Разработчик: Pyxel Arts
Описание
Feature List:
17 different types of Golem, each with unique personalities and abilities.
100 beautifully detailed, full 3D levels with challenging puzzles.
Puzzle Game with real time interaction.
Use catapults and cannons to launch your Golems, fly across the scenery with air balloons, travel through portals and many more crazy game mechanics.
The fusion of two Elemental Golems results in Combined Golems that inherit the abilities of both Golems and gain a new unique ability.
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Microsoft Windows 7 x32 or x64, Microsoft Vista x32 or x64, Microsoft Windows XP Service Pack 3 or later
- Processor: 2 GHz CPU
- Memory: 2 GB RAM
- Graphics: DirectX 9.0c or later graphics card, with 256 MB RAM
- DirectX: Version 9.0c
- Storage: 2 GB available space
- Additional Notes: 2 button mouse
Отзывы пользователей
Tags: Casual - Object Routes & Flinger
Additional Tags: Delete Local Content & Remove from Library
TLDR: Derivative tablet port with little to entertainment for adults. Unknown entertainment value for children. My guess is that by the time they are old enough to figure out the puzzles on their own they will find the game too kiddish for them.
Review: A tablet puzzle game with cartoony 3D models and low difficulty level meant at pacifying children of neglectful parents while absolving their guilt by pretending this is somehow partially educational by virtue of the fact that it has so called puzzles.
The transition to PC is not all that smooth with odd click drag controls to make the toddler monsters move in a certain direction. An action that has to be repeated every few steps for any kind of granular control. The game constantly reuses the same assets, and there are few animations. The writing is the most generic swill you could imagine. Because production costs were kept at a minimum this game has quite a bit of levels
This is a derivative of the sokoban style of game in which you must rearrange obstacles to bring crates to predetermined spots. Most hotspots have this naruto-style slightly fluorescent glyph on the floor to identify them to keep poking blindly to a minimum.
The twerking toddler victory dance was a little bit much... Repeating music loop is probably a mental health hazard
This is a first impression, not a full review, and I suspect it's going to stay that way. The reason for that is that this game is a timing puzzler with unsuitable controls.
The general idea is nice: you need to get colored runes to the same colored altars, except for tutorial dude, each elemental can only carry its own runes, and there are specific things only they can do, and they can be combined to combine their abilities. That should make for interesting puzzles, except they're timed, your guys never stop moving (why not?), and the camera and controls mean it's very hard to translate intent into the game world.
Now with the same basic mechanics, this could just as easily have been a puzzle where you draw some paths in advance, including possibly some wait times, and thenset it in motion like a machine. But instead, like Charlie Chaplin in modern times, I need to struggle to keep up with the "machine" that I want to see solve the level. Very annoying.
If you like timing puzzle games, this is a game you might want to try. If you like the puzzling without someone running and falling off a cliff while you try to figure out what's going on, get something else.
Avoid this one until they fix it. Keep in mind I got it when it was only 1 dollar.
* Puzzles require rotating a map for situational awareness, which makes things a little more complicated rather than challenging. Much of the games difficulty comes from needing to do this, rather than the core mechanic. If you have to rotate make it digital not analog.
* The core mechanic is ushering characters to change directions by swiping them.
* This would be fine, but there is a lack of onscreen feedback for mouse or click or swipe, so your action feels disembodied from the game world and like in "Temple Run" and other less intuitive swipe games, you don't know if your action was recognised or if the game recognised some other action. A simple hovering blue line that stretches out with an arrow would be enough, or lighting up the blocks on the ground in the direction of the gesture would assist readability.
* Have no idea why there is a Zoom in the game, but it feels redundant unless the levels suddenly get huge later and I have to zoom out to plan things. If it is there to show off the characters, zoom in at key points when the final gems or other element is put in place.
It's terribly funny!! For me it has been a complete surprise, because I didn't know nothing about this game.
It has some problems with the audio, but the music is funny too.
There are level that are very very devilishly.
Дополнительная информация
Разработчик | Pyxel Arts |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 18.01.2025 |
Отзывы пользователей | 25% положительных (4) |