
A challenging puzzle game where you are what you eat - and you have four stomachs. Your four directions of movement are also inventory slots, and items in those slots will affect only that direction of movement.
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In Clover's Quadrants, your four directions of movement correspond with four different inventory slots: Up, down, left, and right. Pick up an item on your left side, and now that item's ability will be used every time you move left! This simple premise is explored in depth, with many items and mechanical surprises to discover.
Clover's Quadrants aims to be a difficult-but-fair experience. Players less experienced with Sokoban puzzles should expect a challenge! If you are a more seasoned puzzler, don't expect a cakewalk either.
90+ puzzles with a wide range of difficulty
Bespoke art for every puzzle
Assist features
Movement and parity helpers
Visual hints for every puzzle
Ability to skip any level at any time
"Free Play" option to unlock all puzzles
Colorblind accessible by default
UDLR_Modify was originally created for the Acerola Jam 0 as a prototype with 20 puzzles, where it was among the most popular games submitted. Clover's Quadrants is the full-length follow up to that game, keeping the best puzzles from the original while adding many more, adding new item types, and modifying some of the base mechanics.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
《Clover's Quadrants》是一款以“物品栏”为核心机制的创意[b]推箱解谜[/b]游戏。 [h1]核心创意与机制设计[/h1] 本作的开发始于两年半前一个Game Jam的投稿作品《[url=https://ian-spadin.itch.io/udlr-modify]UDLR_Modify[/url]》,虽然只是一个20关的原型,但已经能一窥其中的潜力,其中不少谜题也被保留到了Steam版中。Steam版作为经过两年半开发的完整版,在机制、谜题、美术等各方面都进行了拓展升级。 本作原名《[b]UDLR[/b]》,就是“上下左右”四个方向的英文缩写,由于这个名字并不容易被搜到,因此改成了现在的标题。“Clover”是“四叶草”(同时也是主角的名字),而“Quadrants”是“象限”(一般也是有四个),用一种更委婉的方式强调:本作的核心机制和“[b]四个方向[/b]”有关。 本作巧妙地将“[b]物品栏[/b]”的概念引入了推箱解谜:主角[b]每个方向[/b]上都有一个“能力槽”,一开始是空的,主角可以“拾取”关卡中的“能力标志”,按照[b]触碰的方向[/b]将其收入对应方向的槽中。每种标志都对应一种特殊能力,而能力的效果也和标志所在的方向有关,比如红色标志可以让主角[b]在一个方向上一次“跳跃”两格[/b],而不会影响其它方向上的移动。每个谜题的目标是拾取完场上的所有标志。 很显然,“方向物品栏”就是本作的[b]核心机制[/b]。四个方向相互独立,每个方向都可以有自己的“能力”,这个设计就已经能创造出很多的排列组合了,而将“能力”设计成可以拆装的“物品”则更是点睛之笔,在“资源管理”的层面上打开了很多值得思考的决策点,比如某个能力应该装在[b]什么方向[/b],又或者某个能力应该在[b]什么时机[/b]装上,等等。 本作后续的机制拓展方向还是比较好猜的,那就是[b]增加更多的“方向能力”[/b]。这种机制设计方式让我想到了《[url=https://store.steampowered.com/app/1823730/Alephant/]Alephant[/url]》,这两部作品的核心机制都不是某种特定的“特殊能力”,而是一整套全新的“交互逻辑”,对于本作来说是“方向物品栏”的相关交互,对于《Alephant》来说则是“符号匹配”和“发声”的相关交互。 理论上,两个作品的交互逻辑都可以拓展到很多种不同的“特殊能力”上,这是作为核心机制的“交互逻辑”强拓展性的一种体现,但最终,这两个作品都选择了[b]只探索少数几种“能力拓展”[/b],这种“自限”绝不是退缩或妥协,相反,能在这种自限下,精挑细选出具有惊人深度的那些能力,并有条不紊地探索,在我看来才能真正体现出设计师的实力。最终,本作所设计的几个特殊能力确实都很有趣,无论是各自分别来看,还是考虑一些“组合”的效果。 接下来我想从一个比较特殊的角度切入,继续讨论本作的机制和谜题设计: [h1]探索重心:“顺序规划”和“推箱解谜”[/h1] 与“推箱解谜”给人的感觉相悖的是,本作绝大多数谜题的核心并非“推箱腾挪”,而是对各种操作(比如能力的拾取)的“[b]顺序[/b]”进行规划。 之所以顺序会成为核心问题,有两个机制上的原因:一是能力一旦装上就不能随便取下,二是“特殊能力”并不是单纯的“加强”,而是也存在着对应的“限制”。就比如上面说的“跳跃两格”的能力,虽然能够给予主角跨越障碍的能力,但也可以让主角再也到不了某些格子上,所以拾取能力的顺序很重要。 当然,对“顺序”的考虑很大程度上还是要依赖于“网格”这个空间上的“语境”,因为很显然,上述的“方向”和“能力”的设计都和“空间”有着非常紧密的联系,不可能脱离空间的约束来思考问题。除了拾取,主角还可以[b]推动[/b]还没有拾取的能力标志:只要在推的时候,对应方向的物品槽中已经有其它能力,此时交互逻辑就会非常自然地从“拾取”转为“推动”。这就是本作“推箱解谜”的部分。 这里所说的“推箱解谜”的部分和前面所说的“顺序规划”的部分有机地结合在一起:推箱解谜的各种可能性与限制能够为顺序规划提供崭新的思路,或者是提供某种“高层”的约束,而顺序规划上的逻辑推理也能为推箱解谜的部分提供一些“子目标”,比如“某个标志必须要被推到哪里”等等。因此,本作明显区别于纯粹的“顺序规划解谜”或纯粹的“推箱解谜”,这不仅意味着设计师有很多崭新的可能性可以探索,也意味着玩家需要形成一套独特的思维方式,这样才能破解这些崭新的挑战。 最近刚好游玩了另一款以“能力物品栏”为核心机制的优秀解谜作品《[url=https://store.steampowered.com/app/3029010/Elementalist/]Elementalist[/url]》,只不过这款作品是将“能力物品栏”和“[b]平台解谜[/b]”相结合。我认为两部作品都很好地探索出了属于自己的“混合风味”,如果硬要比较的话,两款作品的“物品栏”设计还是稍有不同,核心的不同在于探索了不同的“数据结构”:《Elementalist》的物品栏是一个“先进后出”的栈,先天就带有一种“顺序”,而本作的物品栏则是四个方向各一个栏位,自身没有顺序之分,顺序的重要性是通过空间上的约束间接产生的。从谜题上看,《Elementalist》的决策点更多在“顺序”上,而本作则是顺序推理和空间推理并重,这一点也很符合以上对两者机制的分析。 目前我还知道一个正在开发中的作品《[url=https://store.steampowered.com/app/3549280/Bulbos_Belief_System/]Bulbo's Belief System[/url]》,它同样是将“物品栏”与“特殊能力”相结合,而它探索的“数据结构”又和上面所说的两部作品都不一样,是一个可以按任意顺序“遗忘”的“能力集合”,此时顺序和空间上的控制就都没有那么重要,而能力的搭配——多个能力之间的“叠加”和“组合”——相对来说可能会更加重要一些。目前不太清楚这会不会真的成为这部作品未来的探索重心,但我个人认为这可以是一个独特的探索方向。 总之目前解谜游戏对“物品栏”机制的探索仍然是一片蓝海,希望这个方向之后能诞生更多新颖的作品。 上面这些就是我心目中本作的核心设计亮点。接下来我还想提一些有趣的小方面,但不一定很“核心”,如果不感兴趣,可以直接跳到最后的总结。 [h1]小方面1:难度[/h1] 本作开头体感上是比较难的,因为就像之前所说,玩家还在适应本作这套崭新的思维方式,而游戏也并没有提供很多简单的教程关来“引导”玩家;之后随着更多新机制(新方向能力)的加入,谜题确实变得更加复杂了,但由于对思维方式的适应,体感难度并不会上升很多,甚至可能还会时有下降。 整体而言,我认为本作通关的难度适中,而100%的难度稍高一点,但也只是中等偏难。同时,本作绝大部分的难度出自对谜题结构的理解和整体规划,而只要规划清楚,具体执行上的“腾挪”难度应该是较低的,但是反过来,如果你规划不清楚,那么试错的成本也可以很高。这样的难度分布自然强调了“规划”的重要性,很对我的胃口。 [h1]小方面2:游戏体验设计[/h1] 本作在[b]游戏体验设计[/b]的方面也有一些能帮到玩家的优秀设计: 本作内含[b]提示系统[/b],浅层提示会在视觉上提示谜题的一个“中间状态”,但看不到具体的物品栏的状态,或者每个标志都是什么,而是只给出了所有物体的“轮廓”,而深层提示则会展示这些具体状态。这种提示方式还挺有意思的,虽然我自己没有去用就是了,至于“剧透程度”如何,我感觉还是见仁见智。 本作还有一个视觉上的辅助设计是原型里没有的,游戏内称为“[b]奇偶性小助手[/b]”,会在关卡中直接把由于“奇偶性”原因不可能到达的格子给“划掉”(视觉效果),能让玩家看得更加清晰,不用只在脑内测算。当然这个效果只适用于基于奇偶性的排除,并不能代表它没排除的格就真的可达,所以在这方面它还是不能代替玩家自己的观察和思考的。 [h1]总结[/h1] 总的来说,本作不仅通过将“能力”设计为“物品”,从而引入了一种“资源管理”的思维模式,而且本作这种特定的“方向物品栏”的设计又将它与推箱解谜中的“空间推理”紧密结合,产生了一种别样的“混合风味”。同时,本作的谜题设计也很好地探索了系统中的可能性,重“规划”、轻“腾挪”,个人十分喜欢。 虽然和玩法无关,但是我还想要多一句嘴,夸一夸本作这类似“抽象派油画”的艺术风格:虽然我知道是使用了[url=https://mrmotarius.itch.io/paint-tiles]Paint Tiles[/url]等素材库,但每一关的不同背景画面显然还是作者自己配出来的,素材库自身再好看、再有“质感”,没有一定的“艺术细胞”也是配不出这么好看的画面的。具体应该还有一些别的操作,我也不知道具体是怎么做到的,反正就是调得非常顺眼,就好像每个关卡真的都是一张专门画的“抽象画”一样。 结论:[b]强烈推荐[/b]。 [quote]普通玩家一枚,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?敬请关注: 我的[b]Steam鉴赏家[/b]([url=https://store.steampowered.com/curator/44752532/]老船长OldCaptain[/url]):推荐一些我个人觉得有特点的Steam游戏。 我组织的[url=https://oldcaptainwzj.notion.site/164f304725d5803a957fd3c7b478e3d6]游戏推荐数据库[/url]:保存我所推荐的作品信息,方便检索作品以及索引到对应的评测,Steam和非Steam作品都有。 我的[url=https://oldcaptainwzj.notion.site/OldCaptainWZJ-16df304725d580a0a767d6ed91ddc41c]个人主页[/url]:包含更多游戏相关信息分享,上面的数据库也是内容之一。 [/quote]
Distinctive oil-painting-like art style - the background of every level is a work worth appreciating, with colors that harmonize with the level elements. Plus the rules and levels are at top-tier in their design. Looking forward to future Steam trading cards and Points shop items.
好玩,机制看着容易变成腾挪但实际玩下来并没有 提示好
4.5/5 不得不玩 在巧妙的机制下,谜题设计得非常精致,资源控制与路径规划带来了区别于常见类推箱的独特逻辑,再加上非常享受的音乐与美术,实在是难得的佳作。 硬要说缺点的话就是没玩够,结尾的谜题有点没尽兴(不过后续似乎会有免费更新的关卡包,期待一下)。
I don't need to play the game long to realize that Clover's Quadrants is puzzle genius distilled into a fairly approachable, easy-to-learn but hard-to-master format. The goal is simple: grab all the symbols in the level and then move to the exit(s). Each symbol fits into one quadrant of the character and changes its behavior. Some symbols may let you move only one field, some force you to skip one field, some may prevent you from moving a certain direction. Grab everything in the right order so you can still reach the exit, or even multiple exits which then take one symbol each from you, adding even more complexity. Because the rules stay the same and the challenge comes from the level layout and symbol placements and the way you move them (if needed), you can solve every level in your head before you even start moving (if you want), which is a lot of fun and eliminates any trial & error. It's all braincells and no guessing. It's also very accessible; circles show you at any point where you can move; and as you grab symbols, certain fields get visually blocked, showing you immediately if you made a mistake that makes the level unsolvable. You can skip any level you want and come back later, and also unlock all levels temporarily if you'd like. With a nice, chill soundtrack and a very interesting abstract watercolor art style, Clover's Quadrants is a fantastic puzzle game that provides a fair challenge for puzzle lovers of any kind!
Everybody will talk about how good its puzzles are, and deservingly so: they are really good indeed. But have you seen it? Have you heard it? It looks and sounds beautiful, it is a proper snack sized, delighting treat for your senses too.
awesome game for bedtime gaming
This game makes me feel dumb but I do be funking with the music and the little fella not gonna lie
had the pleasure of playtesting this during development and seeing it evolve to this final state, and it's ended up as a fantastic feast of a puzzle game that keeps on giving. of course the art and sound are both incredible, but the joy for me has been the repeated unfolding of these systems; every time you think you know how something works it shows a new side of itself and you have to reassess your entire worldview around new reveals. diving into the game with the suggested ethos of experimentation, trying to break stuff, building hunches around interactions and getting to see them pay off has been so rewarding. it gets really tricky towards the end after a slow and well-curved build, and theres so many brain destroyers for the true puzzle sickos out there at all stages of the game; you can really play to your own difficulty taste. i hope youll love it too!
The art that makes up this game is very beautiful, it all looks like physical brush strokes on the screen, wonderful colors and abstract composition that fuses with the layout of the levels. The music changes from chapter to chapter and compliments the visual aesthetic of each of them, even going as far as to sync the variant of sound effects with the music in a way that doesn't make the sound effects dissonant when played along with the music. Its really hard and challenging, but that's good. There is no tutorial to hold your hand (might be a bad thing for others), so you have to figure the mechanics out for yourself. Its awesome when you realize how something really works and then you can use the realization to your advantage. You have to really think about it, often it might make you feel very dumb, but you just have to keep experimenting and trying !! This difficulty makes me really wanting to keep going because every time I figure a level out its extremely satisfying and I just want to see what music and visual styles come next, and what the next paintings will look like.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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