
Himawari's on a quest to deliver radishes to the neighborhood, but first she needs help overcoming the Rube Goldberg puzzles in her way! (This is the Steam version of the game originally released in 2009 for the Nintendo DS, now for the first time in English!)
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English
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
DS版を発売日に購入し、攻略サイトを使わず自力でクリアした作品ですがこのたびSteamにて配信ということで迷わず購入。 物理演算を駆使したパズルゲームでドット絵のすばらしさやクリアした時の達成感は本当に最高級の作品です。 が、やはり難易度は異常なほど高いです。 特に重力の様に目には見えない各種の力場(磁力・風力・推進力等)の対応がとにかく難しい。 おそらくステージ7で戸惑い、ステージ8で詰まる人が多数発生すると思います。 そしてDS版のころからネックだった操作性。 こちらも残念ながら改善はされておりません。 特に厳しい点として、ズームをマウスホイール対応すらされておらず、→のゲージをカーソル移動するしかありません。 また、DS時代から言われ続けていましたが、カーソルキーで1マス移動するという細かい微調整もできず、グリッド表示の様なものもありません。 この辺りの細かな操作性に関して言えば非常にストレスがたまりやすく、万人にお勧めしづらくなっている一因になっていると思われます。 ですがそれらの各種問題点を踏まえ、見えない磁力を予測し、想像もつかない鉄球の移動を見つめ、ひたすらトライ&エラーで細かな位置を調整し、最終的に鉄球がバケツにはまった瞬間。 前述のこのステージ8を自力でクリアするまで頑張れる人なら確実に楽しめます。 おそらく何度も投げ出したくなるステージが登場します。それをクリアしなくては魅力的なキャラやドット、シナリオを全て楽しむことすらできません。 率直に言って攻略サイト等を見ずに全ステージクリアするならば、100時間はかかる可能性も高いです。実際一度クリアしたことのある自身ですらステージ8で1時間弱かかりました。 何度も同じことを言いますが、万人にお勧めはできません。 ただ、この理不尽なほどの難しさを乗り越えた時の達成感は本当に最高です。 そして何より、この作品が再び表舞台に立った。 それだけで自分の中では「おすすめ」を押すしかありませんでした。
C
Beyond the cute aesthetic, it's an absolutely frustrating Puzzle game. Not because it's difficult, but because once you figure out the general idea of the solution and put it into motion, you need to make sure the objects you've placed on the level are practically pixel perfect or you'll fail. This wouldn't have been that much of an issue if there was some sort of rewind mechanic, faster play speed, or even something as simple as decreasing the margin of error so this doesn't even happen in the first place. Seeing my character walk up to a ball, throw it at such a slow speed off the level, and then resetting the puzzle to move each object a literal centimetre for the thousandth time is not fun. I can guarantee that you'll burst a blood vessel at some point from how ridiculously accurate the game wants you to be with the solutions.
プレイ時間138時間で全ステージクリアしました。他の方のレビューで「100時間かかるかも」と書かれてましたが、まさにその通りです。 ちなみにDS版も、発売当時にプレイ済みです。DS版をクリアした当時、「面白かった! でももう二度とやりたくない!」と思ったものですが、結局もう一度手を出してしまった。 ステージの解法に詰まったときは「こんなのどうすればいいんだよ…」と頭をかきむしり、解けた時には思わず勝利の雄叫びを上げてしまう、そんなゲームです。 ただ、ステージ間デモでのメッセージ(DSでは上画面に表示されてた)が全文表示されないこと、デモシーンの一部のセリフが正常に表示されないことなど、移植の部分で少し難があります。※環境によるのかもしれません また、ステージのオブジェクト配置をセーブする機能は無いため、クリア済みのステージをもう一度再現しようとすると、また同じように自分で配置する必要があります。この辺はSteamに移植する際に機能追加してほしかった部分です。
In short : The Incredible Machine X Lemmings with a Japanese anime aesthetic. Very cute, fun, good English with an hilarious script, puzzle solutions get pretty demanding at times, sweet music and pixel-art, lots of levels to play. ---- Coropata was originally a Nintendo DS game made by LukPlus and released in 2009 for Japan only, later re-released as JP DSiWare. It's now available for PCs worldwide. This is a rather unique kind of game that seemed to be an obscure hidden gem forever relegated to its initial platforms. But seeing it re-released like this is such an incredibly pleasant surprise to me. The concept of the game is simple in its nature. You have a set of small levels with physics-based objects laid out in a scene : platforms, basket balls, rotating bridges, wooden logs, buckets, etc. The game's heroine, Himawari, is also there and acts like a Lemming, automatically moving forward and interacting with objects as soon as she gets close to them. She also has mood and energy meters that can influence her behavior, for example by making her eat a cake item or kick it depending on those meters. The objective of each level is to place a few objects you're given to complete this scene and let it play out to make Himawari go to a designated place, collect a specific item, or perform specific actions. Each stage will include a description of what is expected of you. The further you progress, the more objects are introduced, so things stay fresh and exciting. If you have played The Incredible Machine (like I did as a kid on school computers), this game loop should be pretty familiar. While some of the stages have rather simple solutions, others can get very tricky or force you to be creative with the objects and their behaviors to complete them. Some can also be completed with unintended methods that don't use all the items, which always feels super rewarding. The difficulty when playing the stages is a bit uneven instead of gradual, sometimes the stages can be pretty easy, some others look convoluted but are also actually easy, there's some stages where the difficulty lies more in realizing the correct logic to clear it, while some seemingly easy stages with obvious solutions will require you to place objects in very specific spots to make sure the sequence of events plays as intended and you can solve the puzzle, and those last ones are where you might get stuck the most. Despite this inconsistent difficulty and getting stuck in specific stages for a while, I always want to come back for more attempts. If it was any other game I would have probably not persevered through its original version as much, but this one feels special. There's something to the lavish, colorful and cute pixel-art and the calm and relaxing music that makes it fun to try again. The interactions with object physics can also get funny with Himawari falling off platforms and being pushed around like crazy, so even failing stages can be amusing sometimes. In between some levels you'll find story segments with funny dialogues and situations occurring with Himawari and other characters. While the DS game was left untranslated (without any completed fan-translation as of the Steam release date) but still playable without understanding of Japanese, being finally able to understand those little intermissions is a huge plus for this PC version, especially since they are very funny. The story starts off with Himawari being given plenty of excess radishes from her mom and being tasked with just handing them out to people she knows, and some bizarre hijinks occur afterwards. The quality of the English is also very good, and while I can't say myself how accurate the translation is, the dialogue itself sounds very fluid and natural, with none of the machine-translated nonsense you could see in some other games. This is also handy as the objectives are now translated so there is no need to guess what they are anymore. There are usually arrows and characters that telegraph said objectives but when you are stuck on a stage you can sometimes second guess what you thought was the objective. Besides, there's some stages where the objective description itself can give you a hint. Stages are also very numerous, so this is a game that can last a whiiile. There's 128 stages in the "main campaign", and you have to unlock them on a linear basis, by clearing them one after the other. On top of that, you have 64 more levels that were originally distributed on the DS version through the (now discontinued) Nintendo WiFi connection. They might have been bundled on the DsiWare version too but I don't know myself. I haven't been able to play those stages beforehand so this is a welcome addition to this version. Those bonus stages are also immediately available for play deeper in the Stage Select menu so that's great! Since this was a DS game that heavily used touch screen controls, let's talk about the way those inputs made the transition to PC. The general interface mimics the DS version's bottom screen where most of the action happened, and the text tidbits that were on the top screen are in a header at the top of the window and you can click it to get the full text. This is fine for the majority of the game, however some text also appears in that part of the interface during story cutscenes and it's cut-off early due to character limits. Since clicking advances the dialogue boxes, you can't actually open the header here to see the full extent of the text like you would for object description and level objective when playing one of the stages. Controls-wise, the mouse is used for everything. For the most part it works well enough and I like how it's playable with a drawing pen too since it's all mouse-based, but it could definitely be better. For starters, the zoom level (which is now a gradual zoom rather than the more basic 3-levels-of-zoom from the DS version) requires you to click on a dedicated part of the interface to adjust the zoom level but there's no way to simply scroll the mouse wheel which could have been a nice feature. Another part of the control scheme that can be improved is selecting objects. You have to click on the objects in the sidebar to select them and then click on the scene to place them, which makes sense. And when you click the object again on the scene, you can move it around before placing it again elsewhere. My actual issue with that is the circle around the placed objects that appears when one is selected. Clicking anywhere within this radius will act as if you clicked on the object, and will thus let you move it around, which is convenient at first but becomes a minor annoyance when two movable objects are close to one another and the screen is zoomed out. You can't select the second object if it's in the radius so you have to click once outside of it to deselect the first object and despawn the circle and then click on the other object. This issue wasn't a thing in the DS version because the circle wasn't there in the first place. Some other QoL I'd like to see added is a way to use a button or mouse click to start the stage or stop it when it's being set in motion. While this was also a clickable button in the touch screen interface on the DS, a shortcut also allowed you to quickly access it by pressing a button on the console, which doesn't seem to be the case here. Overall it seems like some of the cool stuff you could do with a mouse wasn't fully taken advantage of (like wheel scroll for zoom or right click for instant object removal), but what is there still works decently so I don't have any major complaints about the transition from DS to PC. In the end I'm very happy to see this game being re-released on PC and made available in English for the first time. It's not without its flaws but it's extremely charming and now widely accessible, that's really great. Props to LukPlus for porting this gem!
Endearing and comical.
Wow!!!
Game is very cute, and I like me a good puzzle game, but .... They give you absolutely no help on anything, and so often your problem is that the setup you made has 1 piece 1-pixel off, but because of the physics you don't know it's 1 pixel off until you've run the simulation. This doesn't sound so bad until you get past around level40, at which point it can take 10-15 minutes just to fix one part of your machine. For example: you're using 4 mirrors to light a fuse on a bomb while it's midair. You run the simulation twenty times to get your mirrors to a point where you can light using a magnifying glass. The positioning of the magnifying glass lights the fuse too late, and the timing of the explosion isn't right. You decide to shift the mirrors around to light the fuse in a slightly different position, only to find that to get the right angle, you have to move a piece from a completely separate part of your machine, throwing off THAT balance. Once you pass about level 40, the game gets brutally specific like that, and it makes the stages turn into an hour or more of trial-and-error. And it's not that figuring it out is so hard, so much that getting it EXACTLY right is such a chore. I like the feeling when I figure it out, but from then I have to spend 15-20 minutes tweaking it to actually make it work, and the frustration makes me say "f***ing FINALLY!" when I get it, which is not a good way for a game to make you feel. If you've never played it and don't get what I'm talking about, imagine this: Imagine playing Worms: Armageddon, but only the basic rocket, the gravity and wind follow weird rules like "gravity strength is on a gradient depending where you are on stage, the rocket has a 1-pixel hitbox, and only direct shots count. Games would go on for days until someone gets a lucky shot. I gave up the game after spending about 45 minutes on stage 55, for whatever that's worth.
DSのダウンロード版をプレイしていて、こちらでも発売されたというので購入。 主人公をピタ〇ラ装置を作ってゴールへ導いたり、目的を達成しましょう。 可愛い主人公、登場キャラクターながら難易度は全く可愛くありません。 人によっては同じステージで何十分も、何時間も消費することになるでしょう。でも主人公の一挙動が可愛いのでそんな繰り返しにもきっと耐えられるはず。 ちょびっと動かしただけで結果が大きく変わることもあるので、変化を感じながら答えを導くことができます。
[h1]これはパズルでしょうか? いいえ、拷問です。 [/h1] 可愛いキャラクターにほんわかとしたBGM、 主人公をゴールまで見守るゆるいゲーム……だとでも思ったか! と言わん程の 超鬼畜&理不尽難易度ゲームです。 特に後述する幾つかの重大な問題点によって終盤ほど終わりの見えない無限トライ&エラー地獄のパターンに陥りやすく、解答もヒントも一切見ずに全て自力でクリアするには途方もない時間と精神力が要求されます。 ……とはいえ、このゲームは難易度だけでなく3面クリアするごとに発生するキャラクター同士の会話からなる見かけによらずぶっとび気味(そして今となってや多少時代も感じる)で終盤は意外な一面も垣間見えるストーリー、主人公以外も細やかに動くクオリティの高いドットアニメ、個性あふれるキャラクター達と、それぞれに用意されたBGM等、評価するべきポイントも数多く、また物理演算によって動くギミックを紐解いて正解を導き出すというゲームデザインと、試行錯誤によってクリアにたどり着いた時の達成感は素晴らしいものなので、もしどれかに興味を持ったのならばやらずにおくのはもったいないと言えるでしょう。 [h2]問題点[/h2] このゲームの目的はオブジェクトを任意の位置に配置する事で主人公がゴールまで到達する道のりを完成させる事です。 そして最初の問題点として、[b] オブジェクトの配置の自由度が高すぎます。[/b] 1ドット単位とまではいきませんがそれに近いくらいの小刻みな位置調整が必要で、そこに一部は更に向きの要素まで加わります。 この時点で1つのオブジェクトだけでも位置&向きの候補が途方もない数になるのですが、このゲームでは[b] 3つ以上の複数のオブジェクトを同時に1マス単位&向き込みで位置調整する事になる[/b] のが日常茶飯事です。 そして更に次に挙げる問題点のせいでその無限に近いパターンの中から実際に[b] クリアに至れるのはたった1つ[/b] ~ほんのいくつかのみ。といった状態によくなります。 そしてこちらが更なる問題点、このゲームはあらゆるオブジェクトを物理演算で処理するのが売りとなっていますが、これが致命的な仇となっており何が発生するかというとグラフィック上はドット単位の画像処理なのに内部的なオブジェクトの状態の処理はそれとは異なってきます。 結果何が起こるかというと、途中の障害物の位置を1マス分だけずらしたパターンAとB二つの解答を試している途中、[b] 見かけ上は同じ状態にあるオブジェクトが途中で接触した障害物の位置のほんのわずかな違いによって内部的には更にほんの僅かに位置や向きが違う処理[/b] となってしまい、その結果として最終的な動作が変わってしまいます。 それでもある程度のズレが許容されるような多少大雑把なステージ構造ならよいのですが、このゲームのステージは特に後半には [spoiler]先に完成図を作ってから適当にパーツを幾つか抜いたのでは? [/spoiler]と勘繰りたくなる程にクリアとなる組み合わせがピンポイント過ぎる問題が大量に存在しており、クリアするにはその都度結果を最後まで見届けながら複数あるオブジェクトを1つずつ、1マス分ずつ修正して結果確認というの繰り返すしかないという、とてつもない苦行が待っています(更にそもそも今試している解法が正しいという保障すらありません!) 中にはそのゴールまでの道のりが長いステージもあるため、せめて早送り機能があればと思わされる結果となります。 主人公のひまわりがほんのわずかな登りの段差や床と床との隙間すら跨ぐことが出来ないポンコツ娘である事も、上記の問題点に拍車をかける結果となってしまっていると思われます。 こういった問題から本当に全て自力で解くのはもはやパズルよりも拷問に近い行為と言えるので、遊ぶ場合にはある程度行き詰まりを感じたら早めに攻略サイトを見てしまうのも一つの手として考えましょう(DSソフトの移植なのでDS時代の攻略サイトに有志によるヒントと解答例が載せられています) でも、それを除けば本当によいゲームなのでもし遊びたい方は解答を見ても何でもよいのでストーリーがあるステージ128までは是非ともやってみてください! ※よりみち062のクリア条件について [spoiler]旗を4つ立ててと書いてありますがこちらは誤植で、単に画面上にある3つ分だけ立てられればクリア出来ます(もちろん、ひまわりはゴールまで連れていく必要があります)[/spoiler]
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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