
English Country Tune is a luxuriant abstract 3D puzzle game containing more than a hundred levels situated throughout 17 worlds.
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]English Country Tune — фантастична гра, яка на роздоріжжі сокобанів, лайн-пазлів та 3д-головоломок формується в абсолютно божевільний та захоплюючий діамант. [/h2] Гра поділена на 17 світів, кожен з яких має певну мету або унікальну механіку, всі з яких у результаті кульмінують у рівнях Freestyle, які без обмежень використовують усі наявні у грі фічі. Дизайн рівнів у грі виконаний на дуже гарному рівні. Деякі рівні є доволі простими та проходяться за хвилину, а деякі можуть зайняти значно більше часу за рахунок дуже кмітливих рішень. Іноді може здаватися, що деяким поодиноким рівням не вистачає пропрацьованності, деяким — елегантності, але загалом якість дуже і дуже висока. Як висока і складність гри, оскільки окрім доволі складних механік, вона активно задіює маніпуляцію з 3Д-простором, що може стати складністю для пересічного гравця. Втім, у мене не було рівнів, про які я думав днями, тому я обмежуся словами "складно", а не "на межі неможливого". Акомпанують чудовому дизайну головоломок абстрактний візуал та чаруюча, а іноді навіть тривожна, музика. У грі навіть є свій прихований лор — хто ж знав, що насправді ми штовхаємо не кульки, а внеземних істот, що пусті куби то інкубатори, та що рівні це космічні кораблі? Від гри я отримав дуже багато задоволення, значно більше, ніж я взагалі очікував. Але я знав, на що йду — у майбутньому розробник English Country Tune створив інший стовп у жанрі сокобанів — Stephen's Sausage Roll, який я теж паралельно проходжу. English Country Tune — справжній шедевр у жанрі головоломок, який варто пройти кожному, але обережно — можливо, до неї треба буде підготуватися у інших, більш доброзичливих у плані складності іграх. А може й ні, якщо ви впевнені у собі.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
《English Country Tune》是一款非常抽象的推箱解谜游戏。 本作的作者是后来制作了大名鼎鼎的现代逻辑解谜扛鼎之作《[url=https://store.steampowered.com/app/353540/Stephens_Sausage_Roll/]史蒂芬的香肠卷[/url]》(Stephen's Sausage Roll)的increpare,所以选择游玩本作其实是带有那么一点“瞻仰”的意味的,但是更多还是好奇这样一位设计师的“早期作品”到底会是一款什么样的游戏。最终,本作真的是非常怪异,但某种意义上又很合理。 本作引入了一堆奇形怪状的机制,包括但不限于在3D表面上任意行走的移动机制(这点被后续的《[url=https://store.steampowered.com/app/853410/YAPP2_Yet_Another_Pushing_Puzzler/]YAPP2[/url]》、《[url=https://store.steampowered.com/app/3288510/Spacecaps/]入空人[/url]》等作品学习)、会根据主角状态选择“下落”方向的诡异“箱子”等。虽然本作“极力”尝试给这些机制赋予“含义”,比如把上述的“箱子”称为“Larva”(幼虫),又把另一种交互方式也很诡异的“箱子”称为“Whale”(鲸鱼)等等,但最终这些所谓的“含义”都和本作的标题“英格兰乡村小调”一样让人摸不着头脑,就算真记下来了也对理解这些机制没啥帮助,还不如就把它们当成抽象的规则死记硬背。 没错,本作是一款不折不扣的以[b]机制广度[/b]为主要设计方针的作品,与其说本作的机制是从某一个核心机制或者核心想法发散开来的系统,不如说它是N个看上去完全没关系的脑洞被硬塞在一块形成的产物。但本作并没有因为这种方针而做成各机制相互独立的“N合一”,或者强行融合出的“四不像”,除了机制怪异之外,本作的探索思路已经初具现代逻辑解谜设计思路的雏形,体现出来就是,本作“不遗余力”地,真的按照一款“普通”逻辑解谜的方式,先探索所有单个机制下的有趣谜题,然后再把这些机制之间的组合都探索了一遍,只不过单个谜题里大多只有2到3个机制的组合。这也可以理解,如果同个谜题里机制太多的话,感觉就只会变得更杂乱,而不太能产生本质上足够新的idea。 不得不说,在逻辑解谜设计逐渐有了成熟的“指导方针”的现在(有一部分还是作者自己的《SSR》奠的基),再来看这样一部如此“不羁”的作品,高情商的说法是“有种历史的厚重感”,低情商的说法是:“啥呀这是?”,有一种虽然疯癫,但疯得还挺有逻辑的美。但说实在话,如果真的了解[url=https://www.increpare.com/]increpare的作品[/url],你就会知道他的“癫”早就不是一天两天了,《SSR》可能都属于他最“正常”的作品了,而就算是这款作品,其“偏激”的难度曲线至今也仍在被人讨论。 还有一个和游戏本身无关,但是让我感觉很有趣的点,在于本作的制作人员表,里面的测试玩家名单里有很多现在的我再熟悉不过的名字:Alan Hazelden、Bennett Foddy、Terry Cavanagh、Hempuli......其中有些人在当年(2011年)就已声名鹊起,而有些则只是小有成绩,要在几年之后才更广为人知,但不管怎么说都全是重量级人物。这里我就不列举他们的代表作品了,感兴趣的话可以查一下,相信你查完后一定会认同我“全是重量级”的评价。 最终,我没有100%完成本作的所有谜题,因为我并不是完全喜欢本作中的所有机制,但不管怎么说,这真的是一次挺独特的“时间旅行”。虽然在今天看来,本作真的很奇特和抽象,谜题整体来说也不是都很有意思,但我觉得能把这些抽象机制的组合出成谜题就已经很不错了。如果感兴趣,不妨一试。 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?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]
While [B]increpare games[/B] only has three products listed on Steam, the person behind the name, Stephen Lavelle is (in)famous for his creativity and his volume of output. According to Wikipedia, he has released more than 400 games, mostly freeware - and three commercial games; [B]English country tune[/B] is the first of the three. Apparently, Stephen has heard about the idea of gentle introduction to difficult puzzles, and the first three levels look like a stylish but slightly weird (the protagonist is a flat square) Sokoban-clone. Then maybe he thought "let's not overdo gentle", and level 4 hits you with two of the game's landmark features - the 3D movement and the relative gravity. Regarding the movement, the game seemingly effortlessly translates the two axes (up/down and left/right) into the three "real" axes - such a solution should have no right to work, but it actually does, and very well. It's possible to get yourself confused and misnavigate, but due to the unlimited undo and the (almost) complete lack of timing needed in the game, it's never an issue. The relative gravity is... weird. Your first creature (crate in Sokoban), the Larva is not affected by real gravity, but when you push it, it will behave as if it was, and the direction of the gravity is relative to the direction of the push... I mean, who can come up with such an idea? :D As you're in real 3D, this means a Larva that hopelessly falls out of the world when pushed in one direction may move easily to safety when pushed from another. I have to admit, even after finishing the game, I can't say I 100% wrapped my mind around the idea, but the puzzle design implications are just awesome. Moving forward, the game introduces more creatures and more mechanics, and as you could expect, it's rich in "a-ha" moments - although in [B]English country tune[/B], these are more like "wtf" moments, "holy s**t this is brilliant" moments and "oh my god this guy is insane" moments :D As much as I love the game for its cool visual design and its (mostly) amazing puzzles, I can't say it's without flaws. While the controls are brilliant and the automatic camera usually does a great job, it sometimes doesn't, and you cannot freely choose your viewpoint - you can yank the camera around, but it always returns to its default position. Also, some of the puzzles feel a bit stale, and there are a few which feel downright silly (I took a particular dislike to the Resonator ones, but ymmv). However, faults or not, [B]English country tune[/B] is a very ambitious game which is almost fully successful in reaching its rather high targets. The creator is a puzzle making genius, but it's also obvious from the game that he spent a lot of time tuning and refining the puzzles, and most of them present you with fresh and unique challenges. It's a hard game, rather unforgiving at times, you need to dedicate time and attention to it - but when you do, it's one of the most rewarding experience in the already pretty rich indie puzzle scene. Highly recommended.
Nice Sokoban 3D puzzles, but the interface is terrible. It won't even marked finished puzzles as finished, you have to guess where you are and what's next. There are better alternatives.
The ⚫️🔲 Bundle(2/8):English Country Tune 3D综合类推箱 体量:★☆☆☆☆:6h左右 难度:★★★☆☆:单面种树对我来说有点难,卡了好久 机制:★★★★☆:相当丰富,7种机制17个章节
玩之前: 蛤? 看到UI: 蛤? 解謎中: 蛤? 玩完後: 蛤? 這就是這麼抽象的一款解謎遊戲
Really difficult puzzle game. One of those that you play for 30 minutes every month and beat after 8 years
[b]TLDR[/b] 3D grid-based obstacle puzzler with varied, mind-bending mechanics. Looks intimidating at first, but clever level design keeps it accessible and rewarding [17/20⭐, 10h🏅, 4/5💡] [b]Context[/b] English Country Tune is a an abstract 3D obstacle puzzle game with a surreal tone. It looks rough and throws seemingly crazy mechanics at you. But somehow it all just clicks, thanks largely to cleverly designed levels (not surprising, as this is from the creator of [url=https://steamcommunity.com/id/macwh/recommended/353540/]Stephen’s Sausage Roll[/url]). [b]Writing[/b] There is none, the game is entirely abstract. The most narrative you’ll get is cryptic world names that invite you to hallucinate square things as “whales,” floating orbs as “larvae,” and other shapes as “plants.” [b]Aesthetics[/b] Although the are visuals minimal and abstract, the has a surreal and sightly tense atmosphere promoted by the jittery visuals and droning ambient soundtrack (even the world hub and level selection feel unhinged). [b]Gameplay[/b] At its core this is an obstacle pushing game in a 3D grid. A 3D sokoban-style game can already be challenging, but here each world introduces additional mechanics, some of which mind-bending. For instance, you start pushing “larvae” that fall based on the direction of your movement; then you push “whales”, non-falling obstacles with an interactible area that extends infinitely; soon enough you’re using “w”hales to move “larvae”, where the “larvae” fall depending on how you pushed the “whale”. Honestly, this had all the potential for a frustrating experience, but it ends up being intuitive. I can only explain this with the level design, which is clever without being punishing. In fact, the game actually leans to the “easy” side of the spectrum (once you wrap your head around the mechanics). Levels are bite-sized (and that you can undo indefinitely, including through resets). It also doesn’t get boring, since each world introduces a different mechanic. If I had to point a flaw it would be the the fixed camera that sometimes obscures important parts of the level. You can fail levels and enter deadlocks, but you can just reset the level without penalty. The game autosaves progress but not the individual puzzle state. [b]Value[/b] It took me about 10h to beat the ~100 levels spread across ~15 worlds. Worlds and levels unlock as you progress, and although not completely linear, often only a couple are open at a time. You can always revisit previous levels. There are no achievements or extras. [quote][i]For more puzzle-game reviews and curated lists check out the [url=https://store.steampowered.com/curator/43326007-The-Clueless-Adventurer-Puzzle-Trove/]Puzzle Trove[/url].[/i][/quote]
video games can in fact be art
A very unique puzzler that challenges your 3D spatial awareness. The highlight for me is the two levels where Stephen asks the player to create his own level such that a solution is achievable. But now that he has shown his cards that there is a level editor, we the people demand a user created level feature!
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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