
Help Block rescue his friends from the terrible bluebies. This cube pushing puzle Game is an evolution of the clasic sokoban/box pushing type games in a multilevel 3D. Enemies, spells and traps add another level of complexity. The difficulty grows fast, and the puzles become unforgiving very soon.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*, Spanish - Latin America*, Simplified Chinese*, Korean**languages with full audio support
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
5/10 A Sokoban remake with 3D gfx. Good: - lots of varied levels - if you like Sokoban, it's a puzzle of the same type, with some humor in the dialogs that appear across levels So-so: - the music is nice but there aren't that many tracks - sfx are pretty basic which is probably okay for a remake of a retro game (it actually depends on the gfx style; these simple casual sounds would probably fit a 2D pixelated style more) Bad: - graphics are pretty bland, making the game look like a student/school project. The main reason being that it's 3D. With 3D, it's hard to get a nice looking game because you need detailed 3D models, textures, particles and whatnot - something a single guy just can't do. It should have been 2D instead, since Sokoban plays on a 2D board and there is no gameplay reason for it to be in 3D anyway (okay there are levels that involve the tile's elevation but these still could be shown with slightly isometric 2D tiles that overlap a bit). Also, certain things add to the "shabby" impression: the plain gray background, the huge blurry buttons in the UI, the simplistic diamonds that don't glow. The selection of colors in the UI and everywhere else seems random. The dev is obviously not an artist and, as most pure technicians, probably can't see this himself. So he should have hired an artist or maybe stuck to something milimalistic, or maybe stock assets. I dunno, maybe pixelated sprites would do the trick. In any case, as it is right now, the looks of this game are just terrible. Actually, the desert-themed screenshots are better, but the game starts with the forest-theme that's not that good visually. - UI seems to be designed for phones, with big text labels, huge buttons and also the types of buttons so common in casual mobile games: "back to level selection", "replay", "next". There is a clear feeling of carelessness about the UI: both the flat color fills, the oversized elements, the font (it's in comic-something style). Which you'd probably expect from a free game on itch.io maybe. A few things that I think could be added/changed: - need the ability to undo a single turn! Currently you have to restart the whole level if you make a mistake - oh well, it's real-time. I dunno, maybe save/load function? Or allow undo if there are no enemies moving in real time? - should show the exit tile even before it's unlocked. Because for example in level 9 you pick the key late in the level, and see the exit after some blocks have already been moved. So, the first attempt with this level is a guaranteed loss. And in re-tries you have to remember where the exit will be to plan for it. It's all unnecessary randomness and inconvenience for no gameplay gain - should show the exit tile as something else, not "X". "X" usually means "cancel" or "delete", or "close". Okay I guess it also means "quit" - but in the sense of closing an application, not escaping from some place. Maybe it could be just an arrow pointing outside the board - to start the first level, the tutorial message says "click X". I was sure it means the "x" button in the top right corner. So, for a while I was stuck in a loop of starting new campaigns. Instead, it should say at least "press the red x". Why is it even a cross to start a level? Cross means "cancel", "delete" and the like. It could be a circle highlight maybe. Overall, it's a poor man's Sokoban re-make with tons of levels and varied mechanics. The shabby presentation is somewhat compensated by the gameplay. So, for its price it's still a "neutral vote" from me, 5/10. [table][tr][th][i]I'm a Steam curator, you can [url=https://store.steampowered.com/curator/43946907-Friendly-Nerd/]follow me[/url][/i][/th][/tr][/table]
很优秀的游戏,期待续作,最大的败笔是没撤销键(设计者绝对该反省下!什么年代了,非常惊讶还没这个键,误操作重头来非常火大 相当浪费时间)
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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