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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, French, Italian, German, Spanish - Spain, Arabic, Ukrainian, Dutch, Greek, Swedish, Spanish - Latin America +17 more
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
like Ooo, ElecHead is full of great ideas and fun gameplay
Another brilliant application of [b]simple mechanics[/b] thoroughly explored to create [b]genuine complexity[/b]. The same few electricity-based abilities are increasingly expanded upon, utilizing thoughtful level design to teach the player how to obtain [b]knowledge to progress[/b]. The developer understands this fundamental design philosophy well and cleverly uses nuanced ideas to promote [b]observation[/b] and [b]experimentation[/b]. There are [b]no softlocks or missables[/b], and only information prevents one from moving forward. ElecHead is only [b]several hours[/b] in length. But this is good. The game continuously introduces new interactions and does not overstay its welcome. It is engaging and creative from start to finish, and more titles should follow suit.
A 平台解谜甜品佳作 优点: 1. 创新的锚点。玩家扮演能够具有电力的机器人,可以通过身体接触(后续还会解锁其他的方式)传递电力触发机关,通过有[spoiler](身体or飞头即时接触、飞头加重力延迟接触、通过重力系统来短暂断连、飞头短暂接触、连通墙壁实现无缝接触)[/spoiler]/无电力[spoiler](分头行动、抛接、扔到关卡外、破坏连通墙、配合飞头能力和重力实现腾空)[/spoiler]、电力提供的时间长短[spoiler](控制接触时间、刷新关卡、地形配合)[/spoiler]来进行谜题交互,非常符合直觉地将平台跳跃与解谜融合在一起,且除了基础操作提示外游戏内的机制都是全权交给玩家探索,非常优秀的关卡引导 2. 干净的谜题设计。谜题基本都限定在一个房间中,且房间中的元素也十分简洁,没有多余的干扰项,解谜过程集中聚焦 3. 极佳的手感,各种关卡timing也相对宽容。游戏的跳跃手感很紧凑,指哪打哪,甚至可以说放到精准平台都没什么违和感,需要抓时机的关卡对于操作的要求也很宽松,基本是能想到就能够打出来,除了极少数地方可能容易猪脑过载按不出来 缺点: 1. 隐藏的收集物有些过于刁钻,不看攻略过于难想到,包括其中第一个传送门的路径也相当刁钻,更不要说一些调色板(不过调色板不包含在成就中,估计作者也认为太藏了) (流程太短了啊!两个小时的主线真的不够玩!)
なかなか頭を使うので皆さんもこうなると思います ー電流走るー いっぱい閃いて電流を走らせましょう ・・・もちろんゴリ押しもOKw
I came to ElecHead after being very impressed by Nama Takahashi's more recent game, Öoo. The level design and method of slowly teaching the player in that game was expertly done and that same philosophy is present here. On the surface this is a very simple puzzle platformer with a limited move set, but the puzzles built around it derive way more than you might expect. You can walk, jump, and throw your head which happens to be a battery. With it you can power things throughout your environment to help you progress. For example, you can power an elevator or activate a laser beam. All of this is done simply through touch. Whatever your head touches gets a jolt of electricity, whether you want it or not. And that's where things get clever. You'll often need to carefully plan out where and when to place yourself and your head to move forward. As the levels continually build off what you've learned, your approach to obstacles will look completely different by the end. Most puzzle rooms aren't especially difficult but they are clever enough to give you truly satisfying Aha! moments. And with the game's smooth pacing you're usually well prepared with the knowledge you need to take on the next challenge. I preferred Öoo to ElecHead but they both gave me the same puzzle solving satisfaction. They both share a lot of the same DNA so I can easily recommend that anyone who enjoys Öoo to try this (Or vice versa). I think even just from a game design perspective ElecHead is a great case study on "show don't tell".
.
生高桥在Öoo之前的作品,相比Öoo难度更高一些,通过对接触导电和分头行动这两个简单机制的深入挖掘,设计出了很多有意思的关卡。但是引导不太好,传送点太少来回走也很浪费时间,在这种短篇里都给人有点烦躁感。(感觉上连流程都有重复跑的?)
It is good.
<3<3<3
A really cool puzzle plateformer with a simple concept pushed to its limits + a good ammount of secrets and hidden stuff. The puzzles are extremely well designed and it feels like I've never been cheated out of a solution ! A masterpiece of game design for a short but memorable game ! (also the artworks and the music are reeeaaaally good)
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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