
Here, you are just a 'player' trapped in the game world. Faced with various challenges from 'developers', do you want to be willing to be a bird in a cage or choose to break the rules and escape from this game world.
Modeled estimate, not a reported figure. How we estimate →
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About
Gameplay
《CAGELING》is an abstract style narrative puzzle game, where you need to play as a 'player' by interacting with the environment, collecting and organizing scattered clues, while also facing malicious intent from the 'developer' to solve various abstract puzzles set by him.
Of course, besides interacting with various objects, being good at observation is also an important part of solving puzzles.
Game Features
The developer claims that this game is the greatest puzzle game he has ever created, a perfect game without any bugs, but in reality, it is a low-quality game created by piecing together materials. The scenes are sometimes concise, sometimes abstract, and each chapter has its own unique visual and puzzle solving style.
In fact, when you step into this game world, you have already entered the puzzle itself. Every word and item hides unexpected puzzles, whether they are layered or unrelated. Please rack your brains to solve the layers of puzzles set by that arrogant developer. The way to pass is not the only one.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Turkish, Japanese, Polish, Traditional Chinese, Portuguese - Portugal, Korean
Reviews
20分钟内就卡关了,没有线索,没有攻略,无奈放弃。 手感部分: 鼠标移动镜头有延迟,人物移动速度慢,镜头中没有常驻准星,点击物品进行交互的距离有长度限制。令人感到不适,也造成了与解密无关的且无法靠玩家抹除的游戏困难。 解密部分: 没有线索。 第一关一个闹钟三个信号灯。完全不知道要按什么顺序调整灯的颜色顺序。反复按了几下之后闹钟后面开了个门。这一过程和解密完全无关,就是纯运气。也可能是设计成点了多少次就能开门吧,不知道,不理解。 第二关是一个走廊三个门。还是没有线索,不知道要把三个门调成什么颜色顺序。尝试过了三红三蓝三黄,两红一黄等。没用,没有任何反馈。也没有任何信息告诉我需要把颜色顺序调成什么样子。反复尝试仍没有变化后选择了放弃。 我可以接受一个谜题困难。但我不能接受一个谜题没有线索到了仿佛没有规则一样。《见证者》好歹你完成了一个谜题就会有明确的变化。我在那三门房间里点来点去,一点除了门本身的颜色变化也没有。使得我仅有的一点好奇和耐心被迅速消耗掉了。 我是想来解密的,但卡关了,很遗憾。 美术部分: 就前两关来说,打光混乱,材质的信息密度大于场景布置的信息密度。在三门走廊的场景中,在完全没有揭秘线索的情况下,走廊中突兀而孤立存在的举着左手的骷髅和吊灯的存在完全是一种冗余,一种对玩家注意力的干扰,让人感到故弄玄虚。我是真的想不到这两个完全多余的装饰物存在的意义是什么,这两个东西难道暗藏着解密的信息?我想象不出来。我甚至无法感觉到荒诞,只能感到粗糙。 第一关闹钟的房间,闹钟表面有贴图错误,指针转到下半表盘就不显示了,时分秒针不共轴,从闹钟后面看过去,闹钟表盘是透明的,可以看见闹钟对面的东西。这些都是粗糙的一个侧面。(但也不知道,也可能是设计吧,you never know) 你说为什么我能注意到这些小瑕疵?因为这个房间里他妈的没有线索,我只能像个傻逼一样在这个房间里面瞎jb逛,和任何一个可能可以交互的东西交互。然后发现这个谜题莫名其妙就自己解开了。我完全没有参与到解的过程。 主界面的人脸。能看出是像弄一个像米塔一样的二次元美少女来点互动吸引人。但呈现出来的效果很糟糕,说好听是伪人感,说难听了就是尸块。只有眼珠子在跟随鼠标,然后那b笑容和瓜子脸配合着塑料感浓重的彩色头发,有一种劣质国产3d区的感觉,这种我在e站上都是直接跳过不看的。我的意思是,如果你做不出米塔、田凫、安田现象那样的二次元美少女,也做不出底特律变人主界面的写实美少女,那可以选择不要用美少女看板娘作为主界面。因为你的看板娘得是靠看板娘本身的魅力来吸引玩家游玩游戏的吧,而本作的看板娘自身的魅力低到了完全无法让人多看她几眼的程度又何谈吸引人玩游戏呢。 但还是出于支持国产独立解谜游戏的心理给了好评。其实看预告片其实还有些吸引力的,有蒙德里安,有故障艺术,有死亡搁浅,有插画般的室外场景。但是给我卡在第二关了。
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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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