
Solve carefully crafted puzzles and experiment with over 100 cells in this physics sandbox where every pixel is simulated.
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I was a playtester for this game., and I have to say that this is THE cellular automata/falling sand game!! It twists the "sandbox" genre of falling sand games into a GOATED puzzle game. The art for this game is insane, and there's so much that this game hides from you. Gameplay- ☑ Damn goated ☐ Good ☐ Nothing special ☐ Okay ☐ Bad Graphics- ☑ Masterpiece ☐ Beautiful ☐ Good ☐ Will do ☐ Bad ☐ Awful Audio ☑ Amazing ☐ Very good ☐ Good ☐ Decent ☐ Not too bad ☐ Bad Audience ☐ Kids ☐ Teens ☐ Adults ☑ Everyone Story- ☑ Lovely ☐ Good ☐ Average ☐ Not great ☐ None Difficult- ☐ Just press a bunch of buttons ☐ Easy ☑ Beat it all or I'll personally come by and 100% it on your steam account ☐ Easy to learn / Hard to master ☐ Not so easy ☐ Difficult ☐ Dark Souls Grind- ☐ Nothing ☐ Only if you care about leaderboards/ranks ☑ Dawg why do you care? Play it all already ☐ A bit grindy sometimes ☐ Average grind level ☐ Too much grind ☐ Insanity Game Time- ☐ Short ☐ Average ☐ Long ☐ Depends on you ☑ THE GRIMOIRE MUST BE FILLED Price ☑ DONATE MONEY NOW ☐ Worth the price ☐ Wait for sale ☐ Maybe if you have some spare money left ☐ Not recommended
This was probably the best 2 hours I've spent in a long time. The Sandbox Evolution was my favorite mobile game as a kid and this just sparked that nostalgia. Thank you Falling Star Games
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Hours played at review time, across 38 reviews with recorded playtime.
I mean like I made most of the puzzles and almost all the art for this game so I'm biased but like,, I have honestly had a lot of fun just messing around with all the cells and trying to come up with new things to do with them. I think we did a lot of unique things that sets us apart from the other powder sims too, A focus on art, sfx for the materials, a drag tool (has anyone else done that yet??). But honestly, I think we made a game I would enjoy and recommend regardless. Now I need to recollect all the achievements I made so I'm not a fraud.
another puzzly digipen student project. 20 levels in 5 packs, sandbox mode and the possibility to load user levels are unlocked from the start. levels are marked as solved, partially solved, etc. but level packs aren't, gotta keep opening them to see if anything's left to do. the rest of the levels aren't even shown until you solve the bonus goals, not even hinted at anywhere. I only found out there are more than 20 by looking at the install folder. it's a physics-based deal, and not just the 'look, gravity!' kind, reminded me of a bit of [b]the incredible machine[/b] and [url=https://steamcommunity.com/id/dohi64/recommended/241240]contraption maker[/url], its modern incarnation. you have all sorts of materials and other stuff to work with, collected in the grimoire as encountered. or not, as a bunch of them didn't unlock even after solving a level featuring them. the collection is only available in the main menu, unfortunately, and unlocked and locked items aren't different enough without mousing over. mouse-based controls with hotkeys to select tools (numbers), reset the level (r) and bring up [b]the menu (esc) that could use tooltips, just like the sandbox toolbar[/b]. place materials, combine them, break them, and so on. main goals can be viewed on top and remain on-screen if not closed, mouseover shows where they need to happen too. like I said, no clue about bonus goals. [b]no undo[/b], which would have to be action-based, as a single click releases hundreds of grains of sand or whatever. that's actually another major issue, [b]really hard to be precise, very easy to go over[/b], yet hard to break or connect things pixel by pixel because [b]the cursor is usually tiny, only a SINGLE PIXEL on some levels[/b]. there's a magnifier that has to be toggled with a click, then dragged over the level. 'h' is the hotkey for some reason, only found it by pressing every key. [b]why not have mouse wheel conveniently zoom in/out[/b] instead, right click to pan the camera, and offer more cursor sizes? [b]dragging is another accessibility issue[/b], as only holding and dragging works, click to pick up, click to place doesn't. graphics are a bit basic and occasionally childish but fine, music is surprisingly good. separate volumes and windowed mode with a few sizes are the only settings, available anytime. and I like how the main menu cycles between a few different showcases when you go back there. not my kinda game, didn't get too far beyond the tutorials, but it's [b]nearly done well enough[/b], especially for a student project, digipen or otherwise. have to give it a thumbs down mainly because there's no undo or a proper cursor, but also the other stuff. and I [b]had to reset a few levels after tools became unusable[/b], could select them but they did nothing. a bit of patching happened after release, props for that, but it's still not good enough.
I like. Is fun. Game good. Make explodey. Go boom. Make freeze. Go brrr. Only criticism is that the water didn’t turn the friggin frog gay.
I love snand
Very fun puzzle game, finding all the different cells was a great experience, would highly recommend
Who up cheming it, and by it well, lets just say... heh... my cells
Cellchemist ist mal wieder so ein Spiel, bei dem ich meine Bewertung ausdrücklich als höchst subjektive Spielerfahrung verstanden haben will. Denn anders als bei anderen Titeln, die wirklich einfach nur Grütze sind, gilt das hier ganz klar nicht. Im Gegenteil: Cellchemist ist ein sehr interessantes und obendrein kostenloses Puzzlespiel, von dem ich überzeugt bin, dass es so manchem Spieler viel Spass bereiten kann. Nur eben nicht jedem und zu diesen gehöre ich. Der erste Eindruck ist sehr bieder hässlich. Die Grafik besteht aus extrem altbackener, sehr grober Pixeloptik. Und leider ist diese im Spiel auch hinderlich, da ich dadurch teilweise die Unterschiede zwischen verschiedenen Terrainformen kaum erkennen konnte. Und Nein, anders als bei anderer Pixelgrafik kann ich hier auch keine besondere Pixelästhetik erkennen. Das Spiel ist und bleibt für mich schlicht hässlich. Die Stärken des Spiels liegen dann aber auch vielmehr unter der Oberfläche. Konkret meine ich damit die interessante Puzzlemechanik, die mit Physik- und Partikelsystemen funktioniert. Wer auf solche eher sandkastenartigen Puzzles steht, bekommt hier vermutlich richtig tolles und kreatives Futter. Nur ist diese Art von Spiel eben nicht für jedermann. Ich persönlich fand die Steuerung grauenvoll und die Levels viel mehr frustrierend als anregend. Und wenn Frust überwiegt, macht es am Ende halt einfach keinen Spass. Fazit: Für Fans von Physikpuzzles ist Cellchemist unbedingt einen Versuch wert, zumal es völlig kostenlos ist. Mir persönlich hat es jedoch keinen Spass gemacht. Und darum gibt es von meiner Seite her keine Empfehlung.
Very fun, interesting and stylized game about dropping sand. A lot of sand sims that I've played with lack character, this is where Cellchemist excels. It has a very charming and witty style. The combinations are all interesting and the fictional twist on elements allows for further exploration. Another issue a lot sand sims have is an over extensive amount of realism. Cellchemist has a very nice balance between immersive simulations and fantasy elements. The levels are all interesting and it's very fun to see a chemical reaction rubegoldberg machine. The only major thing I'd like to see in the game, is a little more integration with mechanical components. One of my favorite things in sandbox games, is building contraptions. While you definitely can make some contraptions in Cellchemist, it's not very intuitive and it's limited pretty heavily. Overall, a lovely game that is very fun to spend multiple hours building and destroying random pixel enviornments.
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