
Shoot paint, mix colors, and solve puzzles in this adventure about friendship and redemption. Just don't enter that portal to another universe, and ᴇᴠᴇʀʏTʜɪɴɢ will 𝐛𝐞 ᴘEʀ𝐅𝓔ᴄᴛʟʏ 𝒇 𝔦 𝓃 ҽ . • °
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam only; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 142reviews | 93% | — | $75.3K |
| $19.99 | 27ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ChromaGun 2 is a first person puzzle game where the player must solve test chambers by using a gun which shoots magnetic paint of different colours, to manipulate the position of objects within each room. There are similarities to other first person puzzle games such as Portal and ReThink, so players of those games will feel familiar with the basic gameplay mechanics. I also played the original ChromaGun for the first time just before playing this sequel. [h1]Gameplay (medium quality)[/h1] • The most common way to solve puzzles involves shooting walls, spherical drones, and other objects, to paint them a specific colour. Walls attract objects of the same colour towards them like a magnet. If there are multiple walls of the same colour nearby, the object will be positioned an equal distance between them. • You’ll often need to move drones on top of pressure plates to open doors or activate moving platforms. Sometimes objects blocking your path simply need to be moved out of the way. • After a short tutorial where your gun can only shoot one colour, you’ll eventually acquire an upgraded gun which can shoot red, yellow and blue. You can also mix colours by shooting already painted objects with a different colour, to create green, orange and purple. Hitting an object with all three primary colours creates black which is mostly an error state because black doesn’t magnetise, however this can be used tactically in some puzzles to prevent accidentally moving a drone which you’ve already correctly placed. • As you progress through the game, test chambers will gradually increase in complexity by adding forcefields to walls and drones to prevent colour changes, glass walls which can’t be shot through, bounce pads, electrified floor tiles which have to be disabled by moving a drone over them, and hostile drones which chase the player and hurt if they touch you. These hostile drones have to hit the player multiple times to kill you, and they can often by magnetised to a wall, so they’re usually more annoying than dangerous. • The first game had a significant design flaw because the player had no way to undo mistakes. If you painted something the wrong colour there was no way to change it, and when a drone was destroyed you couldn’t respawn it. This meant that it was very easy to trap yourself in a puzzle that was no longer solvable, at which point you had to reload the last checkpoint and try again from the start of the puzzle. This was especially frustrating on the larger puzzles which had multiple steps to complete. • The sequel has solved this problem, because the player now has the ability to reset any object back to its original colour (which doesn’t necessarily mean you can change it to white), and destroyed drones will either respawn automatically or you can press a button within the test chamber. This allows more of a trial and error approach to puzzle solving. • However, I think the puzzle design in the second half of the game gets overly complicated in an annoying way. Starting from the third chapter (there are five chapters), the test chambers become quite maze like, with multiple rooms connected by twisting corridors, elevators leading to multiple floors, switches in one room connected to an object in another room, objects activated by multiple pressure plates, etc. Often the biggest challenge is figuring out “where do I start?”. • This leads to another problem where the checkpoint saves are not frequent enough. Some of the later test chambers contain multiple smaller puzzles, and if I had to close the game before fully solving a test chamber, sometimes I would have to start it again from the very beginning. [h1]Story (low quality)[/h1] • Its not terrible, just quite basic. There are two test facility administrators who are both doing a poor imitation of Portal’s Glados, evil with dark humour. The player character is completely silent so it feels like you’re not really participating in the story. However, most puzzle games don’t have any story at all, so I suppose its better than nothing. • Doesn’t take full advantage of the multiverse concept. Every chapter could have had a different theme and different mechanics, but instead its only really explored during the final chapter for a series of one off jokes. I suppose I should be glad that we didn’t have an entire chapter where the colours in the room were constantly changing like we’re in a disco, because trying to solve that puzzle nearly gave me a headache. • Voice acting is fine. [h1]Technical (low quality)[/h1] • While it only took me 4 hours to complete the original game, the sequel took me almost 12 hours. • I didn’t have any problems with crashes or framerate, but unfortunately the game is very buggy. • While you won’t get stuck in an unsolvable situation because of the puzzle design, I still suffered from a couple of physics bugs. In one puzzle a swinging platform got stuck on a wall, and in another puzzle a droid got stuck on a door frame. Neither could be freed using the usual colour magnetism, so in both situations I had to reload the last checkpoint and start the puzzle again. • Rebinding movement to arrow keys does nothing. Even though the keys are shown in the menu, when pressing those keys in game I was stuck in place. • An important function relating to a story spoiler, which you have to use very frequently during the last two chapters, is bound to the R key. This cannot be rebound at all, because it doesn’t appear in the menu. Somebody asked the developer about this on the forum in February and its still missing. • At the end of chapter 4 you have to jump on top of a droid to solve a puzzle. This is a common method of solving puzzles throughout the game. However, in this puzzle, I was repeatedly told to hurry up and jump on top, even though I was already standing on top. The problem was that I’d rebound the jump key to my mouse thumb button. After resetting all keybinds to default, the default jump key (E?) appeared on screen like a QTE, and triggered a cutscene. • At the start of chapter 5, the main menu stopped working completely. I just wanted to customise my keybinds again and then close the game, but I couldn’t do either of those things. I had to kill the game through Steam. This was also reported on the forum in February but hasn’t been fixed. [h1]Recommendation[/h1] ChromaGun 2 is a fun puzzle game which fixes some of the major problems from the first game. However, the second half of the game has overly complicated puzzle design, poor checkpoint saves, and is also very buggy. Both games are worth playing, but I’d suggest waiting for a big sale.
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Genres
Stats
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, Polish, Portuguese - Brazil, Simplified Chinese, Turkish, Bulgarian +15 more
| $19.99 |
| 14ratings |
| 98% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is really good, but I still prefer the previous entry for its simplicity. There are a few aspects of this sequel that I didn’t particularly like: 1. Some of the levels, especially the later ones, feel too long. Many of the later levels feel like several smaller puzzles glued together; the checkpoint placement is not always ideal. Such levels would have benefited from being split into multiple shorter levels. 2. At times, the puzzle presentation is not clear enough. I often found myself walking back and forth through long hallways or rooms just to FIND an interactable object that happens to be the missing link. Rather than actually thinking through the puzzle and the solution, much time is spent searching. 3. Game makes it clear that puzzles do not require quick reflexes, which is great. However, that does not mean precise control is entirely unnecessary. Some puzzles and quite a few collectibles still require precise timing or positioning, which feels somewhat out of place in a logic puzzle game. Maybe I’m being a bit harsh, because the visuals, variety in puzzles, the story, are all significant improvements over the previous game. Still, the puzzling experience feels more distracting. The core mechanics is very simple, strong and solid, but there is too much going on around, which ends up diluting the flow of solving puzzles.
Гра є гарним продовженням першої частини. Це все той самий "портал на мінімалках", але з кольорами. Тим не менш воно вартує того, щоб в нього пограти, якщо Ви сумуєте за порталом, але грати в те саме не хочеться. Також є часткова підтримка української мови (лише інтерфейс), проте діалоги — англійською. ... ... Що я зараз і виправляю, працюючи над українізатором, який Ви можете знайти у посібнику, КУЛІ та LBK Laucnehr та нарешті повністю пограти в гру українською
Incredibly annoying game show host type character is constantly talking to you in a very annoying voice, and trying and failing to be funny. The humor is very try-hard and doesn't land for me at all, and it's much worse than if it wasn't there to begin with.
The first half of this game is great, but the last few levels were just so bad. They had so many ways to get stuck and force a restart. In a game where you're supposed to experiment to figure out what to do, that's a pretty annoying thing. If you plan on only playing about half the game, I recommend it.
[h1] ChromaGun 2: Dye Hard - что вы знаете о цветах? [/h1] [i] Внезапно, еще одни разработчики, которые когда-то выпустили свою первую игру головоломку, решили, что пора бы тоже сделать вторую часть, как однажды сделали разрабы Q.U.B.E. [/i] Первая часть вышла 10 лет назад. Игра представляла из себя типичную подделку на Юнити. Дизайн простой, все стерильно и ..да и что еще сказать? Ну как головоломка в целом не плохая но на любителя. И тут ПУВ и неожиданно анонс второй части...и я такая...чтооооооо? Не ожидала, как это было и с Q.U.B.E. 2 в свое время. Опробовав демку, решила, что стоит глянуть, что в итоге выйдет. [h1] Что в итоге вышло? [/h1] Головоломки. Несмотря на то, что принцип остался тем же а это смешивание цветов...в игру добавили хоть и не много новые элементы, которые помогают или мешают решению. В сравнении стало интереснее и местами бывало сложно. Также иногда приходиться подыматься вверх или вниз для решения, чего не было в первой. Хочется отметить главу 4..так как тут появляется неожиданный (по сюжету) компаньон. Что касается дизайна.. Ну..он все также белый и стерильный, местами это прям большие коробки..но потом по сюжету стилистика будет меняться. То оно будет более округлыми помещениями, но подсобки, то технические и..даже встречаются интересные с отсылками. О сюжете нечего не могу сказать, кроме как то, что мы зачем-то гуляем по другим мультивселенным. К сожалению сабы только на английском..почему не перевели..или это баг я не знаю, но по тону всего происходящего он явно забавный [h1] Какой итог? [/h1] Ну...честно не знаю. В целом игра вышла хорошей но вот дизайн местами... он был уж ну..оно и хоть на глаз приятный, но порой странный. Тут уже вкусовщна. Q.U.B.E. 2 - чек ChromaGun 2 - чек Теперь осталось дождаться второй части Antichamber))
I was hesitant to try the second as the first was very dry in terms of feel and emotion, however the second really changed that for me. A much more fun and engaging story with good characters and a strong villain. lots of comedy and thankfully one of my main issues with the first game was finally sorted as you aren't soft locked and forced to restart all the time. massive improvement from the first and highly recommend even if you haven't tried the first
gud
I'm getting tired of these games that change gameplay halfway through. If you start with logic puzzles, don't make it a platformer in the second half. I'm giving up at the basketball level, because you can't skip that part, I can't make it work, it's not at all about logic, and all the bouncing is making me sick. Mind you, that was not the first annoying thing at this point. Some levels are just a string of puzzles attached together, and there are very very few save points. It's a pity because the game is technically good, has some decent puzzles, nice settings. But for some reason, level designers wanted to have fun themselves, not considering that players at this point might not. Hey, it's okay to mix genres! Just be honest and do it from the start.
Considerably improved sequel to Chromagun, with just a sprinkle of new mechanics and a new facelift from the original game. The game claims at the beginning that this game isn't meant to test your reflexes, and with very few exceptions, that holds true. At least it doesn't feel as egregious as how it felt in the first game. Apart from that, some of the puzzles were a delight to solve, whilst some really did get me scratching my head. An all round comfortable difficulty. There were at least one or two instances of me softlocking myself to the point where I had to restart the level, but nothing too bad for the regular player, I would say. The story, following right after the first game, centers around the team-up and subsequent conflict between Richard and Mildred, and it was a fun dynamic to witness, similar to the likes of Wheatly and Glad0s from Portal 2. I was led on through previews to believe the multiverse aspect of this game would play a much larger role as opposed to being mostly situated within the final chapter, but I understand that's probably not what the developers intended entirely seeing where the focus of the story went. Sound direction is good and the game generally held out with good performance on my machine. Not too many complaints here. Even though this game runs on Unreal Engine, I don't think it should be too demanding. If you liked the first Chromagun for its colour-based puzzle mechanics, you'll find something to like here as well. It's a generally well-rounded puzzle game, try it if you like, but I do recommend it.
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