
English Country Tune is a luxuriant abstract 3D puzzle game containing more than a hundred levels situated throughout 17 worlds.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
香肠卷作者的另一款作品,3D推箱机制大乱炖,总共出现了七八个机制,都比较反常识(例如根据推的方向决定其受到重力方向的小球),难度中等偏高,手感不好。有几个长得就很怪的机制的更怪的运用,但同时因为腾挪过多导致这个亮点不足以抵消游戏流程中的痛苦,这一点在香肠卷里用得好很多。不推荐。
Increpare's sense for puzzle design really jives with me, but it's his aesthetic sensibilities that take his games somewhere really special. The presentation here is touchingly somber. It feels at once primordial and futuristic.
익숙하지 않은 규칙과 오브젝트로 이루어져 있는 난해한 세계지만 찬찬히 생각해 보면 그 속의 아름다운 구조가 보이는 소코반 수작 경우의 수는 많아도 해야 할 것과 하지 말아야 할 것이 명확해서 핵심 아이디어만 떠올리면 풀 수 있을 정도로 퍼즐 자체는 심플하다 그래서 스테판 소시지롤과 비슷하게 초반 적응 기간이 제일 어려움
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
相当值得琢磨的怪机制……规则很有意思,一些旋转比较晕的关卡有点反人类,不过总体而言都是设计得不错的关卡。最难的是自由构造关,需要真正理解了问题才能做出来。
Hidden gem of a puzzle game that's wormed its way into my head. I just finished Stephen's Sausage Roll, was craving more difficult puzzle games, and saw this as increpare's other game. While at the height of playing SSR, I'd be distracted in my day to day life, rolling sausages around in my head as I talked to people. This game has achieved a similar Tetris effect in that since I started I can't stop rotating shapes and moving rectangles in my head. When I'm stuck on a puzzle I'll play it in my head as I go to sleep and on one occasion have had to get out of bed because the solution came to me.
能做出ADVwhale第二关的傻逼属实是沉浸在自己的世界里不知天地为何物了
It's definitely for more experienced and/or motivated puzzlers, It is a masterpiece though. A few comments. There are some puzzles early in the game in Larva and/or Whale only stages that are very challenging and have exceptional craftsmanship and creativity. But then in the late game the difficult generally drop to what should have been the early to mid game difficulties. So it is kind of odd to go through a big struggle with the first handful of stages only to find the difficult dropping and rarely climbing back to anything close to those first stages. I feel like that's partly why this game gets such an interesting reputation, for better or worse. Some of the levels in the first few stages are real humdingers and you basically just started playing and it makes quite an impression. And last couple of things is related to those same early Larva and/or whale stages. The gravity mechanic is a bit unclear/confusing and a better explanation would have went a long way imo. Especially because you can swing your square through a 270 degree arc before landing but push a larva or whale in the 90 to 180 portion of the swing and the gravity imbued is given by the orientation of the square immediately after the push at the 180 mark, and NOT the orientation when the swing move stops at the 270 mark!! This next part is going to be a bit of a spoiler for people just starting the game so don't unspoiler if you don't want any hints yet. [spoiler] There are some specific puzzles where the main point is to find a neat trick in the puzzle mechanics, but I feel like the extended consequences of the base mechanics is somewhat arbitrary. Specifically, when pushing one object into another object, that second object inherits the same gravity as the first object even though your square does not touch it. That was the most unintuitive one for me. [/spoiler] By the time I got to the Freezer stage and a clever trick is introduced I was fine with it because I had already figured out that you can't assume what order things will happen in during a swing of the square. And just in general I feel like I had gotten partway into the head of the developer and my intuition started to line up with the actual solutions more closely. But only after a dozen hours of intense brain exercise and a couple of brief existential crises. I'm not sure if the difficult to phase of the game relationship was skewed towards difficult first intentionally or not. Perhaps to showcase the finest puzzle designs relatively early and/or as a flex in terms of challenge. But in any case my mild complaints really only serve to enhance the mythology of this game. Stephen Lavelle is a legend. Thanks for this one. I'm sad I'll never be able to play it for the first time again.
Nice and simple IQ type puzzles!
I've had this on the back burner for years, as I think I got it with a Humble Bundle for cheap with some other games I wanted more. I'm glad I took the time to finally play this. The puzzles are challenging, some more so than others. I would consider myself a strong "puzzler", and some of them I got through quickly while others took time, and even in a few instances I had to look up the solution after trying for a while with no idea how to proceed. In any case, if you make a mistake you can either start from the beginning by backing out of the area and restarting it, or you can press the Z key to undo one move at a time if you are on the right track but make a short series of mistakes. You need good 3D spatial awareness to make it through all puzzles, and there were a few that I skipped because the camera is too restrictive and I found it frustrating. The camera will automatically center on the player and rotate as you rotate your movement piece. There are a small number of puzzles where a different camera would have worked better. In the most complex 3D levels I encountered, a fixed camera that could be moved totally independently of the player piece would have been ideal as the existing camera was constantly changing the viewing axis and rotation with every move or every other move. For a few of the "2D" levels (because the whole level is on a plane), turning off the camera rotation would have been better since it's not helpful. Overall, I only encountered camera frustrations on <5 levels, so not a deal breaker. This game is graphically simple, but it doesn't need to be more complex, as it is a satisfying challenge of a puzzle game and more detailed graphics may have distracted from what it was trying to accomplish. It provided me >10 hours of game play for a base price of $5, which I think is a steal. Definitely recommend if you want a good puzzle experience.
Hi! Steven. Cool game. I think It will be better with Chinese language support.
Players by region
Where this game's players are, estimated from review languages.
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| — | 0 | — | — | |
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| $40.1K | 76 | 58% | $19.99 | |
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