
A cute tile-based sokoban game about solving puzzles with the help of two friendly characters.
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Double Trip is a tile-based sokoban game about solving puzzles with the help of two friendly characters. Travel through a beautiful island by learning how its different elements interact with each other.
Traverse an overworld through branching paths and enjoy the beautiful and vibrant artstyle while listening to a relaxing original soundtrack.
Push rocks into holes and connect islands with logs in various well-designed levels suited for all kinds of players.
Challenge yourself with more complicated optional stages.
Enjoy the singleplayer experience or share problem-solving moments with your friends through local 2 player co-op mode.
Express yourself with fully customizable characters!
Discover deep mechanics within simple objects.
And the most important thing... Solve, explore, and just have fun!
Development, programming and art by MaxyLAND.
Music, sound and level design by Javier Reina Ruiz.
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《Double Trip》是一款偏传统的推箱解谜小品。 光看截图,这个绿地,这个水,还有推“原木”和“搭桥”的机制,我差点梦回《[url=https://store.steampowered.com/app/1052990/A_Monsters_Expedition/]怪兽远征[/url]》,但比起那个作品,本作感觉要传统得多,而且要小很多,感觉比起来不太公平。 本作的核心机制很简单,就是[b]双主角[/b],玩家在每个回合只能选择一个主角移动,而不是同时移动两个主角,所以不是常规意义上的“多控”。除此之外,本作还有一些简单的解谜要素,比如可以推的“石头”、“原木”,以及其它场景元素,比如水坑。 这些机制以及它们之间的交互远没有《怪兽远征》那么复杂,比如原木不会翻滚,也不能组成各种各样的东西,单纯只是一种在一个方向上可以一格格推,另一个方向上会滚到撞到东西为止的特殊“箱子”而已。而搭桥这一部分的机制和《怪兽远征》里的差不多,原木入水后只有一个方向可以通行。 本作机制上确实没有什么很惊艳的地方,尤其是对我这个玩过很多推箱解谜的玩家而言,感觉其实都挺常规的。而本作的谜题数量也不多:14个普通关,11个额外关,以及差不多10个“选关界面”中的谜题。其实感觉普通关和额外关的难度差距并不算大,而选关区域中的谜题也不是《怪兽远征》里的[spoiler]“雪人”[/spoiler]那样的Meta谜题,更像是位置不一样的普通谜题。但是本作的谜题设计水平还是足够扎实的,用这些简单的要素设计出了一些比较有意思的谜题。 总的来说,我会更愿意把本作推荐给想要更深入地理解推箱解谜中的空间推理逻辑(又称“腾挪”),但又不想回到最纯粹的推箱子的[b]新手[/b]玩家。不过就算你很熟悉推箱解谜,如果能接受为一款2小时内的小品买单的话,我觉得也值得一试,本作的谜题设计虽不至于惊掉你的大牙,但还是足够有挑战性的,足以带来解谜的愉悦。 结论:[b]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?欢迎关注我的[b]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游戏。 若还想了解更多游戏相关信息分享,敬请关注我的[url=https://wise-farmhouse-ac9.notion.site/OldCaptainWZJ-16df304725d580a0a767d6ed91ddc41c]个人主页[/url],包含我组织的游戏推荐数据库等内容。[/quote]
Hola! Soy el diseñador de niveles y el compositor de la música, y espero que os guste este juego tanto como yo disfruté trabajando en él. Quería agradecer a MaxyLAND por el trabajazo que ha tenido que hacer para que este proyecto salga a la luz, y a DavJT por todo el apoyo durante el proceso (y por el splash art). En general este proyecto ha sido una experiencia muy grata para nosotros, y espero que podamos seguir haciendo cosas como esta en un futuro :)
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Languages: English
Hours played at review time, across 36 reviews with recorded playtime.
Hey, aquí el desarrollador! Muchas gracias a todos por vuestro apoyo. Espero que disfrutéis!! Y no os frustréis demasiado ;)
This review was written for [url=https://thinkygames.com/]Thinky Games[/url] and has been cross-posted here. Please see [url=https://thinkygames.com/features/double-trip-is-the-perfect-sokoban-for-beginners-and-those-after-a-cosy-break/]the original article[/url]. Curator page : [url=https://store.steampowered.com/curator/44695991-Anokturnus/]Anokturnus[/url] A Monster’s Expedition is… wait. No, sorry, wrong game. Yet, it’s hard not to think of A Monster’s Expedition when looking at Double Trip, a sokoban puzzle game whose inspiration is quite clear. In this sokoban, though, you get twice the fun as you have to control not one, but two jelly characters that need to help each other. I can sense a few people grimacing behind their screens, but we’re not talking about simultaneous control, don’t worry! The game opens directly into the overworld, a pretty archipelago with islands linked by bridges. The first striking element of Double Trip is how soothing the atmosphere is: the sweet acoustic guitar, the sound of the ocean, the wind blowing, the sunrays… I love a good cosy game from time to time. The controls are kept simple. You can swap between your two characters at any moment and use the whistle action so that the unused character automatically follows in the footsteps of the one you control. You can also choose to play in two-player mode, allowing you and a fellow puzzle-lover to work together, controlling one blob each. The goal of each level in Double Trip is to bring both characters through the exit portal, which is usually either across an obstacle like a hole or a pool of water. This brings us to the two main mechanics of the game: stones and logs. Stones can be pushed like any Sokoban block, they can be dropped in holes to create a bridge, while logs can also roll if pushed on the side. Logs can’t make bridges over holes, but will make bridges over water. They are used far more often than stones, so you can see why the A Monster’s Expedition vibes are strong. And yeah, that’s all there is to the game! Double Trip is not a long game, it consists of around 30 puzzles for a duration of 2-3 hours. I mentioned in my Electrifying Incident review how short games, unfortunately, often don’t fully exploit their potential. Much like The Electrifying Incident, Double Trip also avoids this trap. It doesn’t try to bring too many things to the table and stays very basic in its approach, allowing it to take full advantage of the few things it offers. The emphasis is obviously on the teamwork; most of the puzzles require constantly switching characters and thinking for two. There’s no special trick to find, only how and in what order the characters need to play their part. The lack of room (a common constraint in Sokoban games) is especially well used in Double Trip, the trickiest puzzles are the ones in which you can’t work together as you’d like to. Although the mechanics are basic and the levels very small, I liked the efforts made to create multi-step puzzles; at least I constantly had the feeling the puzzles took more steps than I anticipated. I also liked how late-game puzzles completely isolate the two characters from each other, because who doesn’t like a dose of purely classic Sokoban? There are three kinds of levels in Double Trip. The normal levels are the ones you need to solve to progress in the overworld, which are usually very easy. The extra levels are slightly harder and also unlock as you progress, but they require you to solve overworld puzzles before you can reach them. The overworld puzzles are neither meta puzzles nor interconnected puzzles, just puzzles in the overworld… but this is where it gets trickier. They are not hard, but I still think they are noticeably more difficult than the rest of the game, and I loved that, of course! It’s completely clear that Double Trip was inspired by the big puzzle names, and that’s always a good thing for smaller games like that. It’s not even conjecture based on the puzzle design, just look at my jelly blobs! You unlock customization options and colours as you clear extra levels, and what would be more fitting to push logs than the Draknek Monster itself? Double Trip was a nice experience, even though it’s too easy for my taste. It’s the perfect game if you’re a beginner or if you want an approachable and cosy break. Double Trip is also one of the very few multiplayer Sokoban games. I played it alone, but I wouldn’t be surprised if the game was best enjoyed with someone. One last thing, I completed the demo of Double Trip, and the levels featured in it are not in the full game, so I’d suggest you check it out. There are only 6 puzzles and no real overworld challenge, but the difficulty ramps up quickly, and the last few levels are worth it.
Much less annoying that most games in the genre. Although there are quite a lot of maze-y puzzles, most of the mainline is not so bad. Also there's a really fun endgame puzzle after you get through the mainline stuff.
比较纯粹的空间腾挪解谜。 从机制上看无论是滚木还是多角色都不是那么创新,但是能让我比较舒服地一口气玩两小时不厌烦,说明游戏的体验和关卡编排做得是很好的,美术和音乐都很加分。 关卡难度整体上不高,被那些烧脑的解谜游戏卡得懵圈时过来这里放松一下是不错的。
Strong recommend if you enjoy sokobans. In summary, aside from a bug in 2 player mode and controllers, the game is polished, has decent (harder than "casual") puzzles, and a nice overworld. The 2-player co-op aspect isn't really necessary but is a nice addition. I bought this game mainly to play it in couch co-op with my adult son who was visiting me. We played through most of the basic levels in "co-op" mode together and had fun. Some puzzles were tricky and since between the two of us, I play way more thinky games, it became an exercise in me telling him what moves to make. So this is where we come to the main potential negative of the game: the co-op aspect is technically no more than saving one button click which in single-player mode would have you swapping which of the two on-screen characters you control. There is no scenario where you and your partner need to (or even "can") control both on-screen characters at the same time. The advanced levels seemed too difficult (or disengaging for one player, if puzzle-game experience is unbalanced) to complete in this two-player mode. After my son's visit was over, I took over and finished the rest of the game by myself. While most of the basic levels are of easy or medium difficulty, some are a definitely a bit tricky, and solving them was quite satisfying. This applies even more to the advanced levels which I would say are a lot more difficult than what I would call "casual" or "cute". These are legit puzzles that will entertain even a veteran of thinky games. The core gameplay mechanic is a two pusher-characters sokoban. This allows scenarios where one character can make a first push of block (a log or a stone) in front of the other character who is waiting in a position to make the second push. The twist: after the first push, the pushed block blocks access to the place in which the second character is waiting, so the second character must get in position (to be ready to make the next push) before the first character makes the first push. There are some additional mechanics involving the logs; for example they can be pushed along their axis like a normal block, but if you push them perpendicular to their access they will roll until they meet a barrier (such as a wall, the other character, or another block), or they fall in the water. where they float. You can walk onto a floating log as long as you get on it along its axis. In addition to logs, the other block type you can push is a stone. There are also occasional holes in the terrain that a stone can fill so you can walk over the hole. There are a whole bunch of interesting combinations of mechanics related to the interaction of player character, logs (on axis, off axis), stones and holes. The rest of the game is structured to many similar games: there is an overworld which has the same gameplay elements and puzzles and allows you to reach entry points to individual levels. Within the overworld and levels, there is infinite undo. There are two tiers of level difficulty within the game - basic and advanced, each with unique-appearing entry points. Within levels (but not in the overworld), there is a convenient one-button level reset control. Note the lack of level reset within the overworld means that you can get into a situation where you must undo (potentially a lot), because you can get into situations where you make an otherwise-irreversible move of a log or stone that makes it impossible to complete the game. My advice is to never randomly move an overworld block as you're just passing through an area. Only move an overworld block if you need it to reach the next area. There is infinite undo, even through level resets. As mentioned above, the undo is critical for the overworld, and the overworld move history (that you can undo) is perfectly preserved from one play session to another. The game doesn't have many options but it worked perfectly on my widescreen TV. I did not experience any bugs except in 2-player mode with two controllers. The problem is that after about 10 minutes or so, the game would stop responding the the controllers and it would revert back to keyboard for both players, and you then have to use the keyboard to go back to the options to set each player to a different controller. Quitting and restarting the game also makes the game forget that the two players were configured to the two controllers in the game options. I posted about the bug in the discussion boards, but unfortunately got no response.
Its a very fun game if you are the type of person who likes puzzles and a chill atmosphere. Its a pretty difficult game and it takes some time to figure out the levels but once you do it feels really satisfying! Game progression is on point, it introduces new mechanics like the rolling logs or the stones that add a new level of difficulty and complexity to the levels. Overall a really fun game, I totally recommend it!
Good little game that adds a few fun mechanics. The main levels are not too difficult and balanced well. I rolled credits after 1.5 hours, perfect for me, and especially enjoyed scratching my head with the last challenge. I still have half of the extra levels left to complete but one has me stumped for now, and they are definitely much tougher than the main levels for those who want a challenge.
Si lo que quieres es un juego relajante pero que te haga pensar, con muy buena música, muy buen ambiente y visualmente precioso, este es ese juego. No hay nada mejor que ver a tu amigo lograr una cosa que siempre ha querido hacer, ¡enhorabuena Maxy (y Javago)!
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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