
Alucinod is a first-person puzzle game where gravity changes to match the ground beneath your feet. There are no walls, there is no up, it all depends on where you stand.
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Languages: English**languages with full audio support
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Alucinod is a clever maze of gravity, where walls and ceilings becomes the next floor, up and down shifts. You can only change your orientation (and hence your perspective) via the curved floor.
[b]4/10[/b] [h1]Wunderschön und trickreich, reicht aber leider nicht zum Spiel[/h1] Alucinod macht Lust auf mindestens ein ästhetisches Erlebnis plus Puzzle-Einlagen. Ich bin Fan der Unreal Engine, auch oder gerade wenn sie nur minimalistisch zum Einsatz kommt. Ich mag den Spielstil der Desorientierung. Für über die Hälfte der Zeit hat diese Formel wunderbar funktioniert. Es wurde aus den grundlegend hübschen Oberflächen, Formen und Raumdesigns ein attraktives "Spiel" mit moderaten Rätseln gebastelt. Im Verlauf der zweiten Hälfte ermüdete sich das. Die Räume wurden größer, die Rätsel zwar teilweise durch den verstärkten Orientierungsmangel etwas kniffliger; es ging aber spätestens am Ende durch weite Laufwege gefährlich in Richtung Walking Simulator. Folgende weitere Mankos führen deswegen zu einer negativen Review: - außer Boxen auf Schaltern und Timer-Schaltern zum Drücken kommt keine neue Mechanik dazu - der letzte Bereich ist sehr unklar und hat mich viel unnötige Zeit gekostet Insgesamt lande ich bei 2h, die aber abzüglich des unnötig uneindeutigen Endes eher gute 90min sind. Da ist deutlich mehr Potential drin und einen regulären Preis von >10€ sehe ich da nicht gerechtfertigt. Ich kaufte Alucinod im Sale für 7,50€ und selbst das empfinde ich im Nachhinein als grenzwertig :-/ Hätte mich gerne an einer umfangreicheren, aber auch räumlich dichter gepackten Interpretation dieser Orientierungs- und Rätselmechanik probiert. Das Konzept wurde nicht weit genug ausgearbeitet und so lautet das Fazit leider "schade". In diesem Zusammenhang empfehle ich stattdessen unbedingt das unterschätze bzw. unterrepräsentierte Juwel Parallax! https://store.steampowered.com/app/325060/Parallax/ Dort gibt es neben der Mechanik von Dimensionstoren in späteren Levels genau die Mechanik aus Alucinod. Parallax erschien vier Jahre zuvor. Parallax hat eine auf andere Art genauso schöne simple Ästhetik, beschäftigt den Spieler länger als Alucinod, ist dabei sehr viel günstiger und nichts desto weniger viel mehr Spiel und eine ordentliche, motivierende Herausforderung!
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Hours played at review time, across 40 reviews with recorded playtime.
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I hate reviewing games that are not great but not bad either. Alucinod is very short, around 1-2 hours. In fact, I was glad it was short, because it was already showing its limits toward the mid point. It has a lot of negative points: [list] [*] the absolute lack of diversity in the environment is repetitive and claustrophobic [*] there is only very few challenging and interesting puzzles [*] you walk too slowly, this would be alright if not for the next point [*] one or two puzzles are poorly designed: You have no idea of the end goal and you kinda wonder around until you get to the point where the next step is obvious [*] exactly two puzzles are simply sea-sickness inducing tumblers with otherwise no challenge, the rotating platforms were [b]not welcome[/b] [/list] In the game’s defense, the rotating sections are very short, so not enough to feel very uncomfortable. When it comes to the story: It really flew past me. The dark figures didn’t capture my imagination. It feels like generic enigmatic props. The fact you can get close to a few of them and they act like static object is probably what breaks it. I’m usually a sucker for environmental story telling (like NaissanceE) but this really didn’t inspire me. Let me focus on the positive after listing the negatives: This game shows potential. There are at least two puzzles that made me feel smart. The setup of the better-designed puzzles is excellent: It let you see the whole room from one or two points of views. As a result, you can anticipate and plan which paths to take to get to the goal. The game mechanics enable this and some of the puzzles make great use of it. The sound design shows potential. The soundtrack is synchronized with the puzzles, so you get cues in sync with the environment. It would complement very well the environment if there were anything to complement… But maybe I’m expecting too much: The last similar game I played was Manifold Garden, which had an outstanding sound and graphical design. It’s almost criminal to compare Alucinod to Manifold Garden, given how much went into the latter, but they actually are in the same price range. Overall: The game doesn’t achieve enough for me to recommend it. It has strengths, sometimes plays into them, but misses the mark too many times, and the result ends up being meh. There are many better games in the same vein out there that are far more worth spending your time on.
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[quote][url=https://store.steampowered.com/curator/9686972/]Follow "[b]First Person Exploration and Puzzle Games[/b]" for more games like this![/url][/quote] It's pretty good. I was surprised how little attention it's gotten, considering many significantly worse puzzlers have gotten significantly more attention. Some of the puzzles are pretty good, others are just terrible. In particular, the last few are basically just mazes. My biggest gripe is the playtime. It took me about 70 minutes to beat. For that amount of content, it should probably have a base-price of $5. If you've played all the great first-person puzzlers, this is a good way to take up an hour.
This game will mess with your mind, you're used to walking on the ground, but here, everything is the ground. Walk on walls, take a stroll on the ceiling, and learn orientation all over again. Puzzles are done in a new way, instead of just placing object A at B, then go to C and pull lever D, etc. You must look at the room, see the pathway, and then test if you could get to the exit that way. It was wrong, so you fall all the way back to the ceiling, uhm.. wall? I wanna say ..floor. The experience was somewhere between enjoyable and okayish. There is not much in replay value, other than trying to get all achievements, it will be the same areas over again, that's not to say it isn't worth playing again. It's good to see games like this, that is innovative and does something new, instead of everyone releasing a slight variation of the same game, over, and over, and over, and over, and over. The puzzles was fun, though some were a little tedious. I feel like it could have been done more out of them, like using a mobius circle or a varitation of it. There could also have been more puzzles overall, more varitation and complexity.
It's under 2 hours of play. The gravity bending stuff is nice but many levels are just move foward and you are done with it. The cube puzzles feel out of place as they rarely use shifting gravity and could just be a puzzle in portal. So far the King of gravity shifting and ceiling walking games Youropa has yet to be topped.
This game seems like it had a vision; whatever that was, it was lost on me. This is a very cautious recommendation; the game is short and does not develop its mechanics very far. However, the gravity mechanic was used to great effect in obfuscating the critical path and creating wonderfully captivating levels. The visual and sound design are both excellent, creating a very lonely atmosphere that reminded me of Kairo. I did not understand the ending or the narrative; this in combination with the price (15 USD at time of writing) make me hesitant to recommend the title. However, I cannot deny that I enjoyed my experience with the game and therefore cannot vote it down. While I would have preferred a more digestible narrative or some more developed puzzles, I think the game was worth playing for the atmosphere alone and may be worth a look if you enjoy atmospheric or escher-like puzzlers.
Got this heavily discounted (-75%) and I love it. Wouldn't want to pay full price though. Very short. But I love the tone, the style, the feel of it. It's quite sparse and has a weird sense of dread or emptiness to it, but also a great sense of mystery. It's not particularly puzzling, and a some moving platforms can be a bit fiddly - but I just love the game world. I'll be playing this through quite a few times I think. And hope to see more from this dev. Soundtrack is good - Eno-esque at times.
Puzzle game/walking sim in prima persona in cui ci muoviamo in ambienti astratti dove ogni superficie curva permette di camminare sulle pareti e l’alto e il basso perdono presto di significato. Lo scopo è quello di trovare l’uscita di ogni stanza, sia attraverso semplici cambi di prospettiva che con enigmi abbastanza semplici a base, ovviamente, di cubi e interruttori. L’unica difficoltà è quando le stanze sono molto grandi e ci si perde tra i vari cambi gravitazionali alla ricerca dell’effettiva via d’uscita – o meglio, di come raggiungerla. La trama non esiste, è il solito nonsenso filosofico con forse qualche sottotesto nascosto, ma a nessuno importa. Gioco molto breve che dura un’oretta, e qualche sfida extra come stanze segrete o speedrun per aumentare la longevità. Non è più acquistabile su Steam per motivi a me ignoti, comunque carino e con idee riuscite, sebbene un po’ limitato.
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