
Frames are devices that can stitch two parts in space together. And they can do much more: They can move, change size and gravity of objects and appear in any size or number... All these mechanics are used to provide mind-bending levels in this logic-based physics-puzzler.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 38 reviews with recorded playtime.
Reviews
I'm only about halfway through the game, and I can already safely recommend this! The puzzle design is great, with each level being a unique challenge with lots of eureka moments. Some of the puzzles rely on portal "math" tricks, while others are more lateral-thinking. Each level has optional hints and a skip-level button tucked away somewhere in it, and not once have I felt hand-held. The game is barebones in terms of story and menus, laser-focused on its mechanics and engine - which runs at hundreds of FPS for me (and has an FOV slider!). That said, the narrative text has taken an interesting turn! If you've ever tried to wrap your head around how moving portals would work, you owe it to yourself to give this a shot! My brain is melted, but I'll be back for more.
《Frame - Portals on Steroids》是一款深度探索了“传送门”这一概念的解谜游戏。 Frame是本作的核心机制——传送“框”——的名字。不过你可能对《传送门》(Portal)这个名字更加熟悉,这个词也在本作副标题中出现,而“xxx on steroids”比喻更大、更好、更强版本的xxx,所以,本作从标题就开始自称自己的核心机制“传送框”是更强版本的“传送门”。事实上,本作也确实是我已知的,对“传送门”这一个概念探索得最深刻的游戏。 [h1]传送门 - 基础[/h1] 如果你知道传送门是什么,可以跳过这一段。那么对剩下的读者,什么是传送门?传送门是成对发挥作用的一种“装置”,一对传送门可以将原本不管距离多远的两个地方连接起来,使得进入其中一个传送门的物体,会立刻从另一个传送门中出去,就好像传送门两边的空间是连续的一样。换句话来说,如果你走过传送门,对你而言,可能就像是走过了一扇普通的门,但门两边的空间可能实际距离很远。传送门能实现这种无视原本空间距离限制的“传送”,所以被叫做传送门。 《传送门》系列主要探索的是传送门“连接空间”的特性。主角有一把传送枪,可以向对应的表面开火,打开传送门,连接两边的空间,从而通过传送门运送物体和主角自己,进行解谜。 不过,《传送门》中的有些谜题也探索了另一个方面的问题,那就是和传送门有关的一些物理问题。物理问题是指和物体运动有关的问题,比如,通过传送门时的物体的动量,或者直观来说就是速度,在通过传送门后会不会保留?又以什么方式保留?《传送门》给出的解释方式也算符合人的直觉,在游戏中逻辑也自洽。而这也就是传送门在物理方面的探索的顶点了。 当然,就算我在这里描述的口吻好像在说“就这”,但这种程度不管在当时,还是在今天看来,都已经是很酷了,虽然不能完全说是独创,因为《传送门》系列本身也是受了其它游戏的启发,具体名字不太记得了,不过《传送门》系列的两部作品以其各方面精致的做工,最终成为了经典。 铺垫了这么多,我想表达的就只有一点:之所以说本作对“传送门”概念的探索更深,主要是因为本作对围绕传送门的物理问题的探索更加深入。 [h1]传送框 - 创新[/h1] 本作中,“传送门”就是一对对矩形的框,“传送框”的名字由此而来。无论在画面上,还是在“传送门”的呈现方式上,都不免显得更简陋的本作,出众之处就在于我刚刚所说的,对围绕传送门的物理问题的深度探索。 其中一个很有意思的问题就是“方向”。你可能会奇怪,我之前不是说过《传送门》系列也探索这个问题了吗?确实,但本作所探索的比《传送门》更深。在《传送门》系列中,有意义的只有垂直于传送门平面(朝向/背离传送门开口)的方向,本作还考虑了其它方向的对应关系。比如,在进入传送门时,我面对传送门,向左转90度,这样侧着通过传送门,那么在传送门另一边,我朝向什么方向?这种方向上的对应关系在《传送门》中不重要,但在本作的一些谜题中可以说至关重要,也是本作中许多谜题的难点。 再举一个例子:视线。光线可以穿过传送门,所以我们可以在传送门一边看到传送门的另一边,那么反过来自然也可以说,我们的视线可以穿过传送门,到达传送门另一边。而一些操作,比如《传送门》系列中的“发射传送枪”,子弹发射的弹道实际上就等同于玩家的视线,因此如果这种弹道也能穿过传送门的话,那就又是崭新的可能性。不过在《传送门》中,传送枪的子弹不会穿过传送门,而是会击打在传送门所在的表面上,杜绝了这种可能。而在本作中,一些和视线相关的操作(不一定是传送枪),是可以穿过传送门,影响到传送门另一端的。本作的一些谜题中探索了这带来的崭新的可能性,还是比较烧脑的。 上面列举了两个本作探索物理问题的方向,而本作中还有很多很多这样的方向,甚至是传送门自身,也扩展出了不同的种类。如果传送门本身会移动,那么会发生什么?如果通过传送门的物体[spoiler]不仅是朝向,而且连受到的重力方向也会跟着改变[/spoiler],那么会发生什么?如果传送门两边[spoiler]大小不一[/spoiler],那么[spoiler]物体会不会可以改变大小[/spoiler]?(其实上面这些黑条里的内容,在商店页就已经都“透”完了,但我觉得还是保留一个惊喜比较好)本作通过不断提出这些“如果”,和考察这些“那么”,来不断挖掘传送门这一概念,拓宽对传送门的理解,玩家也会通过解决谜题的方式,和设计师一起进行这别开生面、脑洞大开的思考实验。 本作有时还会向玩家介绍一些有关传送门的悖论的概念,以及游戏用于解决这种悖论的方法,并要求玩家掌握,用于解谜。这种展开有点《Patrick's Parabox》后期关卡的意思了,但本作并没有在悖论的路上走得太远,在谜题中需要理解的应该只有一种,在绝大多数时候,本作还是以更符合直觉的传送门应用为探索的重点。 本作绝大多数的谜题没有要求玩家理解原理,或者定量思考,玩家只要观察到现象,学会运用规律即可。当然,符合直觉并不一定意味着简单,我认为本作还是有相当的难度的。 游戏内也提供了两种帮助玩家的方式,一个是官方撰写的分阶段提示,是按步骤顺序或者提示的程度排列的,一直到给出具体解法为止,还是十分贴心的;另一个是暂时跳关,每成功通过几关,玩家就可以多获得一个跳关机会,而完成已经跳过的关卡也可以取回用过的跳关机会,即使本作排列关卡的方式是线性的,玩家也不用太担心一卡关就不能再玩下去了。85个谜题,我用了15.5小时通关,有3关我实在卡得不行,看了几个提示,可能可以参考一下。 [h1]总结[/h1] 总而言之,本作是一款非常有创意,也十分有深度的逻辑解谜游戏,确实能担得起“加强版传送门”的称号。当然,这肯定不是说本作全面超越了《传送门》,像是画面、剧情这些方面肯定还是比不了的,谜题设计也各有各的风范,很难评出一个优劣。本作确实更强的方面我上面也说得很清楚了,总之就是比较要分方面,不能一概而论。 如果要说本作有什么可以改进的地方的话,我觉得可以在画面上把一些指示改得更清晰一点,以及把一些东西放在更显眼的位置,因为没看全条件而做不出题并不是什么好的感觉,而本作有时确实在这方面有点过于简陋了。 结论:[b]强烈推荐[/b]。
Quite reluctant to recommend this game. TLDR: This game is not quite polished and is barely (if any) playtested. (Though it is as the credit level displayed several names of playtesters that I believe to be less than 10.) Giving a recommendation since I did finish all its levels in one sitting, and most of its levels are fun. But the rest are bothersome here or there. I remember one level clearly that disallows you to go back and grab your frames at the fairly latter part or the end of it, and by "go back" I mean there is a drop that you cannot jump back where there are no mechanisms at all. But you have to teleport one last time to get to the exit, so you can do nothing but restart. It really seems to me that the level is designed to troll players deliberately. Even if I know it is probably just because there were too few playtesters, such things eventually add up to make players uncomfortable. Naming some good points at the end as this is after all a recommendation. The relative speed between portals in this game is the best thing I like. Staying still and moving at the same time is novel. Actually think this part is not enough. Music is also calming and is not monotonous or repetitive. If you are interested in portal puzzles this game is worth trying.
对传送门机制挖掘的很好,大部分关卡都不难,但是很有趣
A hidden gem. The game totally delivers on its promise. There is a ton of clever puzzles and mechanics all based on the portals. If you like games like Patrick's Parabox, Recursive Ruin and such, you definitely should to try this.
Nice physics. Fun portal glitches.
Moving items through portals feels terrible. Situations where you have to move platforms through moving portals means precision above anything as catching a corner is a death sentence to fling you off the platform requiring you to restart from the beginning. This is acceptable most of the time but puzzles that require excessive movement at a slow pace becomes too tedious.
Amazing game! The simulation of frames is very consistent and seamless with almost no bugs (which is strange considering the portals break all real laws of physics) The only downside is that there aren't that many levels. It has some clever tricky puzzles, but a lot of levels are kinda easy. I think the game would benefit from a bit more challenge, but at least it's not repetitive. Almost every level offers something new and it's fun to play around with frames. I need sandbox mode + level editor NOW
The game lacks any sort of polish. It's unfinished. There appears to be a story, and the game seems playable, but it looks like generic shovelware using basic Unity assets. An interesting concept does not make a game, and in this case it's calling itself "Portal on Steroids", but it's more like "Portal without anything that makes it a good game". This is maybe closer to Antichamber than Portal, but still lacks any of the charm or polish that game had. This is 100% not ready to be sold yet, and as such, it really needs to be marked as "Early Access" or, preferably, just held back to a point where you can sell it without trying to piggy back off Portal.
this is a psychological horror game.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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