较卡顿,还总容易被其他画框卡住,需要一直整理操作界面,略有些烦躁。最后两个场景难到令人头秃,就冲着制作组能把这种关卡设计出来,都应该给他们点个赞。
【简介】 简单来说就是一个社畜在某一天的上班路上对一个女生一见钟情,然后机缘巧合帮了女生,最后两个人在一起的简简单单的解[spoiler] (爱) [/spoiler]谜[spoiler] (情) [/spoiler]游[spoiler] (故) [/spoiler]戏[spoiler](事) [/spoiler]。 【画面】 画面是这部作品最大的优点。 整个游戏都是以画框的形式展开,风格是色彩鲜艳的童话式的彩绘风格,非常符合本作浪漫温馨的格调。 当然画风之类的很难用语言表述,大家从游戏截图和预告片中就能很好的体会啦。 【UI】 整个游戏流程不长,玩法也不复杂,所以UI也是非常简洁明了的类型。 手绘风格的选项图标,选关界面以画框的方式展开,艺术性十足。 【玩法】 拖动画框以拼凑故事的玩法很有新意。 右边完成拼图便可以得到解谜提示也使得解谜难度适中[spoiler] (最后两关除外) [/spoiler],非常适合放松的时候游玩。 另外游戏中还有些许很有趣的小彩蛋,增加了不少趣味性。 美中不足的是拖动画框的动作不够流畅,越过其他画框拖动的时候会有很严重的停顿感,有点影响游戏的流畅性。另外每关失败得从头开始,对于后面复杂的关卡来说每次重新拼确实让人有点头大。 【音乐】 全程的bgm貌似是一个旋律,不同的剧情节奏也不一样。 Bgm虽简单,但很洗脑,及时玩过一段时间,有时还能回想起那魔性的音乐。 另外有些画框能发出画框当中环境的声音,这点设计的非常细心。 【剧本】 虽然是解谜游戏,但是本作的剧情并不丰富[spoiler] (甚至不得不说流程有点太短了) [/spoiler],人物没有台词,整个故事就是一个大框架,细致的故事情节并不多。 作为爱情故事,男女主之间基本没什么互动,后面几关的多结局,我本以为会影响之后的剧情走向,结果貌似也就只有一条线的样子,这点略有失望。 如果在之后的更新中能再多加点两人撒狗粮的关卡,或者剧情更丰富曲折点儿的关卡,我觉得会更好吧 。 【总结】 总体来说算是一个非常适合放松的小小的解谜游戏。流程不长,难度不太高,适合在闲暇的周末抽出两个小时欣赏这些美丽的画幅,顺便体验其中甜蜜的爱情故事。
脑洞大开,还要吃狗粮!过分了
Fun game. Got kinda stale toward the end so I never finished it. Maybe I'll mess with it again some day.
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