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Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese
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[b]8/10[/b] An excellent 3D sokoban that gradually ramps up the difficulty in an educational exploration of puzzling elements. [b]What is it:[/b] A 3D box moving puzzle game with interesting mechanics. Open world presentation, you navigate an overworld to access the different levels, although a very convenient list of all unlocked levels is available. Every level has a bunch of blocks of different kinds, maybe some special spots, and a bunch of target spots. You control the blue blocks, and they all move at once. The goal in each level is to have every target spot occupied by a blue block at the same time. Other than the blue blocks you control and fixed walls, there are plain blocks you can use as support, health blocks that attach to and grow the blue blocks, floating blocks, conveyor spots that move anything in them in one direction, and paired clone spots that duplicate whatever is in one of them when the other one is empty. These mechanics are masterfully combined in interesting puzzles, but what sets Bond apart from other games is how the levels are organized. After a few very well done tutorial levels that teach the mechanics, the levels are split into chapters, each introducing a new mechanic. But instead of a plethora of really hard puzzles, each chapter has a few branches of related puzzles focusing on a concept. It starts simple with an almost obvious puzzle. Then it tweaks it little by little, making it harder and harder, but-what-if-ing until you get to a really hard puzzle that resembles the original simple premise, but seems impossible. Can you build a 5-steps wide bridge using 5 floating bricks? Can you do it with 4 floating bricks and a regular one? But can you do it with just 4 bricks? And can you do it with just 2 bricks? If this was Stephen’s Sausage Roll, you’d only get the final puzzle, and you’d have to discover on your own all the intricate mechanics of crossing a 5-steps wide gap with just 2 bricks, and that would have been fine as well for those really into hard puzzles, but here you are given a lesson in puzzle solving, not just a challenge. I usually complain when a game has levels that are too similar to each other, but here it’s done well, the levels are different enough not to seem like lazy puzzle design, yet similar enough to have an underlying theme. Other than good puzzle design, the game is well done in general. Simple but pleasant graphics, and a good soundtrack. It has a very good level select, you can just navigate the overworld (which has a few puzzles in it too), or you can open any unsolved accessible level from a list. Once you reach the exit, you get the chance to optimize your moves if you wish to. Overall, a good game, I really enjoyed the puzzles, many of them thoroughly exercised my thinking-in-3D brain muscles. [b]How hard is it:[/b] Easy to hard, with some levels nearing the very hard difficulty rating. [b]How long is it:[/b] 64 levels. A few levels unlocked at once, although there’s no level skipping. 5-10 hours to finish the game, and many more to perfect every level. [b]Level design:[/b] Very good. Small, focused levels, with mostly unique solutions. The vast majority have a nice solution that you are pushed to discover, but I felt that a few were too abstract and I could only solve them by randomly moving things around until I got near a solution. [b]Quality:[/b] Good. Good puzzles, unlimited undo, good level select. Good controls, fully configurable, works well with a controller. Decent settings. Cloud saving, but no achievements yet. Fast and responsive graphics, even on an integrated GPU, but the movement is a bit too slow for me. [b]Worth the price:[/b] Yes. [b]Most positive aspect for me:[/b] Good 3D puzzles. [b]Most negative aspect for me:[/b] Slow movement. [b]What would make it better:[/b] Achievements. Faster movement, smaller pauses when a block falls off the level. More levels. [b]Also consider:[/b] [url=https://store.steampowered.com/app/353540/Stephens_Sausage_Roll/?curator_clanid=25928931]Stephen’s Sausage Roll[/url], the best in 3D open world puzzler. [url=https://store.steampowered.com/app/1747510/An_Architects_Adventure/?curator_clanid=25928931]An Architect’s Adventure[/url], 3D open world block pushing puzzle. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote] [quote]Follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems[/url] for more reviews like this one.[/quote]
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《BOND》是一款比较有趣的3D推箱解谜游戏。 本作的设计师Gustav Almström曾经制作过《[url=https://store.steampowered.com/app/1884990/Skala/]Skala[/url]》这款以“缩放”为核心机制的神奇平台解谜游戏(而且免费),这回他进军了我再熟悉不过的类推箱解谜领域,而且决定以商业作品的形式发售,于是我感觉有必要尝试一下。 本作的底层机制是3D推箱(关卡是三维网格,具有朝向地面的重力),在此之上,我感觉并不能说本作有一个明显的“核心创意”,但这也不代表本作就没有创意,本作只是将创意分散到了多个互相之间并没有明显的相似或延伸关系的机制当中,包括但不限于:能够“长”在主角身上,让主角变成各种形状的“爱心箱子”;能够将进入其中一端的任何东西在另一端复制一份的“复制块”;等等。 光看单个机制的话,我感觉每个机制都似曾相识,但仍然体现出了本作自己的创意,原因主要有两个:一是本作在从2D到3D的转变中,为一些机制找到了新的可探索的可能性,二是设计师特地改变了一些机制的运作细节。第一个原因很好理解,3D推箱相比传统的2D推箱增加了“高度轴”和“重力”,可能性的增加是自然而然的。对于第二个原因,这里举一个例子:“爱心箱子”,它的运作方式类似《[url=https://store.steampowered.com/app/1270390/The_Golem/]The Golem[/url]》中能让箱子“长”出新块的“+”号地块,只不过在本作中,这个生长的对象从箱子变成了主角自己(也是一个小方块),而且它可以被推动(即使只能是间接被推),这就让它和我举出的相似机制产生了本质上的不同,具有完全不同的可能性。 不过如果真要单独以其中某个机制为核心机制来设计谜题,我个人感觉是很难的,甚至有些机制就是需要和其它机制进行交互才有存在的意义,比如“复制块”,如果只能复制主角或者复制箱子,那感觉可以探索的可能性还是非常有限的,而加上其它机制就不同了。所以本作选择将这些稍显零碎的创意凑起来,着重探索这些机制之间的交互,力求“1+1>2”的效果。在我看来,本作确实在这些机制的交互中探索出了一些有趣的可能性,这也是本作在我心目中的真正亮点。 具体到谜题设计上,我发现本作还比较喜欢运用“系列化”的谜题设计思路。一个系列谜题可能包含两个或多个谜题,其中每个谜题的布局都可以看成彼此的“翻版”,大体上相同,只有一些细节不同,可以是有不同的地形,也可以是目标不同,等等。有些系列谜题之间的关系类似于“基础题”和“扩展变形题”的关系,这种系列谜题思路上大体相似,只不过一些关键步骤有所不同,玩家在解决这样的谜题时,能够感受到思路的自然延伸,获得“举一反三”的进度感;而有些系列谜题之间的关系则类似于“基础题”和“陷阱题”的关系,此时系列前面的谜题和后面的谜题解法可能截然不同,设计师甚至有可能有意通过布局上的相似来误导玩家相信它们的解法也是相似的,此时,如果玩家能够解出来这种谜题,就既能获得美妙的“Eureka”(顿悟)时刻,更会因为理解了设计师的一片“苦心”而会心一笑。 虽然系列谜题有这些好处,但优秀的系列谜题还是比较难得的。设计系列化谜题的核心仍然在“谜题”,而不是“系列”,每个谜题本身足够独特、清晰、有趣仍然是最重要的,个人觉得不应该为了追求前面所说的心理效果而舍本逐末。就比如说,如果同系列谜题之间的不同并不如设计师所想的那么明显,也就是不够“独特”,那这种设计对一些玩家而言非但不会起到好的效果,还会被怀疑是在凑数;再比如说,如果经过修改后的谜题虽然确实会有截然不同的解法,但这个解法却十分复杂、冗长,充满各种诡异的挪移,也就是不够“有趣”,那也没用。我感觉本作把握得就还不错,虽然并没有让我感到特别惊艳,也没有很明显的对错误引导的利用,但达不到那个高度也没关系,这个对我来说最多只是锦上添花,不强求。 不过我还是要说,本作有些谜题的解法并没有我所期望的那么漂亮,尤其是以Tool和Meditation为代表的那一系列谜题,能解是能解,但没有一条集中的逻辑思路,通过腾挪试错弄出来的解法只会解完就忘,这一点比较遗憾。 总的来说,本作还是一款不错的解谜小品,在没有一个可以称得上是“核心机制”的创意的情况下,仍然设计出了较为有趣的机制集和谜题,就是难度可能偏简单一些,对机制的探索也不是很深。综合这些,我觉得本作定价可能略高了一点,就当给本作外加《Skala》的体验买单了吧。 结论:[b]推荐[/b]。 [quote]普通玩家一枚,不玩主流网游,少玩3A大作,关注独立精品。不是为了特立独行,只是为了追求自我。 喜欢我的评测?可以关注我的鉴赏家:[url=https://store.steampowered.com/curator/44752532-%25E8%2580%2581%25E8%2588%25B9%25E9%2595%25BFOldCaptain/]老船长OldCaptain[/url],推荐一些我个人觉得有特点的游戏。[/quote]
箱にさわるとくっつく、やっかいな3次元倉庫番パズルゲーム。 非常に丁寧な作りをしており、難易度もやや難しい程度で終わってくれる良心的な作問。凄く面白い、というものではないがオススメはできる佳作。 https://www.youtube.com/watch?v=-tNB3Vw92AY
共64关,机制简单,关卡比较有趣,有一两关比较难
What an absolutely glorious little marvel this snack-sized 3D sokoban delivers. Really neat mechanics, elegant levels, and everything feels earned. Once you beat the game, it offers you a 2nd challenge to beat all the levels again using minimum steps. A true hidden gem.
Have a few levels left still, but I'm really enjoying this game! Good mix of difficulties in the levels, and enough branching paths to where I never feel stuck. Had multiple super satisfying eureka moments while playing too!
The puzzles look simple but some are surprisingly complicated. Overall very fun, but a little short. You can get some extra playtime as after you beat the game each puzzle shows the best move count to try solve puzzles optimally. You can even beat some of the best move counts and get a little message "You beat me!" which is fun :)
Fun puzzle game, would recommend. Lots of creative puzzles to solve.
Pretty neat - I had a good time! I got to the end in about 2 hours, but think most people will take longer, and I left a few levels uncompleted. Some nice mechanics and mostly very good level design.
Lovely puzzle game with great soundtrack!
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.
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