
Impresja is an exploration game taking place in a dynamic, non-Euclidean world that can be reconfigured by player through manipulation of art pieces.
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Languages: English
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Impresja, for the first hour or so, will impres' ja' (pun entirely intended). Then for the next hour, it won't. And for the final remaining hour, it'll infuriate/bore you. It brought something new to the table, then it ruined itself with two annoying levels. Part of the fun of Impresja is discovering the mechanics, as the game only tells you that you can move around with WASD, interact with the mouse buttons, and that the game saves automatically; after that it chucks you straight into the puzzles and you have to figure out what to do with it all. So I won't spoil what the big mechanics of the game are. However, it's very much related to non-Euclidean levels (which we all love!), and does produce a few nice puzzles based around it. I'll say this much, though: you can take paintings and put them onto easels and walls, and this does certain things things. The first two puzzles were challenging and enjoyable. They stuck to themselves and didn't try to mislead the player. They presented a situation involving the mechanics of the game, and required logical reasoning to get through. The mechanics themselves were also presented clearly and were fairly-introduced. This is good. The developer should read this and keep that in mind for the next game. The bad level design starts to show in the next puzzle, however. This one's in two parts, and both have annoying red herrings that have no bearing on the puzzle whatsoever, but are instead put there for you to seemingly waste your time on. Let's just say this: in this game, pillars can be reconfigured in certain ways, but in both parts of this third puzzle, a great deal of these pillars *look* as though they should be configured in one way (involving point-of-interest A), whereas in fact point-of-interest A isn't part of the solution to the puzzle. At all. And the pillars that are *actually* used are a different set from the ones in the point-of-interest A configuration. Why not simply *remove* point-of-interest A, and the unnecessary pillars?! Red herrings in a game are almost always unfair! Even worse, the actual solution to the puzzle involves using something that *isn't* a pillar to connect the two parts, which is completely counter to one's expectations. Further, at this point, the fact that you HAVE to place paintings onto specific points on the wall (and never on the floor) means that in this puzzle, you'll end up wandering around trying to find the one specific spot on the wall where you can place a painting so that you can free up your hands to shuffle paintings back and forth. Combined with the slow walking speed and long passageways, this becomes a bit of a chore. Oh, and you also have to backtrack all the way through the first and second levels to solve this one. I would *never* design a level that took this long to complete or which mislead the player this badly. While it's cool that the puzzle *does* use elements from the previous levels, the problem with backtracking is that it takes too long to get through those previous levels. Either way, supposing you do indeed manage to solve that level, you're then presented with a fairly easy puzzle next. A puzzle that in fact would have fit perfectly as the first puzzle in the game, were it not for the inter-level interplay. Though now that I say that, I'm not entirely convinced about it; it feels to me like restructuring the game to make that the next puzzle would actually be a lot easier than I initially thought. Either way, this puzzle was still enjoyable and I'll praise the developer for it. So now you're at the fifth puzzle, which introduces its mechanic well and is fun. Again, praise to the developer for this one, huzzah! Then you get to the sixth puzzle. And this is where the level design goes straight out the window. This puzzle involves a circular corridor, with entrances on the inside of the corridor leading into rooms, and one-way drops on the outside coming from... well, that's one issue. Only one of those one-way drops can actually be accessed; the rest are all useless and probably shouldn't be there. But more pressingly, there are a total of 8 rooms on the inside of the corridor, and you have to move paintings between these rooms to complete the puzzle (and finish the game). The problem is that you can't see what's in these rooms until you're right in front of the entrance, and with the slow walking speed it takes ages to get from one room to another. Further, moving the wrong painting to the wrong room is a mistake and will likely need to be undone. The way *I* would have designed this level is to instead have the circular corridor be a central room, with exits leading out to the 8 rooms. The one-way drop could be a drop from the ceiling, and the main exit out from the corridor could be marked differently. That way, the player can see all the rooms at once and can see what's in each room, so there's now no need to run around the corridor for literal minutes, trying to find the right painting and the right room. Even having done that, the puzzle itself is still pretty tedious and probably needs to be nerfed. Basically, moving the paintings allows you to move the statues in the rooms from one room to another. The problem is that they need to be moved in a specific order between rooms, and there's only ever one statue-less room to move a statue into. Despite all this ridiculousness, I was still hoping for more good quality puzzles after this one. But then the game ended straight after, leaving me unsatisfied and wanting more puzzles with good level design. Why couldn't you have had more puzzles based on the mechanics of the first two?! I really liked those puzzles; they showed such promise and got me to really think about them! Instead, you gave me puzzles that were overcomplicated and badly-presented. The difference between the good puzzles and the bad is quite truly night and day here. At the time of writing, the other negative reviewer on this game thinks that the developer forgot to have their game playtested. I think it's definitely possible that the four levels I mentioned that were good WERE playtested, because they were honestly good levels; they were well-thought-out and were fun. But I can't help but feel that the other two puzzles *didn't* have playtesters test them, and so the game's suffered badly as a result. Had those two levels been cut out entirely, I wouldn't just give this a positive rating; I would wholeheartedly recommend this to my puzzler friends. In short, Impresja is a good and ambitious game at heart, but 1/3 of its levels mar it with overcomplicated design, red herrings, and bad presentation. It has good mechanics and good introductions to the mechanics, but fails to follow through with enough good levels to match. Get it only if you have a lot of patience. If the developer is willing to completely replace the offending levels, I'd be very happy to update this review as required, because I really really wish this game were better and did well as a result. But as it is now, it's a "Not Recommended" from me. EDIT: Also, shame on the developers of Flow Match (now known as Soko Match) and Rolling Shapes, because their games are literally Satan's diarrhoea.
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Hours played at review time, across 40 reviews with recorded playtime.
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Impresja est un excellent puzzle game qui va vous retourner le cerveau. Il n’y a aucun didacticiel. Les premières zones sont là pour vous faire comprendre le principe du jeu. Vous devez tout découvrir par vous-même. Vous êtes dans une sorte de labyrinthe et à vous de trouver la sortie. Tout est logique, il vous appartient de comprendre LA logique du jeu pour le terminer. Si vous êtes fan de casse-têtes ce jeu n’attend plus que vous. [i]Impresja is an excellent puzzle game that will twist your brain. There is no tutorial. The first zones are there to make you understand the principle of the game. You have to discover everything by yourself. You are in a kind of labyrinth and you have to find the exit. Everything is logical, it is up to you to understand THE logic of the game to finish it. If you're a fan of puzzles this game is just waiting for you.[/i]
This game is... interesting. It wants you to feel out the mechanics but the mechanics are non-obvious enough and they're only ever introduced the moment you need them to solve a larger puzzle. Like, you get to the third area and everything is fine but unless you can work out what the mechanic introduced in that section is you will end up completely stuck; yet once you figure it out the solution is really easy. The game also mixes self-contained areas with the overall game map in ways that are kind of annoying - this is seen again primarily in the third and last areas, with all the other areas being completely self-contained, making it hard to figure out what the game intends when you're not sure if you're stuck because you don't understand the current puzzle or just because you need to do something in a different area. And as well, the final puzzle is... a super tedious and overly long fetch quest that requires no thinking, it's just "find the specific painting you need out of about 10 and put it in the correct room out of 10" about a dozen times. And the ending is very unsatisfying when you do reach it, as a result. Gripes aside though the puzzles themselves are clever and the game does instill that "aha" moment all good puzzle games should strive to create. Seeing all the pieces fit in to place (when you understand how they work) makes solving puzzles actually feel like an accomplishment (well, again, except for that last one) and due to the non-euclidean nature of the game map it's hard to tell how much is left to explore until you get close to the end (at which point you have basically been everywhere except for the very final room). It's also kind of exhausting to play though, since it requires both logical thinking and working out the game mechanics at the same time. It's not a long game, took me under 5 hours to beat and knowing what you're doing perfectly I bet you could clear this in 10-15 minutes. And the mechanics themselves are kind of clever too, it certainly doesn't feel much like any other game I've played. Yes, it's very aesthetically similar to antichamber, and it's non-euclidean as well, but the games don't have any similarities beyond that. For the price I'd say it's worth it, it's not a perfect game and can be a bit frustrating at points but it's still pretty enjoyable and doesn't overstay its welcome much. Again, though, that end section is really dumb, I have no clue what they were thinking there.
Creating a puzzle game is difficult, and I definitely appreciate all the effort that Adam has put in. Now to two issues I've had with the game: Pacing. It's very difficult to pace game correctly, you have to account for things player got and things player still needs to understand. This game is not paced well, it doesn't allow you to experiment with your new found abilities in a safe manner and instead thrusts you into the unknown. It can be enjoyable for some, but I found myself frustrated and stuck more than I could take. Level-design. This one is closely bound with previous point I've made, walking speed means that to do something you know how to do you're required to walk around slowly, and if your action is wrong, undoing it would cost you time. I don't when game punishes me with more playtime, it shouldn't be a threat looming over me but a reward I'm enjoying. Overall game has great idea behind it, but it doesn't lend this idea to gradual discovery and bashes you with it instead.
Very impressive little puzzle game from a lone developer. Throws you in at the deep end with no hints at all. You have to discover for yourself how everything works. Very satisfying. Well worth the low cost!
Головоломки, мягко говоря, не легкие,а кому-то и вовсе адскими покажутся, подсказок нет, застрял 2 раза, пришлось подсматривать прожождение на you tube. Не жалею потраченного времени, мы ведь все знаем это чувство "о, боже, неужели я это сделал!"
[h1][b]Cómo aspirar a Antichamber y fallar en el intento[/b][/h1] Cuando jugué a [b]Antichamber[/b] por primera vez o fui jugado por él -que viene a ser lo mismo- me sentí realizado. No fue solo la inmensidad de los puzzles o el acabado artístico: hubo algo espiritual, algo que me hizo sentir tremendamente satisfecho y completo, un viaje sobre el camino de la vida que terminaba y a su vez abría puertas para volver a empezar. Un final tan sencillo y abstracto como precioso, posiblemente de las mejores experiencias videojueguiles que haya vivido jamás. De alguna manera me congratula, además, no estar solo. En el propio foro del juego hay un hilo dedicado en exclusivo a la búsqueda de títulos que se parezcan a él, de personas ávidas por vivir una experiencia remotamente similar. La realidad es que todo lo que se cuelga no se acaba pareciendo en nada... hasta que apareció [b]Impresja[/b]. Por primera vez un juego tenía todo el feeling antichamberesco en sus venas, así que sin pensarlo me lo pillé: por 3€ nada podía salir mal. Abro el juego y tras una breve pantalla que te describe lo más básico del mundo eres lanzado al vacío: ¡[b]Antichamber[/b] total! Empiezo a dar vueltas para ver por donde tirar en este universo no Euclidiano. Parece difícil y el juego no te coge de la mano en ningún momento, pero sigo recorriendo el pequeño camino que tengo abierto desde el punto A al punto B continuamente. Me empiezo a desesperar. Las vueltas empiezan a ser cada vez más largas y empiezo a tener la sensación de que no solo no te coge de la mano, es que te da una patada en los cojones, te tira al suelo y salta encima de ti mientras tararea canciones. Tras aproximadamente una hora de juego logro resolver el primer puzzle. Empiezo a intuir de manera bastante lejana las mecánicas que plantea y logro resolver el segundo puzzle en veinte minutos, y se me quita algo del amargor que la recta inicial había posado en mí. Y entonces llega el tercer reto: el horror. Sencillamente, creo que solo una mente privilegiada o alguien con una abrumadora cantidad de tiempo para dedicarse al prueba y error podría resolver esto. El puzzle está plagado de falsas pistas que parecen indicarte que su resolución tira por ahí, pero la realidad es que no. Peor todavía: la solución no tiene nada que ver con esas falsas pistas con las que te has pasado una hora probando. Al final y para mi desgracía acabé recurriendo a un walkthrough para poder orientarme porque se me escapaba por todas partes. Y esto es frustrante. No tuve que hacer uso de estos en el mentado [b]Antichamber[/b], ni siquiera en el [b]The Witness[/b] (bueno sí, lo tuve que hacer en el puzzle roto del sonido, pese a que muchos se empeñen en que está bien), pero tampoco lo siento como una derrota: la mecánica está tan fuera de lugar que es imposible averiguarlo por uno mismo. Me siento más bien enfadado porque me han hecho perder el tiempo poniéndome un cartel luminoso en una zona que dice "prueba cosas aquí" cuando es mentira. A partir de aquí mi impresión del juego ha caído en picado y poco se puede hacer ya por solventarlo: no obstante, de repente llegan un cuarto y quinto puzzle que añaden mecánicas nuevas, sencillas pero efectivas, y que no te piden estar investigando en cosas que no tienen nada que ver. Ya iba preparado para ello, pero no: la realidad es que son puzzles bien diseñados, y aunque no han conseguido transmitirme esa gratificante sensación de cuando uno logra resolver un acertijo inteligente, pienso que ha sido un pequeño bache en el juego. Y entonces llega el sexto puzzle, y en un primer vistazo me doy cuenta que voy a tirarme una hora yendo y viniendo de un sitio para otro repitiendo mecánicas aburridísimas. Y me spoileo a propósito y veo que es el final del juego. Y se me quitan las ganas de terminarlo porque no juego para sufrir ni para realizar tareas tediosas: juego para divertirme. Y ya que decido plantarme me pongo el final del juego en youtube... y me siento afortunado de no haberme pasado esa hora realizando quehaceres de llevar un cuadro de aquí para allá porque es lo más insulso que te puedan echar en cara. Y mis impresiones se desploman or completo. Me duele porque de verdad creía que era este el digno sucesor a aquella barbaridad que se posó en mi corazón, porque tiene grandes mecánicas y brilla por su originalidad, pero no. En el fondo, debería saberlo. Que aquella puerta ya se cerró y jamás encontraré nada parecido, y que debo dejar de establecer comparaciones que llenen el vacío que hay en mí. Pero mientras lo aprehendo, esperaré al [b]Manifold Garden[/b]. Puede que esta vez sí que sí... Pd: A día de hoy la mía es la tercera reseña negativa y estoy de acuerdo punto por punto con las otras dos. De qué sirve resolver puzzles si al final, a pesar de haberlos completado, sigo sin tener claro del todo el proceso que he llevado a cabo para hacerlo. Un buen puzzle es aquel que te muestra la solución en todo momento, y a pesar de tener la respuesta a la vista te hace estrujarte los sesos hasta que lo entiendes y te das cuenta de lo sencillo que era, que simplemente tenías que pensar fuera de la caja y al hacerlo una inmensa satisfacción te llena, sientiendo que has expandido tus límites. Durante las cinco horas que he jugado a [b]Impresja[/b] no he tenido esa sensación en ningún momento, y creo que eso no es bueno.
I think the dev forgot to have their game playtested is the thought I was left with after playing. You're dropped in without any explanation of how the mechanics work. This leads to trial and error from the get-go and this trend continues upon progression. Now, I appreciate the surreal look of the game and the unique gamepaly, unfortunately it becomes too abstract for its own good. You're trying to grasp your head around pairing paintings in order to create paths so that you can get a guarded painting out in order to pair it with something else and create an exit, but certain combinations make loops and things can get convoluted. This can be especially seen when there are more than a couple branching paths leading to multiple rooms within a section (by section I mean an area with new music). The first two sections aren't that bad, but upon entering the third section the difficulty spikes up and you're left to move around trying even more cominations over and over. To add to injury you cannot run. While the character doesn't move that slow, the feature would of been nice to have. Also, do those hallways in the infinity room really need to be that long? In essence, as said before, the abstract nature of the game (while nice to look at) ultimately seems to detract from the gameplay. The surreal mechanics along with their combinations can create a mental block which leads to alot of trial and error. After solving the first two areas I had a slight idea of what I was doing, but when the path opened up I still didn't know how it came to be. Lastly, I don't know if the gameplay stays the same but it does get monotonous moving paintings over and over after a while with the fact that paintings can only be hung on an empty space. I can only assume the are more colors but that's about it...
还不错的游戏, 画风上模仿环绕走廊, 但其实还是有一定区别的。环绕走廊的重点在于发现每个谜题的规则, 这个游戏在发现规则之后还要十分巧妙的应用和烧脑的解谜。 这里就不透露世界规则是什么了, 毕竟自己发掘规则是游戏最有趣的一部分。 优点: 创意很棒。跟环绕走廊的"探索非欧空间"相比, 这款游戏更多的是"改造非欧空间"的感觉。 缺点: 不同画里的区分度太低, 不玩上一段时间根本分不出来那幅画里对应的哪个空间。 游戏在最有趣的发掘规则部分之后, 就是跟颜色有关的解谜了, 而且这部分过于多了。第一关过绿色紫色关过了以后到了墨绿色关, 还是用相同的规则, 只是谜题难了一点而已, 我就没太有耐心去解。我玩这个游戏的目的是体验非欧空间, 而不是玩什么鬼颜色解谜, 尤其是过于庞大冗长的颜色谜题让人有些没耐心。 玩多了眼晕, 有时候还要跑很远的图。 虽然说了很多缺点, 但是总的来说还是不错的游戏, 15块钱也不贵, 喜欢环绕走廊和传送门之类的玩家可以来试一试。
鬼畜難易度FPSパズルゲーム ルールの解明から始まる謎解きはあなたの脳を試すかのような高難易度謎解き とりあえず絵の転写だけは自力で見つけることは出来ないと思うので、「絵の転写」という概念だけヒントとしておいておきます。 ボリュームは少なめですが難易度が高めなのでそれを感じさせません パズルが好きな人には絶対おすすめです
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