
Разработчик: StickyStoneStudio
Описание
WISHLIST NOW!
Об игре
Об игре Memorrha
Отправляйтесь в путешествие на поиски следов загадочной культуры. Раскройте тайну спящих машин и узнайте больше об их создателях. Вас ждет разнообразный открытый мир, полный таинственных головоломок и секретов.Под силу ли вам расшифровать технологии древних механизмов?
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Особенности геймплея
- Исследуйте стильное окружение с красивым дизайном.
- Разгадывайте непростые головоломки на логику и комбинации.
- Взаимодействуйте с машинами и портативными предметами.
- Сохраняйте символы и значки с помощью сканера.
Поддерживаемые языки: english, german, french, italian, spanish - spain, simplified chinese, russian, portuguese - brazil, japanese, arabic, turkish, traditional chinese, korean, spanish - latin america, dutch, polish, czech
Системные требования
Windows
- ОС *: Windows 7 SP1+
- Процессор: 2.0 GHz
- Оперативная память: 4 GB ОЗУ
- Видеокарта: NVIDIA: Geforce GTX 660, AMD: Radeon HD7850
- DirectX: версии 10
- Место на диске: 5 GB
- ОС: Windows 10
- Процессор: 2.4 Ghz
- Оперативная память: 4 GB ОЗУ
- Видеокарта: NVIDIA GeForce(TM) GTX 970 or better, AMD Radeon R9 290X or better
- DirectX: версии 10
- Место на диске: 5 GB
Mac
- ОС: 10.11.6 (El Capitan)
- Процессор: 1.8 GHz
- Оперативная память: 2 GB ОЗУ
- Видеокарта: NVIDIA GeForce GT 650M
- Место на диске: 5 GB
- ОС: 10.12.3 (Sierra)
- Процессор: 2.4 Ghz
- Оперативная память: 4 GB ОЗУ
- Видеокарта: Radeon R9 M370X or better
- Место на диске: 5 GB
Отзывы пользователей
I saved and quit after what I'm told is the introductory minecart puzzle, and upon loading the save I'm softlocked. I don't want to replay half the game and it's not worth trying to get someone's save file.
The gameplay is just not good. Most of the puzzles are trivial and repetitive, then there are huge difficulty spikes. It's sold as "look at these unfamiliar markings, what could they mean" but that part isn't developed very well--again, for the most relevant symbols it's obvious what concepts they represent. Interacting with the world feels clunky, including putting tablets into machines and even just walking around, almost like the game was thrown together hurriedly. The Steam achievements seem to be mostly unmissable progress indicators.
I'm a bit torn between recommending and not recommending this game but overall I did enjoy it.
- Environments were simple but nice
- Music was great
- The puzzles were interesting. It was very cool to see the initial simple concept being used in new and creative ways the further you get in the game.
- Not overly difficult save for a couple of areas but satisfying to complete the puzzles and continue.
There were some things which lessened the overall enjoyment however:
- Some things aren't explained by the tutorial tips until it's too late, some things aren't explained at all (eg. that you can scan static symbols, like in the swamp. It doesn't let you scan the one you create but the one on the door isn't red on the scanner so you wouldn't notice unless you specifically try and are close enough. But plenty of static symbols aren't scannable. Would be much better if there was a tutorial tip about this the first time it's encountered in the swamp.)
- General glitchiness. The main thing I noticed was lighting or colours randomly changing when I move the camera half a centimeter or after certain things like scanning. Reloading the game seems to fix it but sometimes things which should have colour become grey until reloaded. Often when moving slightly, the colours look like they suddenly have a dark filter on, in particular this seemed to apply to moving water (Eg waterfalls). Few other minor ones, but this was the most distracting for me.
- Sometimes if I move too fast or even generally towards the end, there was some lag despite me being on fairly high end specs which should run something like this with 0 issues.
If it wasn't for these things I would have enjoyed the game a lot more. However, I still really liked the concept and creativity so overall would still recommend. I know this is a small studio and would like to encourage them to continue making games but with the above feedback in mind :)
It's so buggy I liked it. Even the tetris bugged out and crash the game.
Despite having some decent puzzles, Memorrha is an undercooked, bug-ridden, janky wreck with amateurish audiovisuals
And thats why I can not recommend it with a good consciousness. I was determined to give this game a chance despite the negative reviews. And Ill play it through to see where this is going. The core puzzle gameplay is a decent idea and is interesting enough. It is based around clever puzzle and puzzle platforming applications of boolean logic gates. And it'd be totally fine.
But the technical execution of the 3D world, the movement, item interactions etc is of extremely poor quality. You will be essentially wrestling with the jank of the game sometimes. Items constantly clip through, sometimes get stuck in the environment and objects, Constant lag spikes, mini-loading spikes whenever you pass through unnecessary gates, numerous bugs ranging from small glitches to borderline gamebreaking, the world looks just bad with the omnipresent haze, the lighting is awful, the audio is generally terrible, the game doesnt really have a good soundtrack too, nor an interesting world design or a good art style, and the regularly recuring visual glitches are just the icing on the cake. The absolute myriad of issues with this game are just painfully glaring even at hour 1. It is no wonder that a meager ~50% of players finish the first (!!) area (which is very short too) and only ~13% finish the game.
All in all, generally I would not recomend this game UNLESS:
- You are very forgiving with bugs, jank and a myriad of other technical issues
- You are a fan of the premise of boolean logic gate style puzzles
[*]The game is on a DEEP sale, at least 75% off. Seriously, don't buy this at full price
Conclusion: the game is a stillborn, wasted potential of good puzzle design that died on poor technical execution
Good game. Most of the puzzles revolve around boolean operations on small (7x7 if I recall) bitmapped images. However, a few other game mechanics are explored such as 4-instruction programs for routing a cart to "gems" from one point to another, and a few more. There is also some interesting exploration and finding of hidden paths. Overall a number of different gameplay elements come together to make a pretty good package. The music is very nice and the graphics are pretty nice too. As many people have lamented, sometimes the save checkpoints feel too far apart. No reflexes needed, just patience and logic. It kept my interest for the 17 hours it took me to complete.
There is a lot to like about this game. The premise and the world shine. I like the basic concept of the main puzzle. Some of the variants are interesting, though others tried to do too much or not enough. The graphics for objects in the distance are beautiful, though the closer you get the muddier they become. This becomes a problem especially in the area where there is a small bit of platforming. There is a certain optional but plot-helpful task to do with objects you encounter that feels like busy work. This is most unfortunate when you realize that you failed to record one object that appeared three areas earlier. The major gripe would have to be the bugs. Sometimes they can occur where you're not sure whether just missing something or the thing that seemed hinky caused the problem, forcing you to reboot.
The puzzles are good and the learning process is logical.
BUT I really don't like the backups only happening at checkpoints. I don't always have hours at a time to play a whole level in order to reach the next backup checkpoint, and if I run out of time I have to restart the WHOLE level. Please don't create games like this.
I wanted to like this game. The puzzles got better as the game progressed. But the game hangs too easily, and that combined with hours between automatic save points means that you lose a ton of progress every time the game glitches. The last straw for me was when the game locked up while I was playing memetris. An easter egg should delight. This one just lost me more than an hour of progress. No, thanks.
The game visuals are annoying. Even at maximum brightness, many areas were too dark to see where you were going. If you try to explore the edges of the map the screen fades to black, which means you can't see whether there is something interesting there or not. If I wanted to play hide-and-seek in the dark I would just close my eyes - I don't need a completely pitch black game for that. Adding to that difficulty, navigation is not smooth. Walking around the map, it is easy to get stuck on a pebble which will not let you continue walking forward. This gets worse in tight and dark spaces. It reminds me of a saying "it is hard to find a black cat in a dark room. Especially when the cat isn't there". That pretty much sums up this game.
The game has promise, but was poorly executed. I would not recommend it.
While bouncing between a Yes or No recommendation, it was ultimately the lack of proper save feature, and the multitude of soft locks, hard locks, and crashes (especially later on), why I settled on "No". Even though I got this on sale 90% off, still "No". To summarise, the game offers some decent puzzles and the world they've built offers some nice things to see, but largely feels lacking a purpose and is marred by many stability issues. If you are a fan of puzzlers and have already experienced Talos Principle and The Witness, you may want to consider this if it's on a big sale (like 90% off).
Spoiler free, if you're wondering is this another "Witness" (a fantastic experience), it is not. It only shares similar visuals, has puzzles, but that's where similarities end -- I'll address this later.
Puzzles:
They are... fine. I'm overall satisfied with this. A lot of this game hinges on logic puzzles, and variants of those (utilizing OR, AND, XOR). Most puzzles are variants on 2D images where you have to superimpose images using these operators. Then you have your spacial puzzles where you'll need to navigate things using those operators. And finally, a type of puzzle where you construct 3D objects (again, using those same 2D images and operators).
This is fine. It's different from Witness. It's different from Talos. For me, the difficulty of this game was far lower than those titles, and there were only a couple of times where I had to pause and reconsider how I approached/understood a situation. Also, the "think outside the box" moments were rare (but not absent).
World/Story:
Whereas Witness is more metaphorical and introspective, Talos has a story that still asks for self introspection, this wants you to take the world literally. You start in a foreign world, and there is no exposition to explain everything. You piece the world together through the various murals -- but that is itself a form of exposition, since you're shown a history of the ruins you're exploring. However, there is really no substance. You're just exploring one location, and going to another. You find yourself in in the city/temple of the area which gives background of the world, but there's still no context or reason to care about anything. Who were the forebearers, who are you, what are you doing? Doesn't matter, just solve the puzzle using the areas gimmick, and move to the next. The game is full of these mini set-pieces (fountain opens a secret staircase, waterfall reveals secret entrance), but it's all in the service of nothing really... just a series of "cool things".
The story ends and you can ascend or not (kind of like Talos), but I had literally no idea that the game was about to end. And when it did, I didn't know what I accomplished. And I spent time exploring and scanning all the things. Also in an attempt to copy the witness, the world has shapes on walls which you can use previous shapes you've scanned to project onto these, to unlock a new area. Except, these shapes are almost always completely obvious, and the thing you unlock is largely pointless (one room, trying to reveal backstory which adds very very little).
Gameplay and Bugs:
You know it's going to get rough when I include 'bugs' with the subtitle. So here's the thing, while the game is mostly smooth -- albeit somewhat janky, there are just too many bugs. Certain parts of the game end up being a total slog -- even slower than Myst -- making you watch extremely slow animations while you're trying to solve a puzzle.
There is a "scanning" mechanic, but I found this really dragged the game down how it was implemented. The tablet was slow to activate and awkward to use, and added very little.
There is no save feature, so you can't quit until the game saves for you.
There are a lot of soft-locks which forced me to quit and restart (sometimes something just stops moving, and if it doesn't get to its destination, the game doesn't progress).
There were a couple of hardlocks where I couldn't move at all.
The game crashed completely.
Some achievements seem bugged.
This is not a game I'll be replaying, since "tedium" is not a good memory to have when thinking about a title.
If you love puzzle games as I do, I'd consider playing through it once, but I'm shocked at the price tag they put on this. I got it at $3 CAD, and I think that's ok. While I played for about 10 hours (although I was alt tabbing a lot when certain parts got really tedious/boring), the game had a lot of frustrating experiences -- and not the kind of "darn, I'm stuck on this puzzle" kind of frustration (which I enjoy, because those are the AHA moments I love when finally cracking them). And only get this after playing Talos Principle and the Witness if you're truly craving another 3D exploration type puzzle game.
EDIT: I tried replaying the game since the newer updates and as respect to devs for still updating the game. I had forgotten pretty much everything at this point. "First" impressions. Environment is just extreme bloom and heavy tint and instant depth fog. Terrible LOD on many objects. Mouse sensitivity vertical and horizontal don't match. The player feels like it's using default Unity controller with fixed timestep that is completely out of sync with rendering. I can't rebind any keys. I'm sorry, I want to love this game for its puzzle design and environment, but I cannot get past these issues (that I somehow got past before) to replay it and reevaluate.
Well, this certainly tops out as one of the buggiest, glitchiest games I've ever played and still finished and the general clunkiness doesn't stray far behind. This one is for the for the most die-hard first-person puzzle game fans with extremely calm disposition towards technical problems and bloom filter on everything.
I read the reviews and forum posts and I knew it would be glitchy. But, for the significant discount price, I gave the game a chance and 3 opportunities -- up to 2 game-breaking bugs and I will still rate it subjectively based on the game itself excluding the actual technical problems. Unfortunately, here we are, me losing track of fatal crashes, hangs, and stuck puzzles. This is among the game having no manual save games, or previous checkpoints or even bothering to checkpoint between prolonged parts. I am not even going to list individual bugs like I usually do for games I still enjoy because I stopped recording them a while ago. And that's not to mention horrible performance even on lowered settings.
Puzzles are pretty cool, the core mechanic is solid, there's a lot of world interaction and there's plenty of "physical" interactivity. In short, I like to carry items, interact with puzzles, scan stuff and collect collectibles, then refer back to previous stuff and use it for puzzle-solving. Simple concepts get taken into different cool directions, mixed and matched, you learn as you go along. Starting puzzles are simple, but then it soon gets really involved and impressive. I actually wonder why this stuff is hidden half-way and not brought out much sooner. There is some really clever stuff that I did not expect when some puzzle areas started mixing. I felt dumb for spending eternity trying to figure out how to do something until I realized the game was actually designed to "mix" areas. I guess this speaks about me not giving the game enough credit. But this is eventually what changed my outlook to really positive.
Unfortunately, it's all clunky (and we're not even talking about bugs/glitches). Movement, terrain, objects, puzzle elements are all clunky, semi-responsive, with wild physics. I only have to compare it to something like Talos Principle and how smooth and comfortable the movement and interactions feel there and this game is just horrendous in that regard. I am afraid to experiment, I am afraid to do game's main mechanics because I have no confidence that something won't just break. At one point I spent almost 2 hours running around areas and messing with stuff until I looked up a walkthrough and realized the puzzle was just bugged out. In other words, exactly what I feared happened. This is awfully uncomfortable to play.
With a proper polish pass, this could (have) be(en) amazing. Although I suspect there are bigger problems on the backend and there is likely no chance this will ever get fixed. A shame, really, because I can see the potential. I would have loved the game if not for the technical problems. But I can't recommend it because this sort of stuff shouldn't pass early alpha, let alone full release.
Unfortunately we encountered game-breaking bugs near the very end of the game, after already having to restart halfway through due to losing an irreplaceable item when it was swallowed up in the scenery. Another time I lost another item when it clipped through a wall and disappeared. Towards the end another puzzle was rendered unsolvable when a key item vanished during transport. Avoid!
Very good puzzle game, there are a few bugs on the machines where you put the plates in the Forge, one of them just vanished and I had to restart the game from the beginning.
After having played Witness, Quern, Fez and Talos Principle (didn't finish it) I really wanted something similar.
I knew what I was getting into reading the other reviews about glitches and bugs so I waited for a discount.
I was lucky to buy it at for less than 3 Euros which is a steal even given its shortcomings.
First the good parts
1) genuine puzzle mechanisms that start with simple rules and the game builds on top of them like Witness using AND/OR/XOR in various ways although not in the huge variety and ingeniousness found in the latter
2) definitely inspired from Witness (even the creators have admitted that in their interviews)
3) The game is beautifully made and looks similar to Witness in some scenes
4) The first 3/4 of the game were fulfilling if you like a lot of manufacturing based on bit logic while the last 1/4 part seemed obnoxious to me.
5) nice not obvious alternative ending
6) a good overall game given the small number of developers involved
7) it will keep you occupied for a good 10-13 hours - it made me use a pencil and a paper that usually good games do (Witness, Fez, Quern are some examples)
The bad parts
1) Only Auto-save is not a huge con if you are prepared for it. Definitely it is not a 10 minute progress save, leave and reload
2) There are a lot of glitches of items disappearing
-symbol plates on them sometimes disappear when you go close to a wall)
-symbol plates that go into slots - sometimes you have to try multiple times to fill both slots
-items sometimes are not teleported
-potions sometimes fail to be teleported
-minecarts have glitchy animation sometimes.
-in the end if you solve the first four puzzles around the tower and get the purple cart and leave and then you come back you will lose the plates that are needed to finish the game and you will need to restart from previous checkpoint
3) There are cases where there is no hint of a completely new way
- in the red temple, it is not hinted that stamping can work vertically. It is hinted only horizontally
- the scanner is shown the first time by a hint that says "press button after another button", but most probably you will have to rediscover it through the controls key map
4) music seems somewhat repetitive but it is not annoying
5) the mine cart area seems repetitive and obnoxious towards the end especially since some parts need to be solved simultaneously.
6) potion creation to be able to drink it and combine it with the cube is probably the most difficult puzzle because it needs a lot of work and paper/pencil.
7) annoying mine cart plates that lose current setting and get the one that configurator had configured for the previous plate
8) game seems abandoned after a year or so even though it needs a lot of patches
9) pricey for the bugs/issues it has
10) most of secret paths don't offer much except for a few easter eggs
11) I would have liked more use of teleport/world interconnectability - it was used only 2-3 times although that had big potential
12) no story (for me not an issue) behind it and it is doesn't have a deep meaning or being esoteric compared to Talos Principle or Witness.
Even though the bad parts overweigh the good ones, I still believe that a seasoned puzzle (story is irrelevant) gamer will definitely give it a try and enjoy it for the most part, especially during a discount, so I can recommend it to this type of people.
This game exhibits a horrible 'vibration' effect on stationary objects when walking and panning the camera at the same time. Said objects appear a blurry mess and although not everyone is going to be sensitive to such visual distortion, I personally find it so distracting that I can barely begin to work my way through the game.
I have confirmed this behaviour on three separate computers and even spoken to the lead developer who confirmed the bug on their end, too, but he refused to acknowledge that it was a problem and assured me that they would not be working on attempting to rectify the issue.
I started playing this game expecting more out of it.
Unless you plan on completing it in a single sitting, you're going to have to depend on this game's idea of what it means to "save the game".
There is no option to manually save your progress, and I don't think there are enough ways to trigger an autosave.
Several times I've lost 5 to 10 minutes of walking around to get somewhere I'd been before, because only when you advance to a new puzzle does the game autosave. NOT when you walk all the way back to a previous area!
Also, when you relaunch the game to continue, you click "load game".
If you only have a single savegame, it still shows the savegame selection screen.
So the obvious only thing needed is to click "Load Savegame", right?
Wrong! Even though it appears to start loading, a few moments later you get a popup asking "Are you ready? [No] [Yes]"
I have no idea why anyone would think it is a good idea to add this unnecessary extra step.
The invisible walls to prevent the player from going places they shouldn't are a bit of a hit-and-miss.
When trying to jump over water, there are areas where it won't let you leave the shore you're standing on.
Other areas, it seems like you are stopped mid-air, and fall in the water. But if you try it in a slightly different spot at a different angle, you CAN get across!
Managed to fall out of the world once aswell, getting myself stuck in a deathloop in the process.
At a certain point in the game I actually could not figure out how to do what I needed to do.
Only by coincidence did I find the problem: the game's "controls" infoscreen is INCOMPLETE!!
The controls listed for "projections":
[Q] - rotate projection left;
[P] - to project
The controls the game DOESN'T list:
[E] - to rotate projection right
[Mousewheel Up / Down] - zoom projection in / out
There was one other instance when I could not do what I needed to do, despite knowing how to do it.
Only after closing and relaunching the game would the puzzle behave as expected.
Overall, this game lacks polish.
It's got the essentials of a good puzzlegame, but some of the implementation is lacking.
If you're still interested in trying this game, I highly recommend you wait for it to be on sale. I'm glad I did.
A bit of context to my review... I am a seasoned puzzle gamer. Myst, Quern, The Witness, Rhem, Obduction, Schizm, The Talos Principle etc... you name it, new or old, and I've probably played it more than once. I have quite a lot of patience and enjoy working things out.
Overall, I enjoyed the game. Well, I enjoyed the first and last thirds - they were challenging but not enough to completely lose patience. The middle third however just seemed too much. I knew HOW I could solve the puzzles but I was simply not willing to put in the huge amount of time I knew would be necessary to solve them, especially as they were becoming rather repetitive at this point (in the forge and potion area mainly). So I ended up using a walkthrough to progress and not completely lose patience with the game. The music was also quite annoying and repetitive at these points which didn't help.
I liked the visual style, although there was no real story to follow. This didn't bother me too much, as I tend to play these games for the puzzles rather than the story, although The Talos Principle, The Witness and Quern did it better. There also seemed to be some platforming issues - I got sick of dying in the swamp and some of the plates did not slot where they should without a lot of tries sometimes.
I bought this game in the sale for £5.74 so it was well worth the spend. I would recommend it to people who enjoy puzzle games and are looking for a new challenge, but I wouldn't recommend that new puzzlers start with this one.
Beautiful aesthetics, a very nice spread of puzzle types that start out basic and grow into more challenging and interesting puzzles without really changing the fundamental mechanics or objects often... I really like the worldbuilding despite the near complete absence of text, and especially the temple area has some really clever puzzles that make you feel like you're unlocking mysterious secrets and such. I will say that the last puzzles in the foundry really could've used a hint panel to suggest that you could forge objects vertically instead of horizontally - only place i ever got stuck because this simply wasn't something the game hinted at as being possible, but aside from that, and aside from maybe repeating the mine cart puzzles towards the end a bit too much, I don't have many real gripes with the gameplay. Unfortunately the achievements for this game as broken as heck and in a way that I don't think I can be bothered to try and finish up the 100%, which is unfortunate - there's at least 2-3 achievements that should've popped for me but didn't, another 5 that I -believe- I am doing the right thing but it isn't working (and no guide suggests anything otherwise), and one pictogram I simply can't scan because after a certain point there's no way to get it to light up again. It's a minor gripe that doesn't affect the core gameplay experience, but it's still frustrating all the same. I also feel the really lax save system is there to patch over how easy it is to make the game unwinnable... at one point I had a 100% required panel despawn after I went through a teleporter, softlocking my game, and at another point, one of the last mine cart puzzles broke because an earlier solution I had tried had only half-completed a puzzle and for some reason the game just... failed the mine carts when I found the correct solution. I did never get into a completely unwinnable state but I can see it being possible to do so. Anyways... for the size of this game, and for its lack of polish overall, I can't recommend this at full price, but if you can get it on sale for $10-15 I'd say it's definitely worth checking out, it's a very enjoyable and intriguing linear puzzle adventure.
Too Obtuse For Its Own Good
Memorrha is a minimalist puzzle game based around discovery and logic. Very little is explicitly communicated to the player explicitly--everything must be learned by experimentation or interpretation of a few pictures. The core of many of the puzzles are the logic gates (AND/OR/XOR) that are at the foundation of programming. These elements are introduced well, and I think any player would be able to enjoy the game's opening stages.
Unfortunately, the positive impression didn't last long. There were many times when it was unclear what I was even trying to accomplish. Later on, an easy-to-miss path was required to progress the game. The annoyances pile up. In many of the puzzles, simply operating them is too cumbersome and time-consuming. There is a fine line between letting the player find their own direction and having no direction at all. Too many times, Memorrha steps over that line.
A game like The Witness pulled the minimalist puzzle game off masterfully. There, it was a joy to discover even the puzzle mechanics, and I always had options to explore and experiment with. The clues in this game can be very ambiguously interpreted. In the best puzzle games, it always feels like my fault when I get stumped; in return, it's that much more rewarding to solve the puzzle. Too often in Memorrha, solving a difficult problem only made me frustrated. I can't recommend it.
This is a beautiful and interesting game with a host of puzzles. Although most involve logic gates, bit mapping, and routing paths, the puzzles are presented in a diverse manner to keep things interesting. For me, it has been a VERY long game and I struggled with getting lost in the swamp (missing jumps and dying often) and the forge (control issues with placing tiles in slots). My only real complaint is the save system which auto-saves at check points. At times, I ended up playing longer than I wanted to just to avoid having to repeat complex puzzles. I also would have liked to have been able to restore from the current checkpoint - 1 so that I could reorient myself when I lost track of my own progress between sessions. If you are a fan of games like The Witness (many hours with puzzles in an empty landscape), then you are likely to enjoy this game. I found it very challenging and I spent quite a bit of time working symbols out on paper. If you prefer story or something that can be completed in a few sittings, this may not be the game for you.
UPDATE - the snag I originally reported at the end of the game was fixed with a simple instruction from StickyStone. Kudos to a responsive development team!
Short version: I like this game, but it needs some fine tuning. If you like first person puzzles, go for it, but maybe not at full price.
I'll tell you why.
Pros:
- The puzzles. They are mainly based on two mechanics: logic operators and pixel grids. As you proceed through the game, these two elements are combined in many different ways, so puzzles never get boring or repetitive.
- Exploration. There are many hidden areas and passageways around. Be sure to explore every corner. Most of the times you'll find panels adding elements to the narrative, but especially in the second half of the game some hidden areas actually contain crucial information / objects.
- The narrative fits well with the environment.
Now to bad stuff:
[EDIT]
I've just replayed the game with the newly introduced manual saving system... and that was a HUGE improvement!
- The game only autosaves. This would be fine, if savings didn't occur only at certain checkpoints, usually after solving puzzles. This can be annoying, because if you explore new areas and find stuff to scan, but then you can't solve the next puzzles, you may lose all your progress. This happens quite a lot in the second half of the game, especially when you access the underground caves, where checkpoints require a lot of effort. I'm towards the end of the game, but I already played the same room twice because I can't find a checkpoint. This is annoying and frustrating.
- Some puzzles in the caves require to be solved simultaneously (you'll see), but you can also "cheat" (willingly or not) and solve them independently. For some of them, this will put you in a situation where you can't neither complete them nor reset everything, forcing you to reload the last checkpoint. It would be better to rethink those puzzles, introducing some kind of mid-check that stops you until you get the actual right solution. I thin something similar just happened to me in the final (or almost final) section and now I have to repeat the whole room (see previous point).
- There are some other minor glitches or imperfection in the map building, but nothing particularly crucial.
So, considering all of this, I would still recommend the game, because it's intriguing and challenging. But I do hope for a major patch about the saving system and more accuracy in puzzle design in other future games.
After playing this game for 2 hours, and constantly finding terrible UX decisions and technical issues my verdict is that the game is way, way less polished than the trailers lead you to believe. The art and modeling is top tier for a unity game, but the actual coding was constantly finding ways to trip me up.
Around the edges of areas looking for secrets, I found lots of places where I was clipping through boulders or walls, especially around the area at the top of the elevator. This might have been because I had turned up the FOV to 80, but honestly that shouldn't have caused many problems. And seriously, FOV of 80 is only barely tolerable here, that max should at least go up to 90.
Scanning things is a 5 second animation that gets interrupted if the cursor slips off the box. Such a pointless, stupid waste of time, especially in spots where you find half a dozen or new symbols. for other games where you need to manually collect a database entry it's quick and idiot-proof. Here the process should just be click it, freeze the image captured on the scanner, half second animation, collected and done, no muss, no dumb padding.
The elevator was janky as heck. I think it was being manually being set to a new location 15 times, maybe 30 times a second or so? Are we still at a point where game engines can't support smoothly moving platforms? The chain moving was also totally out of sync with the elevator speed.
The swamp's "sinking blorp 5 seconds later you're teleported back to solid ground" trigger on a hair trigger was very annoying, on the edge of the shore it could easily have a warning animation to prevent accidental drops in.
The Blue room's sections that lowered after getting unlocked had no reason to ever lift back up, the and after finishing the room and reloading, stepping on the last unlocked platform locked the corner platform up for no reason.
The slate merging machines were annoyingly difficult to "connect" in the sideways slates. I could put them in and have them fail to connect repeatedly, often needing to just use the other slot for a specific slate.
The Green Room was pretty, but dear gods I just lost my patience. No slate merging machine there meant that to solve the last few puzzles there, I needed to carry multiple slates from the green room all the way back to the blue room. One at a time, through two doorways that took for-freaking-ever to open each time. If I could carry multiple slates, or the doors just stayed open, or there was a merging machine in the green room it wouldn't have been such a painful chore that absolutely felt like insulting padding, but all those together just utterly soured my mood of the game.
After that, the last complaint of the water bucket animations being horribly coded is minor. You can pick up the bucket the moment after the filling animation starts, it continues just fine even though it shouldn't. you can drop the bucket right after starting to pour it and the animated entity continues to play out on the ground, but the bucket stays full and the place you poured to gets the water anyway. The button in front of the mixing vat has no contextual responsiveness so it looks active even when the vat is empty, but if you put the bucket down there then fill the vat nothing freaking happens so the player who thought ahead spends ages trying to figure out how to get the liquid to pour out.
I'm getting a refund, and laughing if nintendo actually decides this technical mess is worth letting onto the switch. At the same time, I'm hoping that these guys get their stuff together and release a version that is actually release worthy, they've got good ideas but are clearly inexperienced in the execution.
I just finished the game and have to say that i really like it.
It has nice puzzles that mostly deal with logic gates, great music and a very cool atmosphere.
My only issues with the game is that it is sometimes too dark (no flashlight), it is still a bit buggy and the game only saves at certain checkpoints - sometimes only after multiple connected puzzles.
Дополнительная информация
Разработчик | StickyStoneStudio |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 02.04.2025 |
Отзывы пользователей | 61% положительных (72) |