Разработчик: Nifflas Games
Описание
Посетите причудливый мир Uurnog Uurnlimited, где у вас есть всего одна цель — пробраться в каждый уголок этого мира и украсть всех животных! Зачем? Потому что они милые, и потому что это игра.
Uurnog Uurnlimited — это восхитительно глуповатый 2D платформер в стиле Super Mario Bros. 2, Lyle in Cube Sector и Dyad. Играйте в одиночку или с друзьями, исследуйте мир со множеством тайных путей, решайте головоломки и собирайте предметы, а также животных, которые должны оказаться в комнате сохранения. Будьте осторожны! Комната сохранения сохраняет и ошибки (уур нет!).
Есть ли что-то еще, спросите вы? Хаотичные NPC, которые могут встревать в вашу игру! Алгоритмическая музыка, которая подстраивается под процесс игры! Это невууроятно! Это неуурбъяснимо! Это Uurnog Uurnlimited!
Key Featuurnes:
• КЛАССИЧЕСКИЙ 2D ПЛАТФОРМЕР С ГОЛОВОЛОМКАМИ: Решайте головоломки и собирайте животных, а затем приносите их в вашу комнату сохранения.• ЗАХВАТЫВАЮЩИЕ БИТВЫ С БОССАМИ: Проживите достаточно долго и может даже встретитесь с Уурногом!
• ПРИЯТНАЯ АЛГОРИТМИЧЕСКАЯ МУЗЫКА: Мелодия, темп и тональность подстраиваются под процесс игры.
• ИГРАЙТЕ В ОДИНОЧКУ ИЛИ С ДРУЗЬЯМИ: Теперь серьезно: все становится лучше, когда вы играете с друзьями в форме милого щеночка, правда?
• НЕСКОЛЬКО КОНЦОВОК: Тсс. Ходят слухи, что это еще не все секреты... ;)
Поддерживаемые языки: english, french, italian, german, spanish - spain, japanese, portuguese - brazil, simplified chinese, swedish, russian, traditional chinese
Системные требования
Windows
- 64-разрядные процессор и операционная система
- ОС: Windows (64-bit)
- Процессор: Dual Core 2GHz, x64
- Оперативная память: 2 GB ОЗУ
- Видеокарта: Intel HD 5000
- 64-разрядные процессор и операционная система
- Процессор: Dual Core 2GHz, x64
- Видеокарта: ATI Radeon HD5770 / GeForce GTX 650
Mac
- ОС: Mac OS (64-bit)
- Процессор: Dual Core 2GHz, x64
- Оперативная память: 2 GB ОЗУ
- Видеокарта: Intel HD 5000
- Видеокарта: ATI Radeon HD5770 / GeForce GTX 650
Linux
Отзывы пользователей
Charming platformer with a lot to do and a lot of mechanics to work out.
After playing for hour, I have no idea on what should I do in the game. It is too late to request for refund :(
What a surprising breath of fresh air
I went down the rabbit hole of; what has that developer been up to since within a deep forest and knytt stories. though they were simple games, they were really good at creating cohesive atmospheres and moods that stuck with me to this day.
The neon style of Uurnog, and it's more door focused layout of its world takes away a little of that atmosphere, but it easily makes up for it with the game play. Uurnog dips into the category of "simulation" as much as it does platforming and puzzles, the underlying systems have an internal logic, and free-form "anything goes" consistency to them, and the game seems built on top of this simulational sandbox. this creates some really refreshing experiences I haven't encountered in a long while.
I like puzzle games, I have been a game developer designing puzzles myself. but the more you get used to puzzle games the pickier you get. Puzzles get stale once you've seen their bag of tricks and all they do is make you jump through the same hoops 50 times.
A big part of Uurnogs puzzles is figuring out the simulation itself. it does not need to add complexity, the joy is in finding out all the things the game just allows you to do, rather than not do. you are not ever imprisoned by a puzzle, a puzzle is an open ended question where you get to decide the answer.
and sometimes that answer involves going to a gun store to buy a gun. but then also the surprise when the gun store blows up in your face because you stumbled all the guns upside down and you go; b-but I needed that.
I think it's shortcoming as a game is mostly just that its so easy to confuse for puzzle game shovelware from trailer impressions. it could've used just that tad bit more atmosphere, little scenes, and dioramas like I am used to from within a deep forest, and knytt, just to help distinguish it between other games. I would have never have found this if it weren't for knowing nifflas' previous work.
all in all it's only a small gem, but it's so refreshingly fun that I had to write this review.
Oh god I teleported bombs into the save room again: the video game.
I'm not a big fan of puzzle games, including puzzle platformers. But I couldn't put this one down. Uurnog is like a puzzle sandbox. In most other games, puzzles are contained within levels/rooms, and you usually need a specific approach to solve them. In Uurnog though, you're encouraged to take items between different areas and think outside the box.
Object carrying and throwing is very similar to mario 2. Aside from finding items, there are also shops where you can buy some of the best stuff using coins. The game has 2 currency types: coins and gems. Coins are soft currency- when you die, you lose them all. But gems can be stored away safely and turned into coins later.
One of the most interesting things about this game is the save/hub room. This room is the only place in the game that saves when you die. And it saves everything that goes into it. This means that it's very possible to teleport enemies/explosives/anything else hazardous into your save room and have them wreak havoc on your collection. This happened to me a few times, and it's pretty hilarious looking back on it.
Uurnog has 3 endings, the first of which is simple to get. The last 2 require more planning and trial and error. Overall though, this game is on the easier side. It doesn't overstay its welcome, and took me about 6 and a half hours to get all the endings.
Although this isn't my favorite Nifflas game, I'd say it is one of his better titles. In 2010 Nifflas made FiNCK, which plays like a prototype for Uurnog, except this game improves on FiNCK in almost every way. The gameplay is not exactly well-balanced, but I think the freedom for creativity makes up for that. Near the end of my playthrough, I messed up getting the silver trophy. I was about to restart, until I tried building a staircase out of gems and shooting the trophy through the small gap with a teleport gun. It worked. And I think that high note of an ending sums up the whole game pretty well.
(As a bonus, check out the goofy 4 minute mockumentary "mystery of the uurnog" too. Gotta love Nifflas's troll antics)
A very cute and well though-out platformer, that we really enjoyed with my son. Puzzles, secrets, things to collect - everything the game needs, and everything in a small neat package. Good game.
This is a nifty little game. A bit of a weird mix of block pushing, platforming, puzzler/shooter.
The aesthetic is fun and trippy, from the deranged look of pretty much everything, to the living blocks that have little conversations when they are piled together, to the lurid colour schemes and surreal platform-scapes that abound, all with an excellent soundtrack.
Lots of doors to unlock and puzzles to solve - so many puzzles, everything is a puzzle pretty much. Death comes easy, but that's ok, once you get the hang of how to keep your progress picking up where you left off is fairly easy too. The biggest problem is how to keep your save room from becoming a cluttered chaotic mess.
Quite a few strange mechanics that take a bit of getting used to:
* the 'warp stack' that is both used to make it easier to get items (and you) back to your hideout, but is itself a mechanic used in puzzles and boss fights.
* a whole variety of storage containers that are mostly used to hide their contents, but you'll need to work out the best strategy for using them to keep things in order.
* bombs and guns of different types that you'll need to work out and make use of
* pets that are both incredibly useful/powerful in the right circumstances, but also really annoying to use (or at least I found them so): they have their own independent control, which is probably kind of fun in a co-op situation, but playing solo you have to juggle the two sets of controls with a fairly tight leash.
* the health 'bar' such as it is: you can take one hit, but the second hit will kill you. There are hearts to heal your one hit buffer, and health guns, but they are fiddly to use and more hassle in juggling inventory.
* you eventually get an inventory, of sorts, but you'll have to make do with just having one thing picked up for a while (and once you get your inventory you can have 4 things stored! luxury!)
* 'coins' let you buy things, but disappear on death, so you'll quickly want to work out how to accumulate crystals and important resources in your save room to avoid losing progress.
Overall I found Uurnog weird and fun and only a bit frustrating at times.
A messy game that's not worth the time, though if it stays on such a steep discount (90%), might be worth the money. The rooms are very repetitious and all about restocking supplies, whether that's money, a gun that can kill enemies, a gun that can blow up walls, the far inferior block that can blow up walls and the occasional storage cube. Once you get to the so called "challenges" you pop out your solutions and get on your merry way until some basic navigation inconsistency makes that impossible. So many times did I "lose" because I pushed a block in front of me and my lack of opposable thumbs stopped me from pulling it back out. The non-cube inhabitants randomly are murderous, but y'know, guns work, while they flail about with whatever's on hand and are more griefers than obstacles.
This is the best OPEN WORLD DECRYPTION game I've ever played.
It is pity that there are few Chinese players, but you still prepare Chinese Localization Version for us.
Thanks for the best gaming time your team bring for us.
Chinese players wish your team for all the best, especially in the time of epidemic!!!
Best wishes again.
I played and came close to finishing Uurnog. I decided to go for Uurnlimited, which seems very similar so far. (I haven't finished it yet.) Either way, it is a fun, unique, and challenging game in which you have to explore the world and solve challenges to find coins, equipment, and creatures. The creatures must be collected to complete the game, and you can get extra ones to become useful tools or fun pets.
My son likes watching me play this game. He could control on of my pets to play with me, but for some reason we can't get that feature to work. We still have fun though.
"I built a big tower — the tallest of talls. Its pieces: squares, with faces. I stomp my feet on their little noggins, and they do nothing. I throw them around like trash: nothing. I leave them alone, and the mofos powwow about Jean-Paul Sartre and his stupid, wonky eyeball. They can't even read. All I know is that those goobers' twitchy bodies turned my tower into a not-tower. It's one of the best games I've ever played, no oats. Buy it, sadboi."
— anonymous
Nice very playful and open puzzle game. The whole map you explore is kinda 1 big puzzle and it gives you the freedom too figure out how to solve how you like.
Went into a gun store. Wanted to talk to the owner. But when I approached him he jumped over my head and bought a gun of his own store; shot it a couple of times and then dropped it. As I pick the gun up I step on it and accidentally kill the gun shop owner.
RIP Gun Shop Owner. 10/10 game.
Very Lovely Game, I like it so much, and very nice graphics and weird to control the movements. and it worth the price.
A really really strange game. It's a very very open ended puzzle platformer. I would argue that it's too open, but I respect it nonetheless. I don't think what this game is doing works, but I still like it. I recommend trying it, especially if you're a Nifflas fan. The dynamic soundtrack is also quite cool and works very well.
I always like to remind people that Nifflas (the main developer) has many free games available on his personal site and you could try some to see if his style appeals to you (I really like the Knytt series). His games typically reward directionless exploration in a uniquely satisfying way. This game is a lot more puzzle intensive than his older games. You explore and find keys which open up new areas from the central hub. These new areas have items and animals that help you further your exploration.
The main criticism that I see is that it is annoying when you die or completely mess up a puzzle and you reset all the way to the hub world. This will happen from time to time (and it is a little frustrating) but it adds some intensity that would otherwise be lacking.
The hub world mechanics are fun and unique and I had a good time, though I understand how the game might not appeal to everyone.
It took me a few tries to get into it, but when I did, I dove in. Once you understand the basic verbs, the world unlocks in a lovely way. It's a "sloppy" puzzle-platformer, and I say that as a complement. Puzzles can be solved or fucked up in many ways. It's loose and charming. Doesn't conform to anything else I've seen.
I found out about this puzzle platformer because I liked the previous game of the developer (Knytt Underground) so very much.
Uurnog Uurnlimited is a bit weird, but highly enjoyable. The characters in the game look and move very funny. The foreground graphics are very colorful, the backgrounds are dark and even a bit gloomy. The algoritmic music fits the game very well.
Your goal in Uurnog Uurnlimited is to collect one member of every animal/robot species that inhabits this strange fantasy world. The difficulty lies in finding some of the damn creatures, catching them and getting them home alive to the pen where you need to keep them. The world is full of hidden and difficult to reach places. Luckily, some animals species are quite common and are easy to collect, but some are quite rare and are not that easy.
Your biggest enemy in this game is you yourself, as there are so many ways to screw up the puzzles or to accidentally kill yourself and/or your catch. Even when standing right next to the pen where you keep the critters, you can still accidentally kill them. Uurnog Uurnlimited is a lot more difficult than your first impression might suggest.
The game world is beautifully designed and the puzzles range from trivial to very difficult. There are more often than not multiple ways to solve a puzzle. You can interact in a very natural way with all items in the game world, it has a good physics engine.
My main criticism of the game is that there is hardly any explanation at all about game mechanics or even objectives. The first couple of minutes are a tutorial that teach you the bare essentials, but after that you arte on your own. I understand that this is entirely intentional, but to my taste it was a bit over the top. Take-home message: if you do not like exploration and discovery, do not play this game.
I only found a single ending, but without any hint of where to find the other ones, I am not willing to put in hours and hours of random search in the off-change of stumbling upon the alternative endings.
I do not think the game has a lot of replayability value because finding out the game mechanics is about half the challenge. Once figure that out, many puzzles become trivial.
This game is a weird mess. You can die easily and it resets you to a home base that does save, but there's a lot of mysterious bits of the world to poke at. I really wish there was some checkpointing sometimes though, even though getting back to anywhere isn't usually difficult when you figure out how to get there in the first place.
Also the fact that you have a save room but it's not "safe" makes the game feel frustrating to get back into the actual game part after you make a mistake, you have to play cleanup.
It's still interesting but kind of frustrating.
It is so unfortunate that this game lacks compelling direction, the mechanics are really simple but intricate and fun to work with. But there is absolutely nothing comepelling about the game itself.
The entire experience is, run around doing puzzles. There is no story, no goal, the player technically gains nothing from doing most puzzles except for money. The player is just expected to run around doing puzzles, for the sake of it. Assuming that eventually, something happens if you complete enough puzzles. This just really makes it hard to have fun, because everything is technically pointless.
Beyond lacking any form of story, there also just are no progression mechanics either. Players gradually can horde things in their base, but everything is so loose, disposable and unexplained that it does not feel like it makes any difference. Players are almost exclusively rewarded with money for doing puzzles. Players lose all their money when they die, and money only buys more disposable items none of which the players knows when or why they will need it for anything.
So not only does the game lack any sense of progress or meaning at all, but in terms of the players own equipment and assets the player has zero way of understanding when and why to keep or use anything. Which also makes the game extremely difficult to enjoy because nothing is structured, so everytime you pick something up you have no idea if you should or should not keep it, when you will or will not need it, and when you should or should not take it with you.
Otherwise, the entire game is just do more puzzles to unlock more puzzles, just because.
Players can only take one hit before dying on the next hit, and a lot of time avoiding hazards requires precise movements. Yet the controls are not tight, so accidently running into spikes because your character stops moving on a delay after you stop telling them to move is totally possible. When the player dies, they lose all their money and get teleported back to the very beginning and the progress on their current puzzles gets reset.
It is extremely easy to make a puzzle impossible to complete just by doing one thing wrong, and often times players have no idea how something will play out until they try it and thus get it wrong. Which makes trial and error, randomly mandatory. The only way to reset puzzles, is to kill yourself. So you lose all your money, get teleported all the way back to the hub and the puzzle completely resets. So every single time you get a puzzle wrong, you basically have to spend a half minute running back to it after you respawn.
Super disappointing, the game looks great and plays great with a lot of well designed features. But it offers zero sense of reward, purpose, progress or meaning to anything the player does. Combined with the clumsy movement, tedious respawning and incomprehensible item hording it is just too much to bear. Could be great for players who exclusively just want puzzle gameplay and nothing else, but even then there still are problems just beyond the lack of meaning to it all.
This is one of the most confused and messy games I've ever played.
The puzzles are designed in a way such that there's no "right" solution... which means they can mostly be cheesed and never get past a really simple level of complexity.
The music is procedurally generated and thus really unmemorable.
You lose money when you die, but it's so easy to get money back and there's not really anything worth buying to begin with, plus an easily accessible money farm room that nets you about $60 of gems for a minute's worth (in case you ever, like, -need- money)
Everything outside of the save room resets when you die but the game branches off into so many tiny paths that there's rarely any "progress" to lose, at most you might have to redo one of the longer key rooms which is still only a few minutes.
The "hardest" ending to get is a semi-marathon level except there's checkpoints every third screen or so and they're keys that are right next to the doors they unlock meaning you can just get the key back every time if you die. Despite that I only ever needed to use two doors - 4 and 9 - to complete the level because it's really easy regardless.
A lot of things feel like they're designed to mildly annoy for no real reason - the cursed zones where you can accidentally lose inventory items, except inventory items are easy to get back anyways so whatever? All the above mentioned issues - they don't make me mad to any degree, they're just like, a little bit annoying at worst.
And it's not like the game is unfun, the exploration factor is small but it's there, the controls work well enough, it's always fun to double jump with blocks and there's always something to find wherever you look - though half the puzzles just have a monetary reward, which, again, is worthless. There's not really much in the way of proper "platforming" but, sure, it's there? But for the most part it's enjoyable enough, the visuals are pleasant, the challenge level is low, it does feel like you're constantly making progress.
But the game is pretty short - though it feels like the right length, I guess, for $15 I'm not sure I'd say it has enough content. But at the same time... I'm not sure I'd want it to be longer either. I saw all three endings without any sort of guide within 5.4 hours of playtime, and I wouldn't say I was exactly making a beeline for the ending, just exploring things as I go. I solved the majority of puzzle rooms and the ones I didn't touch were just puzzles for money anyways and who can really be bothered. Each ending has sort of a benefit it gives to you for future replays but at the same time it's unneeded?
The game almost hooks onto something neat with a few of the late game blocks - the floating blocks you need to toggle, and the teleport blocks that get used - no joke - in one segment of the last area and nowhere else except as a purchasable item in the post-third ending bonus area. I feel like more could've been done with those. I feel like more could've been done with everything in the game really. It feels like a game that's more interested in having as many ideas as possible and playing around with them a little but never really developing them.
It feels like... a tech demo more than a game. But considering this is the EXTENDED version of an already released game, 1. I can't imagine how bare bones the original Uurnog must be and 2. It's just not developed enough. If this was the original Uurnog and the Uurnlimited edition took these ideas, developed them more, made more interesting puzzles and platforming challenges, fixed the little imperfections that constantly annoy here, and gave a solid 8-10 hour game with a lot more meat to it, maybe I'd have enjoyed this more, but...
I dunno, it just feels really. Average. It's one of the most average games I've played and I'm definitely looking for better than average in my gaming experiences.
Considering it's coming from the same developer as Knytt Underground, literally my favorite game of all time, that's especially disappointing.
I really wanted to fall in love with Uurnog Uurnlimited; it checks all the right boxes - it has collection, cute artwork, proc gen music, unique gameplay, meaningful local co-op, but... It just wasn't fun. It saddens me to say that, too. After about a half-hour or so, I knew this wasn't going to be for me. We played co-op and we found it just frustrating enough to not want to continue.
Essentially, this is a puzzle platformer with a strong collection element. The cube-ish animals you collect are neat. They all have different properties that you can functionally use. I was hoping that collecting them would have had a more potent effect; something more akin to PokeMon, but it didn't. A strong influence was Super Mario Bros. 2, which is quite evident. I guess it's kind of telling, because that was one of my least favorite Mario games.
Pros:
+Unique gameplay
+Proc gen music is a neat addition
+Local co-op
Cons:
-Even though it's fresh, I didn't find it fun or compelling
-I feel strongly that this is overpriced; I'd think this is a $7.99 kind of game
Watch some videos first, but ultimately I'd wait for a sale or skip altogether.
I love this game. I was constantly discovering new things throughout my entire playthrough. The game's various block/laser/etc. systems are unqiue, interesting, and fun to tinker with. The level design is a wonderful mix of exploration, puzzle-solving, and messing around. And on top of all that, the graphics are pretty and the soundtrack/sounds are unique and pleasant with procedural elements and layering. I highly recommend this game, it's well worth the price!
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Дополнительная информация
Разработчик | Nifflas Games |
Платформы | Windows, Mac |
Ограничение возраста | Нет |
Дата релиза | 31.01.2025 |
Отзывы пользователей | 81% положительных (36) |