
Induction is an abstract puzzle game about time travel and paradoxes. As you master its logic, Induction will rewire how you think about cause and effect.
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Languages: English, Simplified Chinese, Spanish - Spain, Japanese, Russian, Italian, German, Korean, French, Dutch, Portuguese - Portugal, Portuguese - Brazil +2 more
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The replay it shows of your solution after solving a puzzle is pretty cool.
One of the puzzle greats. I'm talking Stephen's Sausage Roll, Snakebird, Baba Is You, Magicube, etc. You liked those games? You'll love this. Of all of those puzzle games, I think Induction takes the cake for being the hardest to make sense of what you're doing, at least while mechanics are still being introduced and haven't had time to settle. It's like that scene from Tenet: don't try to think too hard about it, just [i]feel[/i] it. Indeed, by the end of the game you'll have developed a sort of second-nature to how go about solving these time conundrums. When the developer said it will rewire how you think about cause and effect - they weren't joking. Pair that with the fact that mechanics are rarely tutorialized beyond dropping you in a room and giving you a button prompt, part of the puzzle of Induction often becomes figuring out what [i]exactly[/i] it is that that new mechanic you just learned a few levels ago [i]actually does at a conceptual level[/i] so you can exploit it to its fullest. Induction has no wasted space - almost to a fault, however. While every single puzzle is top notch, I feel like there easily could have been several more late-game puzzles added to it to extend the game's length. The difficulty spike between the last and second to last puzzles seems strong evidence of this, especially because that last level makes use of essentially two new mechanics, each of which could have easily generated more puzzles on their own. [spoiler]That being the collectible that lets you shift time 5 times instead of the previous 3, and also the idea of standing on one of your clone's head, which as far as I recall was never a necessary part of a puzzle solution before that point, despite being something you could do from the beginning.[/spoiler] The isometric art style as well as the fact that the buttons do not show you what paths they will activate before you interact with them do make it a little difficult to discern exactly how certain puzzles are rigged up, but this is rarely that big of an issue. Just know that a fairly small amount of your time will be spent figuring out how certain levels are rigged up. In my opinion, I actually think this aspect works to the game's benefit, because it gives you sort of a meta-level goal when you first open a level that helps prevent you from getting overwhelmed. You don't need to figure out how to get to the exit just yet, you just need to figure out how to get to that button so you can figure out what it does. And in figuring out how to get to that button, you're already on your way to solving the entire puzzle. In some puzzles, it sort of fragments the level into multiple micro puzzles that you can solve that all accumulate into the larger puzzle. This is how I felt especially of the last puzzle, where a key bit of information on how the puzzle was even possible was not immediately accessible without having solved half the puzzle already. One minor gripe I have with the game is that (since it is real-time and not turn-based) you will sometimes just have to press a button down to pass time while your clones are doing actions and wait for "your turn" to do something. For the first 3/4 of the game, this is rarely an issue as the amount of time you are usually waiting for is very small. But with some puzzles (and especially that last puzzle) you could be sitting there holding a button down for a dozen seconds or more. This time accumulates pretty quick when you're bound to get certain things wrong on your first attempt and then have to undo and retry, forcing you to hold that button and wait for a dozen more seconds, and then a dozen more. It rarely affected my enjoyment of the game; that last puzzle is still one of my favorites. And again, it's only really noticeable on some of the later puzzles, and I'm not exactly sure if there was a better way this could have been implemented, as time is such a core part of how these puzzles are rigged up. All in all, if you're up for a challenge, Induction is a great brain-buster that is worth your time and every penny.
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Hours played at review time, across 40 reviews with recorded playtime.
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Fantastic game. Some of the most challenging yet satisfying puzzles that I've ever come across. And the atmospheric visuals and audio lend an outstanding aesthetic. Highly recommend for anyone who likes mind-bending puzzles.
在其它艺术形式如小说,电影中,创作一个时间穿越类题材,且是宿命论的作品是可行的。这是因为无论小说也好,电影也罢,它们都在讲故事,而故事中的主角是没有自由意志的,作者想让它们干嘛就干嘛。但把这任务放到在游戏中,就出问题了。这其实也体现出游戏这一艺术形式与其它艺术形式的本质区别——参与者(游戏里就是玩家,小说和电影里分别是读者与观众)具备自由意志,能够左右作品故事情节和内容的发展。 Induction中,玩家按空格键可以穿越回过去,而游戏通关条件便是玩家抵达终点并且过去的自己抵达穿越点。前面说了,做一个祖父悖论宿命论的游戏会出问题,而Induction的“问题”便是玩家在穿越前,无法看到未来穿越到现在的自己。这也间接导致一些原本能靠时间穿越能力解决的谜题无法实现。举个简单的例子,玩家被一个只能从后面打开的门挡住,而他拥有时间穿越的能力,本来他完全可以靠未来穿越回现在的自己在门后出现,打开门并让现在的他能够达到门后再原地穿越,从而实现闭环。但在Induction则不行,因为玩家无法“召唤”未来的自己。 Induction其实是一个祖父悖论,半宿命论,半平行宇宙论的游戏。玩家穿越到的其实是另一个平行宇宙,只是这个宇宙中的主角会干玩家之前做过的同样的事情。在此基础上作者还给游戏添加了一个“宿命论”的通关条件,那便是这个宇宙的主角最后的穿越点必须与上一个平行宇宙的玩家一致。 关于“线条圈”这一元素的机制,其实就是在解决玩家无法“召唤”未来的自己的问题。线条圈可以让来自上一个平行宇宙的主角消失,将控制权给予这个宇宙的主角并令其不必复刻上一个主角的行迹,唯一的改变便是保留了上一个主角对这个世界产生的影响——如将一个箱子推到一个位置上,并且开始控制这个世界的主角的时间并非这个世界的最初时间。所以玩家便可以默认未来穿越回过去的自己能够达成这个被保留的影响,从而打开“只能从后面打开的门”。 游戏的谜题设计,音乐和视觉效果体验下来都不错,推荐。
Interesting idea but the game is a bit too obscure and I found it frustrating too often.
기믹 자체는 멋지지만, 그것이 실제로 적용되는 방식은 다소 실망스럽습니다. 퍼즐을 풀기 위해 과거의 내 움직임을 통제한다는 발상이 처음에는 신기하게 느껴지지만, 진행할수록 난이도가 올라가고 동선이 겹쳐지는 과정이 심화되면서 게임이 다소 기형적으로 변합니다. 솔직히 말해서, 이렇게 조작 하나하나를 정밀하게 통제해 가면서까지 퍼즐을 풀고 싶지는 않은 것이 본심입니다. 게다가 화면의 시인성마저 썩 좋지 않아 피로감을 더합니다. 정답을 머리로 깨달았을 때의 즐거움보다, 이를 직접 손으로 구현해 내야 하는 귀찮음이 훨씬 앞서게 되는 아쉬운 작품입니다.
好家伙这么秀
eto pizdets
It all depends on the barrel. You can stand on the barrel and the clone will push it. You and the clone are independent and can help each other, and the clone needs to go to where you were at the moment the clone appeared. すべては樽次第です。あなたは樽の上に立ち、クローンが樽を押します。あなたとクローンは独立しており、互いに助け合うことができます。クローンは、現れた瞬間にあなたがいた場所まで行く必要があります。
A fun sokoban-based puzzle game with an interesting mechanic investigating the successor map on N. Some excellent ideas that require thinking many steps in advance (or into the past) and looking at the problems from different viewpoints. I particularly enjoyed the rule discovery, which was intuitive but surprising. A good difficulty ramp throughout the game, with some optional side puzzles. Certainly made me think, but never to the point of frustration
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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.
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