Разработчик: Pixel Maniacs
Описание
"Обожаю, просто обожаю эту игру!"
"Потрясающе!"
"Младший брат GLaDOS"
"Еда для мозга"
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Добро пожаловать в лабораторию Хроматек!
Ты здесь для того, чтобы протестировать новую военную технологию подбора красок: Хроморужье (запатентовано)!
Используй его, чтобы выйти из комнат. Основной принцип очень простой, но процесс игры может стать очень увлекательным. Покинуть комнату ты можешь через выходную дверь. Но опасайся Воркер Дроидов, ведь они отвечают за порядок в комнатах. Они, мягко скажем, "не слишком приветливы ".
С помощью хроморужья закрашивай стены и самих Воркер Дроидов, чтобы покинуть комнату.Если в детстве ты когда-либо экспериментировал с цветами, тебе это не составит труда, ведь цвета смешивают по данной схеме:
красный + синий = лиловый
красный + желтый = оранжевый
синий + желтый = зеленый
Из всего остального получится коричневый цвет.
Окрашенные объекты притягиваются. Коричневые нет и их в последствие нельзя окрасить! Обращай внимание, куда ты стреляешь.
Некоторые двери открыть тяжелее: Их можно открыть только через задвижку, которая находится на полу и они так долго находятся открытыми, пока на них стоит предмет. Если твой мозг уже сейчас находится в предвкушении, и ты хочешь поскорее испробовать это приложение, то ты самый подходящий кандидат для открывания дверей! В таком случае: Рады приветствовать и удачи!“.
Поддерживаемые языки: english, german, simplified chinese
Системные требования
Windows
- ОС *: Windows Vista
- Процессор: 2.0 GHz Dual Core
- Оперативная память: 2 GB ОЗУ
- Видеокарта: NVIDIA GT 460 or AMD Radeon HD 5550 w/ 1024 MB
- Место на диске: 1 GB
- ОС *: Windows 8.1
- Процессор: 2.4 GHz Intel i5
- Оперативная память: 4 GB ОЗУ
- Видеокарта: NVIDIA GTX 660 Ti or AMD Radeon HD 7870 w/ 1024 MB
- Место на диске: 1 GB
Mac
- ОС: OS X 10.8
- Процессор: 2.0 GHz Dual Core
- Оперативная память: 2 GB ОЗУ
- Видеокарта: NVIDIA GT 460 or AMD Radeon HD 5550 w/ 1024 MB
- Место на диске: 1 GB
- ОС: OS X 10.9
- Процессор: 2.4 GHz Intel i5
- Оперативная память: 4 GB ОЗУ
- Видеокарта: NVIDIA GTX 660 Ti, or AMD Radeon HD 7870 w/ 1024 MB
- Место на диске: 1 GB
Linux
- ОС: Linux
- Процессор: 2.0 GHz Dual Core
- Оперативная память: 2 GB ОЗУ
- Видеокарта: SM3 1024MB VRAM
- Место на диске: 1 GB
- ОС: Ubuntu 14.04
- Процессор: 2.4 GHz Intel i5
- Оперативная память: 4 GB ОЗУ
- Видеокарта: SM4 1GB VRAM
- Место на диске: 1 GB
Отзывы пользователей
Unpolished game, terrible puzzle design
I dont remember buying this but its a fun little game. Not sure its worth 13 bucks but for what it was, it was a nice 3-4 hours. I like the stanely parable-esque narrator. Excited for the second one. Probably get this if it ever goes on sale.
I'm giving this game a "not recommended" only because I, personally, generally wouldn't recommend it, although I believe there are people out there who would enjoy this game.
I cannot stress this enough: I do not consider this game to be bad. For what the developers clearly were intending to build, they nailed it: Its mechanics are (mostly) well-established, and it isn't glitchy. But there are enough problems that I don't really consider it to be good, either.
Similarities to Portal
This is yet another game that was obviously heavily inspired by Portal, practically to the point of being a knock-off:
- A narrator with the ethics and morals of either GlaDOS or Cave Johnson.
- All puzzles are in the vein of "testing".
- A magic sci-fi gun that you use to manipulate the environment in order to solve the puzzles/complete the tests
- Lethal environmental hazards and puzzle elements (with no real explanation. At least Aperture had an excuse.)
[*]Halfway through the game, the facility undergoes a self-destruct and you have to run for your life to progress
Game Mechanics
The Gun
You've got a sci-fi gun that shoots, er, colors. Just like Portal, where you start off with a limited gun, you initially can only shoot one color (I think it was red.) Later on, you get the full Red, Green, and Yellow.
[ul]
[li]Colors mix subtractively, like paint: White + (any color) = That color. Any color + itself = that color. Red + Yellow = Orange, Red + Blue = Purple, Blue + Yellow = Green. Any other combo makes what the game calls "brown" but is really a very dark grey, like ash. (This includes things like Green + Blue or Purple + Red, depsite the fact that this makes no sense.)
[li]You can paint any wall, floor bump, or "living" worker droid (more on this later) with any color your gun possesses, unless that wall or droid has a hexagonal "shield" around it.
[/ul]
Doors & Door triggers
Some doors open automatically when you approach, but like Portal, most of them are connected to one or more triggers, in which case all connected triggers must be active in order to open the door.
There are two ways to activate a trigger: first, you can step on it, and second, you can get a worker droid to hover over it.
The first is rarely useful; unless a trigger is directly in front of the door it opens, as soon as you step off, the door closes again. (This comes into play sometimes in later puzzles.) As such, you will mostly be using worker droids for these.
Worker Droids
Worker droids are floating spheres. Despite their name, they do no actual work. There is no narrative explanation for their existence, apart from their use in completing the "tests". About 95% of the game is manipulating these things into position.
Worker droids are attracted to nearby walls that are the same color as the droid, unless that color is the dark gray resulting from an bad color mix. When there are multiple nearby walls, they pull on the droid equally, allowing you to manipulate them into entering the center of the
room.
Worker droids come in two flavors: harmless and vicious.
Harmless droids are ordinary spheres and will only move when the color-matching rules dictate that they are to do so.
Vicious droids are spheres with spikes around them. Hitting them with paint, or forcing them to move by painting a nearby wall, will make them angry. Angry droids will chase after you and melee you to death, unless they are pulled to a wall by the color-matching rules. Narratively, their existence is explained away with "whoops, we made a mistake, oh well."
Electrified Floor Plates
Some puzzles feature electrified floor plates. They are one-shot instakill for whatever passes over them, after which they become harmless. (PROTIP: Make sure that's not you.) There is no narrative explanation given whatsoever for their existence. Sometimes you need to manipulate droids to pass over them, destroying the droid and neutralizing the plate. Sometimes they serve as an obstacle and you need to control your painting so droids don't run into them.
Transparent Barriers
These are never explained at all, but there are transparent barriers that you and the droids cannot pass through, but you can shoot paint through them.
Transparent Glass
This is always associated with a foot-high wall on the floor. You can see through it, but you can't shoot through it.
Color-reset devices
These show up without any narrative introduction or explanation. About halfway through the game, you will see devices on some walls -- they actually look like the cameras from Portal -- that, if the wall they are attached to is (re)painted, they wake up and restore the wall to its original color. (For nearly all of them, the original color is white, but there are a few exceptions.)
This is different from the hexagonal "no-paint" barrier because the device takes about 5 seconds to wake up.
Reflectors
These show up in the last chapter, and are only used twice, which is good, because I hate them.
Like the color-reset devices, they are given no introduction or explanation. They look kind of like targets hanging on a wall; if you shoot a wall that has a reflector on it, the wall will be painted as usual, but also, the paint will rebound from the wall to another wall. They're extremely difficult to use properly, mostly because you can't actually see where the rebound will land, which means trial-and-error.
The Problems
I encountered a number of problems with the game itself.
It's boring
The entire game, from beginning to end, is one long "testing track". Even in the middle of the game, when the facility is suddenly self-destructing (which stops and then things go back to normal with no explanation whatsoever).
There is very little variety to these rooms; they all have a general sameness to them. The game is divided up into 8 "chapters" which seem to be completely arbitrary in their delination.
One of the last few puzzles requires that you go through five different doors. These doors are opened by a "clock" constructed nearby created from a group of worker droids that, under their color-movement rules, proceed endlessly through a large circle. It's a really cool concept and you can only see a tiny little part of it and you have to sit there waiting ages for the doors to open up so you can go through and solve the sub-puzzles within. And once you've solved each sub-puzzle, you can't leave again until the droid clock reopens the door. I spent quite a bit of time in this level simply waiting.
It's very unforgiving of mistakes
In Portal, if you place a portal on the wrong wall, or with the wrong orientation, you can just fire again to fix it.
However, except for walls where there's a color-reset device, the change made by painting a wall or droid is permanent. The nature of the paint rules means that in many cases, the slightest mistake (wrong color, wrong wall, wrong droid, but mostly wrong color) means you have to restart the entire puzzle.
In fact...
Failure is Mandatory
There were several puzzles that I'm quite certain cannot be reliably solved from the beginning without prior knowledge from earlier attempts. The worst of them were...
Time for disaster
...timed puzzles. There a quite a few puzzles where you are racing against a clock. In two cases, you are racing against an explicit clock, but there are also several cases that stand out where the clock is implicit between the color reset devices and the movement speed of the droids.
I never cleared any of these the first try: I had to fail to learn enough information to know how to solve them.
Avoid like black death.
- Cheap graphics
- Cheap gameplay
- Blocky movement
- Gameplay mechanics that get boring quick
- Only has about 3 hours of gameplay, so it's way overpriced
- Tons of non-gamebreaking bugs
- A stupid grinding achievement that synthetically stretches gameplay time
- Wannabe Portal humor that's executed in a cringy fashion
- THE FINAL LEVEL IS BROKEN
Portal from wish(but its actually good)
It's a 3d puzzle game that is lacking both in the 3d aspect (barely any verticality, uninspired environments, frankly unpleasant movement, the actual gameplay is too rigid) and good puzzle game design (most of your time is probably gonna be executing the solutions, but if you make a mistake, the only option is often to restart the whole level, it doesn't really use the core mechanic all that creatively [if the mechanic *can* be used creatively to begin with]).
Also, the whole game lasts less than 4 hours.
You really would have a much better time with the other entries in the genre.
The sequel is promising to fix some of those issues and I'm somewhat optimistic, but we'll have to wait and see.
It's a cool concept, and it has really good colorblind support, but it has one major flaw that makes the game completely insufferable: you can't undo mistakes. Do a single thing wrong, and you have to start the level over from the start. Most levels are not short either. Trying to solve the puzzles is an exercise in tedium; you'll spend more time re-doing stuff you've already done than making more attempts to solve the part you're actually at.
great game
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Дополнительная информация
Разработчик | Pixel Maniacs |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 22.12.2024 |
Отзывы пользователей | 71% положительных (156) |