Разработчик: Ludosity
Описание
Авторы Ittle Dew взяли классическую формулу приключения и, выбросив из неё всё лишнее, оставили игрокам только чистое удовольствие. Разгадывайте хитроумные головоломки, исследуйте остров и наслаждайтесь пародиями на видеоигровые штампы!
• Разгадывайте многочисленные головоломки и находите секретные пути
• Проявите находчивость, комбинируя различные инструменты для достижения целей
• Красивая мультяшная HD-графика, нарисованная вручную
• Настоящий рай для спидраннеров, с таблицами рейтингов для всех способов прохождения игры
Поддерживаемые языки: english, french, german, hungarian, polish, russian, italian, spanish - spain, japanese, portuguese - portugal, swedish
Системные требования
Windows
- OS *:Windows XP
- Processor:1,5 GHz
- Memory:1 GB RAM
- Graphics:DirectX 9
- DirectX®:9.0c
- Hard Drive:1 GB HD space
- Additional:Xbox 360 Controller Supported
Mac
- OS:Mac OSX 10.6 Snow Leopard
- Processor:1,5 GHz
- Memory:1 GB RAM
- Hard Drive:1 GB HD space
Linux
- OS:Ubuntu & Mint supported
- Processor:1,5 GHz
- Memory:1 GB RAM
- Hard Drive:1 GB HD space
Отзывы пользователей
Ittle Dew (a joke misspelling of the phrase "It will do") is yet another game that didn't turn out the way I thought it would.
From its presentation it looks like a cheap Zelda knockoff, possibly with some outdated 4th wall breaking internet humor, but it's not.
To figure out if you'll enjoy this game you can ask yourself this simple question:
What do I think about block sliding puzzles?
- a) Love 'em
- b) Okay I guess
[*]c) They should be classified as medieval torture devices
If your answer is b or c, I don't think you'll like this game very much. It's like 95% sokoban.
Otherwise, get it. If you're still not convinced, read on.
Structure
There's one main dungeon: the castle. It's a large interconnected area with lots of puzzles. While maneuvering your way through the castle you'll find chests full of gold coins (in increments of a hundred). Using these you can buy items from the shopkeeper outside. After buying an item and doing a small dungeon to get it, you may use it in the castle.
There are 3 items in the game: the Flame Sword, the Portal Wand and the Ice Wand. Using these you can delve further into the castle and eventually reach the final boss and find the Artifact, the main goal of the game.
The most interesting thing about this is that while the game expects a casual player to get all three items, the game is fully beatable with any two items. How you navigate the castle and approach the puzzles change drastically if you limit yourself to only two of them, and the game is short enough that this is easily worth the two replays to solve the other paths.
I liked almost all my time spent with this game. The exception follows below.
The Master Cave
The Master Cave is an optional location that you can only tackle with all three items. It's a gauntlet consisting of 12 back-to-back puzzles, which are some of the hardest the game has to offer.
The reason I didn't like it is that I feel like my trust was betrayed somewhat. That sounds dramatic, so let me explain.
When you play a puzzle game, it's like you develop a relationship with the puzzle designer. Through the puzzles you solve, your image of what kind of puzzles this person designs becomes clearer, and you get a sense of what you can expect from them.
Puzzles have two parts to them: Figuring them out, and executing the solution. The ideal puzzle in my opinion is where figuring them out is hard, but the execution is trivial. This can of course vary within reason.
The simple fact is that the Master Cave features a rather sharp turn in design philosophy to one I'm not a fan of, namely placing too much emphasis on execution. Nothing in this game requires the speed and dexterity that the Master Cave does. While I did solve it, and it could be argued that it's the Master Cave after all (the dev has gone on record saying "it's the master cave, sorry not sorry" (paraphrased)), I did not find it enjoyable at all, because once that trust had been broken, I kept asking myself "is it one of those puzzles, or is it a good one" throughout the rest of the Master Cave.
It's in my humble onion a blemish on an otherwise solid puzzle game. Rest assured that the rest of the game is really good.
Afterword
This game has been sitting in my backlog for years, and it was really on a whim I decided to play it.
Even if you decide to not get this game, at least take this review as an example of why you should check out the games in your backlog.
I know you have one. You have good games in it, and you should play them.
It's a Zelda game that's basically all Sokoban puzzles and does a lot to respect your time. The last boss fight kinda sucks but the rest of the game is good enough to where I think its few faults don't really matter at all. Give it a try. You'll have it done quickly but it's quality.
she ittle on my dew til i
I can clealy remember two games where I was stuck on puzzle I couldn't figure only to find the solution later, thinking about it while I wasn't playing the game. The first is Alundra and the second is Ittle Dew.
There's fewer terms that have a stranger legacy than Zelda-like, most of the time it seems to mean top down view and nothing much more. What defined most Zelda games though was a how specific it was about closed-off and self sufficient dungeons. But at the start of the last decade linear games started to fall out of grace, both open world and intricate interconnected imposed themselves as the new norm, to the point where even when this game mostly adhere to the later type of design you'll still find some people complaining about having to push blocks on switches to open doors. Because everyone like Zelda, just not THAT Zelda. And Ittle Dew is the game that is THAT Zelda.
While a good portion of games turns away from dungeon design, even when nostalgia about completly outdated game genre is still common and well recieved, Ittle Dew doubles down on it discarding everything else. Exit verdoyant overworld and illustrous quests, hello beating up random people and stealing their lunch money. Most of the game is compromised of one single castle with the extra gimmick that it can be explored in a numerous of way. Better understanding of the game weird rules allow to open alternative way to new corners of the castle and sometime even new ingenious ways to open doors to rooms you have already visited, if it isn't what adventure is about then what is it ?
The comitement this game have to "solve this sokoban puzzle to open the door" is probably unmatched, even more than ten years later. And there's something I love about it is how it's open ended design just allow to kinda wander in the castle doing whatever you manage to solve allowing you to probably finish it at some point. This game puzzle are for sure on the harder side but the hardest ones are also completly optional and often signaled as being optional. I currently have all the achievement for this game and there's a room in I just never really solved because by the time I got familiar with the trick to access it, I had already found a (pretty disguting) way arround it. It's common for games now to boast about "you can do everything in any order", but few ones actually nailed it as well as this one.
I sincerly think Ittle Dew have little serious competious in the very specific interests it appeal too and yet it goes in lengh to do it right.
And I'm not saying that just because one of the achivement told me I was smart while no teacher ever did.
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Дополнительная информация
Разработчик | Ludosity |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 16.01.2025 |
Metacritic | 67 |
Отзывы пользователей | 92% положительных (307) |