
Play as our hero, Crisp, and navigate the puzzles by using the elements of electricity, ice, and fire. Ascend the castle and complete the challenge! OR Kick back and enjoy some fishing, who knows what's in those waters! Go beyond the challenge, create your own, or try challenges from others!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
Languages: English
Reviews
[b]2/10[/b] A grid-based adventure/puzzle game that cares more about fishing than logic, [b]What is it:[/b] A short puzzle game where you have to unlock doors to reach the exit. Each door is unlocked by either fire, ice, or electricity, each with a source and a destination, and obstacles in your way. You can only carry one at a time, and you have restrictions, e.g. you can't carry electricity over water or you'll electrocute yourself, and you can't carry fire over water. The concept is nice enough, and could be turned into a very nice logic game. But as it is, the game is seriously flawed. Looks more like a 24-hour proof of concept hackathon outcome, or a middle school project than a finished game. The most important part of this kind of game is the level design, and not only are the levels uninspired, they are completely out of order. Early on you're presented with things you have no idea how to use, and while I enjoy games that force me to discover new mechanics, I really didn't enjoy how this game does it. "Here's a bunch of things, you go figure out how they work". And then, toward the middle of the game, you get very easy levels that would have been super useful early on as a kind of tutorial, and after struggling to figure out how things work I get no enjoyment out of the later boring easy levels. Instead of polishing the actual game, the devs added a "fishing minigame" which I have no idea how to use. Sometimes a fish pops up a few seconds after I put out the rod, sometimes 40 minutes pass by without anything happening. I don't know if I'm supposed to sit still, keep moving, find a certain pattern of going through fishing spots, or what ever am I supposed to do to make them show up. And almost all of the game's achievements are about catching fish. Then there's the game's complete lack of other qualities: no level select, no key mapping, barely any settings at all (just sound loudness), no undo, hard to reach reset, really unintuitive level editor, bad achievements, graphics designed in Windows 95's MS-Paint, each piece of text has its own font size... [b]How hard is it:[/b] Easy. Once you figure out what each thing does, there is no thinking required to solve a level, just moving back and forth to get ice to cover the water. [b]How long is it:[/b] 50 levels, with an achievement to finish all of them in under 20 minutes, so about 40 minutes playtime on the first try. [b]Level design:[/b] Really bad most of the time, more tedious than smart work needed to finish them. [b]Quality:[/b] Really bad. [b]Worth the price:[/b] No, worth less than 1$. [b]Most positive aspect for me:[/b] Good concept, but unfortunately terrible implementation and level design. [b]Most negative aspect for me:[/b] Everything. [b]Also consider:[/b] https://store.steampowered.com/app/346850/Chips_Challenge_1/ https://store.steampowered.com/app/1545880/Herman_Electro/
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.
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Squad | $166.3M | 240.4K | 81% | $39.99 |
| Satisfactory | $164.4M | 275.8K | 97% | $27.99 |
| Kerbal Space Program | $154.7M | 144.7K | 96% | $39.99 |
| RimWorld | $149.6M | 205.9K | 98% | $34.99 |