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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I did not finish this. It started out good - much better than expected - but at some point, it starts leaning too heavily on having to stack boxes into weird shapes that are not easily apparent how it should be done and as someone with aphantasia I don't find that fun so I'm dropping it at this point. All that said, I did very much enjoy my time up to here with the game.
소시지롤 느낌의, 무난한 변형 소코반 게임 아쉬운 점은 1. 스테이지 하나 깰 때마다 월드맵에서 상자 하나씩 주는데, 상자가 너무 남아돎. 그거 자체야 조금만 깨도 대충 진행할 수 있게 초보자 배려했구나 싶을 텐데, 정작 그래놓고 구역별로 억지로 지형 이상하게 만들어서 상자 못 가져가게 만들어서 조잡했음. 그러고서는 거기 있는 스테이지 다 깨야 진행할 수 있는 구역도 있던데 왜 굳이 이딴 디자인을 했는지 모르겠음 남아도는 상자 이용해서 억지로 다른 길 뚫어봐야 아무것도 없는 것도 좀 아쉬웠음 2. 마지막 엔딩이 너무 맥빠짐. 도구상자? 불에 태우는 걸 클리어 기믹으로 했으면서 왜 굳이 마지막에만 그런 거 없이 애매하게 끝내는지 모르겠음
Great puzzles, especially the DLC
Good. An easier [i]Stephen's Sausage Roll[/i] with nicer graphics. Though [i]Stephen's Sausage Roll[/i] and [i]Baba is You[/i] are better.
量大管饱,平均难度较低,但构造关居多,偶尔也能遇到卡关很久的关卡(主要还是因为前期忘记清掉隐藏关了,很多操作都是隐藏关就会引导的),很值得入手
The puzzles are solid but at some point the additional mechanics don't feel as good - sometimes the solution is very obvious but there is something the game did not show you and you had to trial and error your way to understanding. That said, it is well put together, definitely one of the better puzzle games out there.
Kind of lovely game spiritually aimed at early millenials. Tough though. Mind bending until you get the solution and you're like 'how did I not see that??'.
烧脑
This game always amazes me about how the puzzles in this game require you to use an element in a way you never thought of utilizing the element and keeps every puzzle fresh and difficult.
I do acknowledge when I've been beaten by a puzzle, but the horrible camera paired with 3d puzzles kill it completely. The art direction can't transmit depth at all, and while you can move it around if you want to gauge depth correctly, it turns the map into 2d. It wouldn’t be an issue if depth, sizes and how tall certain stuff is relative to other wasn’t vital to later puzzles. You can’t have a complete view of a stage. Much of the “hard” part of finding a solution comes from the author being unable to design a puzzle that can be solved with only 1 single point of view. And the insistnace of keeping the stages as small as possible. Leading to these claustrophobic boxes that are unsolvable until “see” what the author tried to hide somewhere in the stage. Stephen Sausage Roll understood that meddling with depth beyond what is comprehensible at a glance is a waste of time. In that game I never felt the need of moving the camera.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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