
A luminescent puzzle game about manipulating elements. By the light of fireflies, link and dissolve elemental forces to construct bridges, break through obstacles, and traverse a glowing, interconnected world.
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About
Glowkeeper is a puzzle game about manipulating elements. By the light of fireflies, link and dissolve elemental forces to construct bridges, break through obstacles, and traverse a glowing, interconnected world.
Over 80 puzzles, built around an intuitive linking mechanic that’s easy to grasp, yet builds upon itself to create layers and layers of challenge.
An open, interconnected world with multiple paths to explore. If you get stuck on a puzzle, there’s always another route to take!
A gentle difficulty curve with approachable puzzles for everyone, and plenty of optional challenges and secret tunnels for you to discover the history of this dim-lit world.
A carefully-designed hint system that nudges you toward a solution while still letting you experience the thrill of a eureka! moment on your own.
Unlimited undos and restarts — go at your own pace with no fear of making mistakes.
With your firefly friend, learn the depths of this story set in a luminescent, ethereal landscape — unravel its secrets, mend what is broken, and change the fate of the world.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Simplified Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
《Glowkeeper》(荧守者)是一款十分有创意的[b]纯解谜“类银河城”[/b]游戏。 当初玩到本作的Demo时,其创新的“三消”玩法就让我耳目一新,完整版更是超出了我的期望。由于实在太好玩,我直接两天内极速通关,现在还有点意犹未尽。 在谈到本作的“类银河城”成分之前,接下来先按照我的个人惯例,先介绍一下本作作为“纯解谜”的: [h1]核心创意——“三消”[/h1] 本作的核心交互方式类似“[b]三消[/b]”:玩家除了可以操纵一个普通的“平台跳跃”主角之外,还可以操纵鼠标光标,用来“画线”连接关卡中的“元素”,而当连接的同种元素数量大于等于3个时,就会发生“消除”,而剩下的元素块也会和三消游戏一样,受到重力影响下落,填补空缺。 而本作的真正创意当然不是“创造”了这种交互方式,而在于[b]将这种“三消”交互方式与“平台解谜”相结合[/b]。一些传统三消游戏里也有“解谜模式”,一般目标是“清空盘面”,而本作谜题的最终目标是让“平台跳跃主角”到达谜题指定的终点,达成这一点的方法有时是消除障碍,而有时则是构造特定形状的“桥梁”,这些都可以看成传统的“清盘”目标的拓展。“平台解谜”和“传统三消”都是2D空间中的玩法,且都以“重力”为核心,所以这种结合显得非常自然。 “三消”玩法还有一个核心的特征,那就是“基于网格”,因此又自然而然地和逻辑性很强的“网格式解谜”的世界联系在了一起,那可以探索的拓展方向就十分广了。比如说,最出名的“网格式解谜”玩法之一是谁呢?[b]推箱子[/b],所以本作也出现了“推箱子”的要素,在下面的“机制拓展”一节会提到。 以这种“结合”的视角来看,我们可以发现本作机制设计的核心思路是[b]拓展“三消”玩法[/b],以让其迸发出类似其它网格式解谜,但又独属于本作自身的创意和深度。本作也紧紧地把握住了这一核心目标,下面就举几个例子,看看本作是怎么进行机制上的拓展的: [h1]机制拓展[/h1] 围绕“三消”玩法,本作所探索的拓展方向包括但不限于:消除的[b]方式[/b],消除的[b]对象[/b]、消除的[b]效果[/b]、消除的[b]范围[/b]等。 消除的[b]方式[/b]:本作的“画线消除”和传统三消还是有一定区别的,因为本作并不限定每次消除的元素必须在同一行或同一列上,而是可以消除“折线”。表面上的效果当然是让玩家的操作更“灵活”,而可能也有深层的原因,比如设计师可能想通过这种方式减少传统三消中的繁重计算(比如凑连锁消除),再比如设计师此时可能已经注意到了这种“基于路径”的消除的可扩展性。但不管本作一开始是为什么设计成这样,单以本作最终的探索成果来看,我觉得这就是非常好的一个决策。 消除的[b]对象[/b]:在本作中,被消除的并不是只有颜色不同的“宝石”,而是“元素”,就是火/水/土/气的那种“元素”。这些元素各有各的特性,比如[spoiler]“石头”[/spoiler]这一元素就融合了之前提到的“推箱子”机制,[spoiler]主角(平台跳跃主角)可以直接推动它[/spoiler]。在某些情况下,这些元素之间还可以相互转化。 消除的[b]效果[/b]:某些元素在被消除时,会产生一些除了“消除”之外的其它效果,特别的“消除效果”也是这些元素的一种“特性”。有时,消除的效果还和消除的位置、“消除线”的方向有关,更是让核心的“画线”交互有了一种“施法”的感觉。这里就不举具体例子剧透了。 消除的[b]范围[/b]:在本作中期引入的一系列机制,[spoiler]穿越屏幕边界[/spoiler]和[spoiler]紫色“远程连接”[/spoiler],正式将本作的“画线消除”机制拔高到了一个我从未料想过的高度,也以一种“结果论”的方式表明了“基于路径”的消除方式的可扩展性。这里主要讲的是这一部分在机制设计层面可能是怎么拓展出来的,而在之后“结构”一节我会详谈这一部分设计如何结合“知识锁”给我带来了惊喜。 总的来说,本作明显对自身的核心玩法及其拓展方向有着很强的把控,所以本作的谜题设计作为这种探索的实质性体现,也不出所料地非常出色,这个我就不单独开一节来夸了。都说创意不值钱,实现出来的创意才值钱,光是想出“消除+平台解谜”这个想法可能并不算特别难,但是通过机制和谜题设计来对这些创意进行全面、稳健、深刻的探索,这才是真正的难能可贵。 以上是我个人从“纯解谜”角度对本作的一些剖析,接下来要提到的是本作设计的另一个重要组成部分:“[b]知识锁类银[/b]”。但是要深入讨论,我需要先介绍“知识锁”相关的背景: [h1]背景——知识锁[/h1] 近几年来,“知识锁”的概念被越来越多的出圈作品传播开来(包括但不限于《[url=https://store.steampowered.com/app/753640/Outer_Wilds/]星际拓荒[/url]》、《[url=https://store.steampowered.com/app/2951770/Leap_Year/]闰跃之年[/url]》等),因此也有越来越多的新作品融入了这样的元素。加上最近的《[url=https://store.steampowered.com/app/2721890/oo/]Öoo[/url]》和本作,可以说差不多是时候进入对“知识锁”进行系统性探索的阶段了。 理解“知识锁”的一种方式是将其和“类银河城”的“能力锁”进行对比:“能力锁”是通过设计没有特定能力就过不去的关卡来“锁住”玩家的进度,那么“知识锁”自然就是没有特定[b]知识[/b]就过不去的关卡。一个明显的区别是,“能力锁”和游戏数据绑定,没有在游戏中特定位置获得能力就过不去,而“知识锁”并不关心玩家的“知识”是从哪里来的,可以是游戏告诉玩家/引导玩家得出的,也可以是玩家自己思考出来的。正因如此,知识锁如果用得好,能够大大强化玩家自身的探索感和成就感,算是一种开发者考虑范围内的“破序”玩法。 但其实我还认为,知识锁广受青睐的原因并不仅仅是这种“灵活”。在之前我和另一位玩家的一次讨论中,ta提出自己不喜欢《[url=https://store.steampowered.com/app/1295320/Can_of_Wormholes/]Can of Wormholes[/url]》的知识锁设计,认为“它的原理和密码没有任何区别”。先不论我个人同不同意,至少这次讨论让我更加深入地思考了一个问题,那就是上面提到的两种东西之间的区别到底在哪里:如果真的就是藏了一个密码,然后在之后告诉玩家,那玩家很难不感受到一种突兀的、明显由人为制造的“锁”,那这种知识锁和能力锁这种硬锁就应该没什么区别。 经过思考,我目前的结论如下:应该[b]隐藏和揭露什么样的知识[/b]才能带来最大的惊喜,又如何[b]巧妙地向玩家传递解锁所需的“知识”[/b],在我看来才是区分优秀知识锁作品和较为普通的作品的精髓所在。 对于“隐藏知识”,最近我正好在解谜社区中看到了一些对《Öoo》的罕见锐评,认为《Öoo》中所隐藏的知识过于浅显,但却把隐藏和揭露这些知识作为游戏设计的核心,导致整部作品给了这位玩家一种“糊弄”玩家的感受。我觉得这很好地代表了玩家对“被隐藏的知识”本身[b]深度[/b]的一种追求:玩家不想要觉得游戏是在“刻意隐藏”一些明显的知识,这会产生一种类似于“看穿魔术把戏”的无聊感,这就要求隐藏的知识本身存在一定的深度,比如像是《[url=https://store.steampowered.com/app/1923790/Linelith/]Linelith[/url]》一样涉及更加“本质”的东西,才能在揭露时产生意料之外、情理之中的感觉。这也就是为什么,我虽然不同意之前这位玩家的看法,但也能从某种程度上理解,《Öoo》确实是一部将知识锁作为“套路”用的作品,但这也没什么“错”,能提供一些小惊喜就已经达到了它的设计目标。 而对于“揭露知识”,长期浸润在解谜游戏中的我当然很熟悉现代解谜游戏的各种引导方法,比如“无字教程”等。《Can of Wormholes》通过创造特定的关卡结构来引导玩家发现特定机制,但很多机制其实在之前的关卡中都没有发现的“条件”,因为需要依赖特殊的结构才能触发,这样的知识可能确实和更“本质性”的知识有一定差距,但同样也没什么“错”。 在这样的背景下,我们再来看看本作是如何处理的,因此接下来就谈到本作的: [h1]结构——知识锁银河城[/h1] 在提炼出知识锁的核心理念——“隐藏和揭露知识”——之后,我们发现它其实并不一定需要依附类银河城的其它要素(比如开放式大地图)而存在。不过本作即使在“类银河城”的方面也是符合的:它确实有一个非线性的大地图,也明显有类似的设计理念,可以算是一款“真”银河城。 按照最明显的路线的引导,玩家会在前期走完整个地图的主干:一个[spoiler]绕回到起点的环形[/spoiler],然后游戏会给玩家展示地图中所有剩余卷轴的位置,表示正式“放手”让玩家探索。剩余的区域统统都是主干上面的支路,出入口基本都被明显标出,但是进入的方法却不一定明显,可以看出设计师的意图是让玩家最大限度发挥自己的解谜能力,而非找隐藏的直觉。大量[spoiler]超越单屏幕[/spoiler]的谜题的存在更能佐证本作的地图绝对是经过精心设计的。感觉琢磨速通路线应该也会挺有意思的,不过我个人就不尝试了。 本作的进度锁有两种,一种是“收集”,有些门必须要收集足够数量的“卷轴”(核心收集物)才能通过,不过这个数量限制很松,如果只想通关的话,我记得最多只需要收集40个卷轴中的10个即可见到所有相关的关卡,通关的话应该收集到20个就可以。这让我想起了“收集马拉松”(Collectathon)这个类别,感觉本作也能算一个解谜类的“收集马拉松”。 而另一种进度锁当然就是知识锁了。本作所隐藏的知识较多,包括各种元素的真实性质、消除效果等,但这些基本上都可以归为“新机制/新交互”,属于在已有机制的基础上添加东西,而真正能够达到之前我所提到的“本质性”的知识,有且仅有一个:[spoiler]穿越屏幕边界[/spoiler]。这个知识是整个游戏机制系统的自然延展,但并不是用“新机制/新交互”的方式延展,而是让人感觉它就应该是这样。但同时,它就是足够“反直觉”,以至于能藏在人的眼皮底下。在发现之后,这个知识在之前的关卡中基本上处处可验证,一些让人摸不着头脑的收集可能突然就有了眉目,这显然符合我所说的“本质性”。 这种程度的“本质性”让我想到了《[url=https://store.steampowered.com/app/210970/The_Witness/]见证者[/url]》和《Linelith》,虽然本作具体让我感到惊喜的方式和这两款作品都有所不同,但是这种对简单“画线”的“神展开”拓展带给我的感觉是很相似的。 [h1]总结[/h1] 上面这些就是我心目中本作的核心亮点。本作当然还有其它亮点,比如音乐虽然简单,但我个人觉得和游戏沉静的解谜氛围很搭配,再比如不错的游戏体验设计(作为平台解谜,有完善的撤回机制)等等,但是这里就不展开了。 总的来说,本作高开高走,将“三消”这个有创意的想法拓展成了一部非常完善的知识锁银河城作品,从开头到结尾一直给我带来十足的惊喜,结局([spoiler]收集齐40个卷轴的真结局[/spoiler])更是让整个游戏以高调收尾,可谓十分圆满。 在难度方面,我认为本作由于是更纯粹的网格式解谜,因此肯定会比最近的《Öoo》要难一个量级,也有不少相对困难、需要停下来思考的地方,但整体来说并不算特别困难。 对于已然成为我2025年最喜欢的解谜游戏之一的本作,我当然只有[b]强烈推荐[/b]这一个结论。 [h1]相似作品推荐[/h1] 推荐文中提到的所有作品,以及下面这些没有特别明显的“知识锁”设计(不代表绝对没有),但同样优秀的纯解谜银河城: https://store.steampowered.com/app/910470/Backworlds/ https://store.steampowered.com/app/264060/Full_Bore/ [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]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。 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] [h1]后记(2025.9.3)[/h1] 在发出这篇评测后,本作开发者之一oolimry赏光阅读了这篇评测并和我简短交流了一下,我也获知了一些真正属于本作开发背后的想法,其实都被写在[url=https://glowkeeper.beehiiv.com/]本作的开发日志[/url]里了,我写之前是不是应该查一下的哈哈哈( 开发者对本作机制设计的思考方式和我的猜测果然还是有比较大的不同,比如这个路径连接的机制并非本作首创,而是来自开发者儿时玩的一个游戏,而本作创意的起点是将其和平台跳跃结合,做一个“爬高”的街机刷分游戏。而关于两种玩法之间“重力”这个联系,开发者承认从来没想过这一点,不过对于这种路径连接相较于传统三消的优点,我的观点和开发者倒是巧合地统一了。 不管怎么说,我应该不会因为这样就修改评测。本来我在分析设计师意图的时候就一直用的是“猜测”的语气,而我觉得我的这种解读和剖析虽然可能和开发者真正的心路历程相差甚远,但或许反而能产生不同的洞见。今后我也会在吸收开发者的思路的同时,坚持以自己的方式去解读游戏在我心目中的亮点。 总之,很高兴开发者愿意阅读我的评测,也希望屏幕前的你能有所收获,或者单纯就是知道一个好游戏也就够了。我们下次有缘再见!
Difficulty : 3.5/5 (Hard) Global : 4/5 (Great) My website : [url=https://anokturnus.review/]The Review Principle[/url] Curator page : [url=https://store.steampowered.com/curator/44695991-Anokturnus/]Anokturnus[/url] Whenever I see a puzzle platformer, I always have my doubts. When the adventure side takes too much space, many of these games end up being uninteresting puzzle-wise. You can see from my ratings that Glowkeeper, however, doesn't disappoint. I guess Glowkeeper could be called a metroidvania? It uses the same structure despite not having any power ups or combat. Instead, you explore a world with several branching paths that require a certain amount of scrolls. These scrolls are the not-so-optional resources of Glowkeeper, they are either hidden behind secret paths or "optional" puzzles that you'll eventually have to complete if you want to unlock everything. Glowkeeper's controls are a bit peculiar. You don't just move like in your classic platformer game, you also need to use the mouse. The main mechanic is your ability to destroy elements by drawing a line through them. These elements can either be fire, dirt blocks, yellow symbols... as long as there are at least 3 of them next to each other, you can destroy them. Your adventure begins with fairly easy puzzles in which you simply need to find how to go to the next room, yet you'll also quickly encounter scrolls that are seemingly impossible to get. Don't worry, that's normal. Glowkeeper hides a number of mechanics and special interactions that you'll learn as you progress through the game. I don't like this word but I guess "metroidbrainia" fits this game pretty well. The first puzzle of each area will teach you something you didn't necessarily need to use before, but was hidden in plain sight. And then the entire area will be based around it. I absolutely loved how inspired and ambitious the puzzle design is, I can't really go into details without straight up spoiling the mechanics so you'll have to trust me on this one, sorry! I really think it's better to discover everything by yourself. Just know that you'll get everything: classic puzzles, hardcore puzzles, small platforming, hard timings, meta puzzles... If you worry about the hard timings, well there is indeed one puzzle that I had a LOT of trouble with. I felt like what I did was the intended solution but it required a tremendous amount of dexterity and multiple tries, so maybe there are smarter things to do. The overall difficulty of Glowkeeper is pretty high: this is not an easy game, you'll probably struggle on a lot of puzzles. This game is very clever and precise but never punishing, there's at least one checkpoint in every room and the puzzles are very quickly done if you know how to do them. Resetting the rooms is even used as a puzzle mechanic, Glowkeeper really makes use of everything. I didn't encounter any bugs, you can use a slow motion feature for the few "tricky" platforming parts, you can fast travel, you have a map that also shows where the scrolls are, and I can't even complain about the undo button! You can actually undo a reset, there's really nothing negative to say about the game. Glowkeeper is the kind of puzzle game I love so much, it tries its best to offer a challenging, original and surprising experience, and completely succeeds. Highly recommended.
Glowkeeper is a smart, challenging match-3 puzzle platformer with multi-room puzzles, a somewhat nonlinear map and a merely functional aesthetic. With undo, no redo, minor timing puzzles. [h3]UI & Basic Game Mechanics[/h3] Much like the criminally underrated game [url=https://steamcommunity.com/id/MondSemmel/recommended/1581890/]The Magic of Three[/url], Glowkeeper combines basic platforming and the ability to make matches of 3 or more adjacent tiles to trigger an elemental effect, which altogether makes for some very solid puzzle design. In addition to basic WASD movement for the platforming, you match adjacent tiles by clicking on them with the mouse or by clicking the mouse and then dragging a line through those tiles. The solution state of all rooms in the game is persistent, but any individual puzzle room can be reset via R, at which point the player character is moved to the active checkpoint in the room. There's an undo which works decently well, even across rooms; but it can be a bit glitchy or imprecise, and there's no redo in case you undo too far. That said, collected scrolls and almost all fast travel points persist through resets and undo. Accessibility: There are a few (like 5-ish) timing puzzles based on moving the character while something happens with the tiles you've matched. There's a button to slow down time for such challenges which should make them doable for most players, not to mention the undo, but players with certain disabilities might nonetheless wonder why this otherwise purely cerebral game possibly needed those timing puzzles. [h3]Aesthetics[/h3] For me Glowkeeper's aesthetics range from ugly but functional, to actively detrimental until you've learned the game's rules. Fortunately the latter is only an issue for the first half an hour or so. In any case, the game has some unclear visual design which somewhat obscures basic rules. For example there's no visual indication why you can't push rocks into other tiles, or why you can't push them when standing on water. Still, the game's videos and screenshots are self-explanatory on this point. [h3]Puzzles[/h3] The puzzle design is strong, teaches all its game mechanics while needing hardly any text except for room names, and makes full use of *all* its mechanics, no matter how basic. Without spoiling anything in detail, it does things like: - Matching elemental tiles triggers an effect. - Since the game state of all rooms is persistent, there are some puzzles that ask you to not just solve a room, but to put it into a particular state. - Puzzles start out as self-contained single-room puzzles, but two game mechanics introduced halfway through the game allow for some crazy multi-room puzzles. - There are even puzzles which require the reset or undo mechanics to solve. I was surprised how much mileage the game got not just out of its game-specific mechanics, but even out of seemingly universal mechanics like resetting a room. Glowkeeper is one of those games that doesn't want to leave any interaction of its game mechanics unexplored: if there's a game mechanic, then there are puzzles for it. While the single-room puzzles are usually good about making it clear what you need to do (namely reaching another room exit, and/or collecting a scroll), some of the multi-room puzzles are much less clear about this. This can make some of them difficult or frustrating to solve: you might bang your head against the wall of a later room's difficulty, only to realize eventually that the puzzle is literally unsolvable unless you make use of another room, one which doesn't even have to be adjacent. There *is* a hint feature which helps a bit with this, but it's not perfect, particularly for these multi-room puzzles where it would be most needed. [h3]Map & Progression[/h3] The map is more or less linear, usually with a clear objective or goal to work towards, but with lots of optional puzzle rooms branching off to the side. You can skip some of these for the regular ending, though there's a very slightly different ending for 100% completion. Speaking of completionists: after you follow the main path long enough, the map tells you the locations of any as-of-yet uncollected scroll McGuffins. The map is quite big; it contains a few fast travel checkpoints, though I wish there were more. In terms of difficulty and game length, the map consists of ~97 rooms overall, some of which contain multiple puzzles. The game took me ~7h to conclude, and I looked up hints or partial/full solutions for 20 of the puzzles. There's no in-game Steam guide, but fortunately there's already a full playthrough on Youtube, so you're at no risk of getting perpetually stuck. [h3]Conclusion[/h3] If you don't mind Glowkeeper's aesthetics and its (eventually) challenging difficulty, then it has a lot to offer. Just be prepared to either spend a lot of time on some of the later puzzles, or to eventually look up hints or solutions for some of them. Recommended. And if you're interested in a similar match-3 puzzle platformer, I'll reiterate my recommendation of [url=https://store.steampowered.com/app/1581890/The_Magic_of_Three/]The Magic of Three[/url]. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
[h2]由于 ‘三消就该运筹帷幄于屏幕之外’的偏见认知和 steam的类银标签,尝试了本游戏,实际虽和预想不同... 游戏的体量不大,不过在空间维度上:跨图联动的三消&推箱 和时间维度上:减速能力(吐槽喜欢但真的出现很少...)的结合,各方面实实在在地拓宽了我对推箱解谜的认知边界,不少神机妙算的谜题完成后手有余香!但是试错时需要痛苦的反复绕路(很丝之歌),另外有一定程度的被美术拖累了…[/h2] 个人认为游戏的难度得当,但思考维度/线程极多,虽然主要玩点并非是尤里卡时刻,但是三消的加入使得: 1原本推箱子走过场的步骤也变成了如何从a到b的一个思考小节点,加厚了玩点 2因为三消后其他格子的流动性,使得每一步的状态变化的推理结果变成非直观,甚至乍看‘不可预测性’(特别是不同箱子的交换性,平移性的属性不同),和推箱的基底玩法:计算格子,倒腾先后顺序的解谜流程,形成了很好的互补和口味(思考模式)切换,推理的维度变得立体,这种多路径和每一步移动的变化性引诱玩家就算在这种对细节高强度要求的谜题的拷问下也会去中毒式的思考和试错。 和减速能力(相当于让三消前后的两个状态同时存在)一样让我印象深刻的还有角色和箱子间的互动机制,[spoiler]比如可以夹在两个箱子之间被一起吹动,利用下落时间差钻过缝隙但也出现的有点少...[/spoiler]真的没吃够 呼应三消部分的更【细小层级】的节点化,每个谜题的【中层】的必经节点是大多隐性的或至少需要自己去整理发掘的,中后期每个房间的谜题又组成个跨多图(魔法连线的机制也挺新颖的)的节点目标明确的【大层级】谜题,考验的又是玩家全图的资源的整合挪用,跨图前后顺序规划能力(虽然前半部分只是单纯类似收集开门钥匙…个人觉得有点普通)。三个层级的玩法侧重各有所长,并且层层加码,特别喜欢最终红区两个结局的谜题把这点发挥的一点都不多泥带水,成品简直像一块精巧的机械发条机关! 于是维修机械机关的成本也巨大…这种新颖模式的试错成本极大,有时候格子资源使用错误了需要把之前的房间重置重来(//避免这一点需要十分细心细心细心细心细心,所以反过来说喜欢层层推进滴水不漏玩法的人可能适合本游戏?)….何况有时作者把绕路作为了谜面….真的很像大黄蜂每次打boss跑尸必经的刀山蛆海,也算是另一种意义上没有消费欺诈地复合了类银标签了… //啊,还有不得不吐槽的是游戏的美术真的有点磕碜了...类银标签的世界观塑造是没有的也可以理解,但…三消元素比如空气,土石等元素的属性的表现(位移或者交换,下沉或者上浮)可以说没有灵魂只能玩家脑补死记硬背(同时玩的《Puzzle Depot》这方面做的极好,特别喜欢里面窨井盖怪的设计,功能和生态超契合: [spoiler]单向咬人,(正面)推箱子也可安全趟过,光照下和吃饱后就会进入和蔼模式,[/spoiler]为游玩动力增色不少),有些部分造成观察的误导一定程度影响了玩家的顿悟体验(比如 [spoiler]有个房间因为是海底可以跳跃抵达的,但场景没有气泡或者任何美术表现…[/spoiler]) 还有魔法线太容易误操作取消了,所以需要魔法线跑半个世界的真结局动画就没有看了...
好像是一个新加坡二人小团队制作,比预期的还好,是地地道道的解谜,真真正正的脑银(暂且用这个词)。 如果后续不出意外,本作要比OOO更好,当然这么比较不太公平,OOO几乎做到了它框架内能做的一切,以生高桥的天赋来操刀本作想必也不会出错(不过方向或许不同了)。 荧守者核心可拓展性更强,元素的互动可以不断上堆,看目前的地图大小,定然难说发掘完成,但光是连线消除+平台跳跃+推箱子的恰当调和就足够惊喜了,还有一些对地图元素的操作颇为灵动。预定一个年度前十。 #有动作要素不过配套了缓慢时间所以还能接受吧# ----------------分割线----------------- 卷轴拿完了,最后一个惊天大题还得倒腾一会。维持原判,量不算多,质还是有保证的。还有几个比较值得提的,首先是本作的提示系统,每个图是配套了一张图,对应解法的某个节点,还算巧妙,不过有时提示效果不是很理想;然后关于动作要素,也就是卡时点,本作基本限定在了对应的区域中,且该区域中的提示效果可能是最好(我看提示不多,感觉上是这样),玩家可以在该区域中专心思考哪里需要卡时机/有卡的空间,这样使用动作元素,效果还是很解谜的。 忽然想到,这个体量今年正好还有一个对比对象——Lab Rat。如果说本作是小作坊中的小作坊作品,Lab Rat就该算是解谜大制作了,相比Lab Rat令人眼花缭乱的叙事引入机制,本作用不多的元素构造的系统更为坚实(也可以说是两个极端,Lab Rat用颜色捆着才没散架,而本作的把元素框定后只动了整体上的一些部分),这里就不展开了。深度广度综合考虑,个人认为本作不仅优于OOO,甚至要小胜Lab Rat一筹。期待团队后续发展。
🔸 EXPECTATIONS: a simple match-3 game with light puzzles and platforming. 🔸 REALITY: a difficult puzzle game with light platforming. 🔷 Glowkeeper's premise is to match-3 (or more) equal elements to open the path forward and traverse the world by platforming. The map is open from the start, except for a bunch of gates, either at the start or the end of an area, which unlock by gathering scroll collectibles that we'll find. 🔹 The game is separated into 7 coloured areas: grey, blue, green, yellow, orange, purple and red; each putting emphasis on a specific way of solving the puzzles. They end up interconnected, but it's not an open-world game, as each area has a start and an end, with optional scrolls along the way. 🔹 While you travel by jumping platforms, this is strongly a puzzle game, and a quite difficult one. It has many enclosed (to a single screen) puzzles, but the number of metapuzzle easily surpass them. While other games leave those to the end game, Glowkeeper is practically made of them. 🔹 Fortunately the challenge doesn't lie in the platforming aspect of the game, but one of the areas requires some precise jumping that I didn't enjoy. There is an option to slow down time (which I thought it would be a deeper mechanic) that seems to be there as an accessibility feature. 🔹 I would tell you about the hints system, but unfortunately I found out about it once I finished the game, as the option wasn't visible in the on-screen UI, and only accessible through the pause menu. So I don't know if it gives the right hints to find solutions yourself, or the straight answers. 🔹 While the art performs it's function, I find it a bit underdeveloped. The music, on the other hand is nice and accompanies well without distracting during the thinking moments. It doesn't have a strong story, but it does have a (slightly) different ending if you reach 100% completion. 💠 Glowkeeper makes use of the match-3 mechanic in a unique (non-arcade) way to become something that feels new. Despite the simple premise, it's not an easy game, but one that holds many 'aha' and rewarding moments. I strongly recommend it, but only if you're up to the challenge. POSITIVES: 🙂+ 😄+ metapuzzles! 😍+ NEGATIVES: 🙁- the 2 or 3 precision platforming levels 😠- 😡- [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
Very fun puzzle platformer that (for me) hit the perfect level of difficulty, I don't believe I ever spent more than 30 mins on any singluar puzzle/screen but definitely felt stumped a couple times. Full of wonderful surprises in depth, had lots of aha moments myself. Nothing makes me want to recommend a puzzle game more than when a solution makes me laugh with how inventive it is. There are a few puzzles that (I believe) heavily relied on timing/execution (to the extent that even knowing the solution, inputting it took me 20-30 tries at least) that I was not a huge fan of, but nothing that should deter from a fantastic game.
没想到比想象中还要更加解谜,很不错
Before I started playing, I was a little skeptical of the match-3 mechanic. It's a mechanic that could easily get out of hand with complexity. However, this was no problem. The game only uses the match-3 mechanic to explore a lot of surprising consequences, and there were many! I'll attempt to list them out without spoiling too much: [list] [*] The player and mouse cursor can be moved independently. [*] The blocks aren't only different to make the match-3 mechanic work, but they actually have different physical properties. [*] Matching some block types can lead to external consequences. [*] The world is open, which allows for many multi-screen interactions. [*] There are some supplementary mechanics, like reset points, warp points, and a special purple effect that combine nicely with the main mechanic. [/list] I really appreciated seeing so many unique ideas showcased. My favorites were absolutely the end-game meta mechanics.
An open world puzzle game where you get the satisfaction of the connect-three mechanic, but now it's used in actual good and original puzzle design. I haven't finished the game yet, but this is what i found so far: + platforming doesn't get in the way, there is even a slow-mo toggle to make the jumps easier + great undo feature + every screen resets individually, keeping the others intact -- great for traversing already solved screens + hint system
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