
A simple 3d puzzle game.
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Themes across 69 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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最简单的形式,最自然的机制,最困难的谜题
[h2] 🥇200 QI Sokoban [/h2] A base do jogo é aquela fórmula bem conhecida de empurrar 'caixas' até o objetivo. O jogo itera nessa fórmula adicionando muitas camadas: [list] [*]Não são caixas, são salsichas e você deve torrar (chegar ao objetivo) com seus dois lados [*] O garfo que o personagem carrega pode fazer movimentos angulares, além dos movimentos direcionais. [*] nas condições certas é possível espetar as salsichas, abrindo mais um leque de movimentos e puzzles. [*] fases com múltiplas elevações [/list] O jogo não tem um tutorial. Confesso que fiquei confuso de inicio. Os níveis iniciais não são triviais. Quando pega-se o jeito dos movimentos o jogo se torna divertido e desafiador. Os puzzles são muito bem desenhados, variados, cada um exigindo uma solução única. Agradeço ao meu amigo Endsieg pelo presente!
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Languages: English**languages with full audio support
Hours played at review time, across 69 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
great tower level is too hard. the game is absolutely amazing otherwise
nice
早先解谜神中神,看起来影响了很多后来的作品。简介一句话,里面的“simple”字样和误入一个困难关(每一章题目是交叉摆放的,没有难度提示,很可能会直接进入非常困难的关卡)寸步难行形成鲜明对比,像是嘲讽一样。在控制一个手持叉子的二格单位笨重移动,学习叉子和香肠卷互动方式做另类的推箱子,并且发现精准烤香肠卷每一面的目标才开始真正的游戏。核心机制很简洁,每一章在此基础上做出很合理的衍生,但实际复杂度很高。同时游戏言简意赅地在各章放一句话剧情,并在终章同样简洁地徐徐展开——原来有这样兼具凄美和怪诞的故事在等着你,惆怅,但意犹未尽。
好玩,很难,但是没有难到那种完全玩不了的程度,绝大多都是好好思考就可以做出来,并不是一个只会堆难度的游戏
初见看似普通,实际惊喜不断,玩到最后就算能翘起地球我都信。谜题设计的非常出彩,没有生硬费脑的解法,会不断地学习新的技巧,解决新的难题,成就感满满,思考的时候经常会顿悟。
[h3]9.0/10[/h3] 确实神作,刚过the great tower立刻前来好评 画面确实很粗糙,但是解法真特么有美感,可以说我目前玩到的大部分关卡都各有各的韵味,谜题质量高的惊人 最近整了个掌机,本游戏非常适合掌机没事就掏出来玩两关 [h3]我的心路历程[/h3] 前期部分关卡确实有点纯靠穷举,亦或者说因为前期都是在熟悉叉车操作,场地给的非常极限,基本都是唯一解 作为一个无教程游戏,熬过前期之后会经历一段非常容易解开并且甚至存在容错空间的关卡,相比于第一部分宛如提纯玩家的难度,第二部分才像是真正的教学关,[b]更加让人不禁怀疑作者是叉车司机[/b],我愿称之为甜点时刻 点名表扬 twisty farm 和 the great tower 再往后还没玩到,粗略看了一下构造已经有点害怕了 [h3]其他[/h3] 非常先进的适配了各种分辨率,在4:3小掌机分辨率下运行良好 音乐略带诡异,听多了究极催眠 自机被烫到甚至会娇喘
玩完之后多了几根白头发
i had a lovely time with this game :) the puzzles are excellently crafted and i personally never felt that a solution was absurd and frustrating to realize. before getting into any more depth, id recommend this game for people who enjoy figuring out complex sokoban and love the feeling when everything just clicks and a solution comes into view. on the other hand i would probably stray from it if you: - dont enjoy sitting with a puzzle for potentially several days - prefer to leave the trickiest puzzles for last (the game's world system works such that you need to complete every single puzzle in one to advance to the next. while i really didnt mind this, i know that some people might be put off by the game softly forcing their hand in this way) - prefer rules in puzzles to be explicitly spelled out rather than having to figure them out yourself - havent played any sokoban before/are generally new to puzzle games (though this is probably the least important point. if you like diving into something new and are more partial to feeling wonder & excitement over Unfamiliar Dread then by all means pick it up ^^) ill go over the game's mechanics and ending in detail below. if the premise sounds interesting i highly recommend picking it up and playing as blind as possible :D the price is steep but it goes on sale often (though after playing id say that the experience can well be worth its normal price too) [spoiler]the description calls it a "simple" puzzle game, and i find that a wonderfully fitting word to use. while the puzzle design gets really involved, with some of the later puzzles being so expansive and multi-fauceted that it can initially feel overwhelming, the core of the game always stays the same. you can move, undo, and reset. at no point do you gain new tools or abilities. but from start to finish the entire game is filled with moments where new ideas are introduced. your toolkit remains the exact same, but the level design evolves to allow you to utilize more and more of it. it's an incredibly satisfying system and one that's delightful to experience blind. there were many points where i thought "there's no way something new suprirses me now" - and then it did! [/spoiler] [spoiler]theres of course the great tower, which is kind of an infamous stage for how confusing it is at first glance. after a fairly smooth starting complexity curve you suddenly see a stage which simultaneously introduces a lot of new concepts, and its really scary! i think a players reaction to this stage in specific will also reflect how they fare with the puzzles for the rest of the game. someone who feels dicouraged and unwilling to interact with the puzzle because of its overwhelming appearance might not find the path ahead particularly exciting or satisfying. as for me though, after the initial shock passed, i mostly felt a great intrigue and desire to figure everything out, bit by bit. to figure out how to solve this behemoth. and it felt awesome when i did! while i dont think any stage radiates that same sheer Power when you first see it, i think in pretty much every world theres a single standout stage which is intentionally starkly trickier than the rest; theyre like these tests that appear every so often and check if the player has the right approach to keep going. very rarely are any puzzle elements strewn around randomly - respecting that and trying to come up with how to make the most of them makes the whole game far more enjoyable. seeing the tower, feeling the tower, solving the tower, and learning from the tower were some of the most memorable moments i had while playing :)[/spoiler] [spoiler]one more stage that drilled itself into my head was dead end. i dont have nearly as much to say about it aside from it probably being my absolute favorite execution of how SSR introduces new mechanics. i always loved seemingly impossible puzzles that are not just for show, but are entierly solvable within the game's ruleset. fishing up the grill will remain in my heart forever as one of the coolest things this game does -w-[/spoiler] [spoiler]later on there's the apex which i just rly enjoyed figuring out. i loved how it effectively a few smaller puzzles chained together, and noticing that i have to get the ladder block on stephens head to be able to reach the end felt great[/spoiler] [spoiler]god pillar was really cool visually and so atmospheric. part of me wishes it was a harder puzzle, since the solution i felt was fairly trivial, just heavier on execution. it is a really sick and memorable solution though, and the visual of climbing to the game's highest point with a tower constructed yourself is awesome. i also really enjoyed the final walk back to cook all the leftover sausages, especially since it gives you a reason to view all the story text in one go with basically no interruptions. on which note… the story is curious! i was definitely at least a bit invested to learn more about it as i went thru the game. the themes of Flood, Knowledge and Cycle (with the ending itself) are also v interesting. it feels like a collection of ideas that ill be thinking about more :3 i also appreciate how the story is both easily accessible and easily skippable; anyone who's in it for the puzzles is never forced to interact with it. im very glad i got through it from start to end [/spoiler]
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