
Ittle and Tippsie crash onto yet another island filled with loot, puzzles and mysterious inhabitants! With the help of a magical map, they set out to steal eight pieces of a raft from increasingly improbable locations including beaches, prairies, an art exhibit and some dude's basement.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Swedish
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Ittle Dew 2+ is a solid puzzle game hampered by some truly awful combat. The decision to pivot from an easier, perhaps too basic style as seen in the first game into the strange hybrid of a Souls system this game has tried to stitch together was a terrible move. Bosses often rely on huge area of effect, lingering hitbox attacks which do way too much damage compared to the amount you are able to put out. Fights devolve into hitting near frame-perfect rolls time and time again, or just running away for a long time until the boss is safe to hit once or twice, or perhaps trying to pick them off from a distance. This is compounded by the almost complete lack of invincibility frames, and the "Stop" status - which is attached to almost every hard bosses every attack, making a failed dodge a nightmare of random chance "you don't get to play the game now" moments. While I enjoyed the puzzles, and found a good number challenging and interesting to try to solve, actually trying to do the combat of this game quickly turned into a tedious, far too drawn-out mess. I found myself running past every enemy i could, and spamming the attack as much as possible to end combat quickly, so as to prevent having to deal with it for long periods. Some people might find it enjoyable, but for me - when I compare it to the Souls series, i find it very much lacking. The dodge is piss-poor, slow, and very stingy with protection frames, which even further compounds it's almost-uselessness. It's a great shame that I have to negatively review a game from a studio i've come to appreciate through many of their titles, but, this is one major issue that I simply cannot look past. Sadly, not recommended.
刚写过一代的测评,顺带把二代的也给写了~ Ittle Dew 2+还是带给了我不少1代之外的惊喜。本作承接了上一代解谜类塞尔达的风格,并做了不少新的尝试。 2代由原先的2D平面俯视角改为了稍微更具立体感的视角,本来我不是很喜欢这一点,但实际上这个改变和游戏流程中大量的藏东西属性息息相关,下文会提到这一点。 本作依然保持了上一代的谜题设计水准,道具的有机配合也是系列一贯的特色了,值得一提的是,本作大多数关卡都是可以仅靠木棍通关的,这一点甚至比1代还要疯狂。此外,本作的“梦世界”关卡体量不仅是上一代Master Cave的好几倍,不少谜题在兼具创意的同时还极具挑战性,足见作者的诚意。 不过,本作最为吸引人的部分还不止步于此。作者在全图的各个角落塞满了各式各样的隐藏关卡和彩蛋,甚至还为此设计了大量特殊的谜题,包括许多贴合直觉引导的抽象解谜和字母解码。我在游玩过程中找得不亦乐乎,只能说这类游戏非常对像我这样的探索类/彩蛋发掘类玩家的口味(笑) 就整体流程打一个分: 前期是正常的探索环节,这一作的地图还挺大的,探图非常爽快,4/5 中期稍显乏力,主要是战斗环节比较无聊,boss没什么亮点,游戏驱动力不足,3/5 后期开始探寻隐藏关卡,这作者把任式藏比的精髓给学过去了,视角的改变也使得游戏摆脱了完全俯视角下不好藏东西的窘境,尽管有些地方显得为藏而藏,但整体的体验还是趣味满满的,可以给到5/5 总得来说,十分推荐探索类游戏爱好者游玩
It's peam. It's quality. It good gam play it. Love it so much I can't put my thoughts into proper words.
It's very silly game, but also a very serious game. From what I remember of the first one (I got it in one of those game bundles) this one is everything a sequel should be: an improvement in pretty much every respect. It has a fairly good difficulty for its puzzles, and most of them are very intuitive and also very silly in ways that will make you laugh. That said, I do have a few ♥♥♥♥♥♥♥, but I am still very happy to recommend a very charming title. 1. the combat relies very heavily on you getting good at dodging to maximise i-frames. I got semi-decent at it, but that might turn a few of you off. 2. A few of the puzzle mechs are not very intuitive, e.g. using the wand to bump blocks in diagonals (you will need this for the later puzzles). But with that said, you will get 12 or so "lockpicks" which you can use to bypass some of the puzzles. And with the weapons you'll unlock, you'll also unlock ways to basically cheese some of the nastier ones. But I'd encourage you to try and not do so - despite how hard of a time I had with the sliding ice blocks.
젤다라이크 소코반 어드벤처. 지역별로 하나씩 있는 던전을 깨고 엔딩에 필요한 수집품을 모으는 전형적인 진행 방식인데, 다양한 능력을 기반으로 한 소코반 퍼즐이 게임의 주를 이룬다는 게 특징. 첫인상으로는 확 트인 맵이 눈에 들어온다. 게임 시작부터 모든 지역이 열려있고, 어떤 지역과 던전을 먼저 공략하는지는 게이머에게 자유를 주는 방식. 개인적으로는 너무 훤하게 열려 있어서 막막하게 느껴지기도 했는데, 다행히 권장 순서는 맵에 표시해줘서 그걸 따라가도 문제는 없었음. 후반 지역은 몹이 너무 강하기도 하고, 순서를 바꿔서 진행하는 이점은 딱히 없는 듯. 비선형적 설계로 인한 장점은 게임 진행의 자유도보다는 던전 디자인에 있었다. 기본적으로 주어지는 막대기와, 던전 내에서 주어지는 능력만으로도 깰 수 있도록 모든 퍼즐을 구성하는 한편, 이전에 얻은 능력이 있을 경우에는 퍼즐을 더 쉽게 풀거나 지름길을 열 수 있도록 설계되어 있었음. 퍼즐에 물리거나 진행이 막혀서 답답한 경우에 퍼즐을 넘길 수 있는 선택지를 준다는 점에서 무척 친절하게 느껴졌다. 하지만 퍼즐을 푸는 재미가 너무 좋아서 지름길로 대충 넘기고 싶은 마음이 들질 않았음. 새로운 능력을 얻을 때마다 활용법을 학습시키고 그걸 조금씩 응용해나가는 디자인이 되게 깔끔했다. 특히 추가 컨텐츠로 들어있는 퍼즐들이 너무 좋았음. 전작의 추가 퍼즐들은 메인 루트에 못 넣은 아이디어를 짬처리시킨 느낌이라 뜬금없는 발상의 전환이나 빡빡한 피지컬 요소 등 뇌절에 가까운 퍼즐이 많았는데, 이 게임의 추가 던전은 그 자체로 신경 써서 디자인했다는 게 느껴지는 완성도 높은 구성이었음. 여기서도 [spoiler]대각선 밀기, 대각선 얼음, 폭탄 얼리기, 타이밍 맞춰 반사[/spoiler]와 같이 발상의 전환이나 피지컬 요소가 필요한 퍼즐들이 있긴 했지만, 새로 요구되는 기믹을 생각해낼 수 있는 퍼즐들을 단계적으로 적절히 배치해, 너무 어렵지 않은 난이도를 유지했음. 던전마다 한 가지 능력으로만 진행되는 [spoiler]꿈 세계[/spoiler]도, 모든 능력을 조합해 진행하는 마지막 던전들도 다 좋았다. 퍼즐 초보가 공략 없이도 성취감을 느끼기 딱 알맞은 난이도의 겜이었음. 액션 면에서는 퍼즐에서 사용되는 능력을 그대로 활용하는 방식은 좋았다. 하지만 전투에 집중한 겜은 아니라 그런지 액션 시스템 자체가 좋지는 못했음. 딜레이가 없는 붕붕 칼질이라든지, 공격 넉백 때문에 전투가 불편하다든지.. 필드 몹을 잡아도 이점이 거의 없어서 한두 번 잡아보고 나면 귀찮은 장애물로만 느껴지는 것도 아쉬운 부분이었다. 반면에 보스전은 꽤나 만족스러웠다. 게임을 진행할수록 능력의 가짓수도 늘어나고 보스의 패턴도 다채로워져서 공략하는 재미가 있었음. 특히 마지막에 만나는 보스는 갑자기 다른 게임처럼 느껴질 정도로 정말 재밌었다. 패턴 학습, 피지컬 요소 양쪽이 적절히 조화를 이루는 훌륭한 디자인이었음. 전투 하나로 게임 속 전투에 대한 기억이 미화될 만큼 쫄깃쫄깃한 보스였다. 젤다라이크답게 월드 곳곳에 숨겨진 비밀과 수집요소를 찾는 재미도 있었다. NPC들이 주는 여러 힌트를 바탕으로, 맵에서 비슷한 장소를 찾아 비밀 동굴을 발견하는 방식. 하지만 비밀이 쉽게 찾아진다면 다행이지만, 그렇지 않을 때는 좀 답답하게 느껴지기도 했다. 힌트가 대체로 모호한 데다 맵 마커나 메모 같은 편의성 기능도 부족해서 실제 장소를 찾아내기가 쉽지 않았고, 스크린샷이나 노트 같은 스팀 오버레이 기능을 이용하더라도 이미 찾아낸 비밀에 대한 힌트를 구분할 방법은 마땅치 않아서 여전히 혼자 모든 걸 알아내기엔 어려움이 있었음. 숨겨진 동굴을 표시해주는 아이템이 일부 동굴에 보상으로 들어있긴 하지만, 사용처를 맘대로 정할 수 없고 바로 자동으로 표시해주는 시스템이다 보니 진행 순서를 잘못 타면 그마저도 동이 날 때가 많았음. 올컬렉을 위해서는 결국 공략 검색이 사실상 강제되는 방식이라 조금은 불친절하게 느껴졌다. 하지만 게이머들이 머리를 모아야 할 정도로 꽁꽁 숨겨진 비밀들도 많아서, 게임을 끝까지 파보길 좋아하는 사람들에게는 반대로 흥미진진한 요소로 다가올 수도 있을 것 같음. 스토리에 대해서는 자세히 말하기는 어렵지만, 게임에 대한 찬사가 담긴 이야기라 좋았다. 그 밖에 여러 귀여운 캐릭터들과 유머도 듬뿍 들어있는 갓겜이었음. 재밌는 소코반 어드벤처 게임을 찾고 있거나, 퍼즐에 어느 정도 내성이 있는 젤다라이크 매니아들에게 추천!
Ittle Dew 2 is a slap in the face to the first one. While the story wasn’t anything amazing in the first one at least there was one and it had some laughs. Ittle Dew 2 feels like “Stuff happens just because” There now that you know the story go to something…the only laughs here are they suckered you into buying this digital abuse. While the puzzles are OK there are a lot of various solutions and tricks that have no previous precedent for the player to know you can even do such a maneuver. This can leave puzzles frustrating and unsolvable if you are thinking about solutions from mechanics you know. I’ve saved the worst for last...the bosses. Everything in this game is big. Normally this would be nice and give a big cartoony feel. The problem stems from the fact...things are BIG. This means everything takes up a room in a way that leaves virtually zero room to maneuver. Throw in projectiles that are equality as big and it’s like playing Nerf in an elevator. Think a bullet hell game where the bullets are 1/4th the size of the screen. Just designed to make you fail...or eat quarters. Seriously...enemies are cheap with this terrible design. Bosses have attacks that hit you no matter where you are, no matter what dodge state your in. They just get free shots because there is no where to go, nothing to hide behind. They cleave through anything you can put between you if not use attacks that hit the room as a whole. If you played Quake you know how OP the BFG was supposed to be power fantasy wise. Well the bosses often have BFG like attacks...but rather than 1 they have 4, firing at the same time while some other attack just hits you no matter what...while teleporting and tracking you like a cheater using wall hacks. As soon as you can determine an attack direction and move out of the way the boss corrects their attack direction to exactly where you moved. There is no pattern to watch for, no skill or anticipation that can compensate for these insanely cheap and garbage mechanics. For the few bosses that do have patterns it’s still more up to RnG as you have to still survive the aim botting and cleave everything cheap attacks. Rather than skill you will have to just smash your head against the aforementioned puzzles with never shown mechanics and hope RnG is on your side in a boss fight to where they do the least cheap attacks more one attempt allowing you to finally get enough damage on them. In addition to all that the controls are maddening. You can’t set your buttons and there are unspoken cool downs for things that will have you locked into a previous movement or attack when it shouldn’t. While you’re waiting for something to finish up so you can rotate, run, DO ANYTHING the boss has popped in and done like 5 actions...oh you’re dead tough luck... I grew up on brutal NES games where memorization, skill and practice mattered. I’m not one to shy away from brutal “do it all over” games but this is absolutely B and S. Ludosity really dropped the ball on this one. This game is less fun adventure puzzler and more abusive relationship.
https://www.senscritique.com/jeuvideo/ittle_dew_2/critique/337247998 SensCritique>Jeux vidéo>RPG>Ittle Dew 2>Critiques>Avis de KumaCreep Modifier ma critique La mauvaise suite J’avais gardé un souvenir assez tiède du premier Ittle Dew. Pas une catastrophe, loin de là, mais ce sentiment étrange d’un jeu qui flirtait avec l’idée du Zelda-like sans jamais vraiment embrasser l’aventure. Un petit puzzle game déguisé en Zelda, très proche du sokoban par moments, qui reposait presque entièrement sur ses énigmes et très peu sur son monde. Comme souvent avec ce genre de séries indépendantes, la suite arrive avec une promesse implicite. Corriger ce qui ne fonctionnait pas. Agrandir le terrain de jeu voir transformer l’essai... Ittle Dew 2 ne l'a vraiment pas compris, en prenant son matériel de base comme assez bon et c'est ce qui aura tuer cette suite à mes yeux. Une monde plus grand, plus de contenu, une structure un peu plus ouverte et surtout le passage à la 3D. Tout semblait indiquer que le studio avait compris les limites du premier épisode et qu’il allait enfin essayer de donner un peu plus de corps à cette aventure. Mais très vite, une impression étrange s’installe. Celle de jouer à quelque chose de beaucoup trop familier... Parce que malgré ce changement de perspective et ce monde un peu plus étendu, le jeu donne constamment l’impression de recycler les mêmes idées que le premier épisode. Les mêmes mécaniques, les mêmes types d’énigmes, les mêmes logiques de salles. On retrouve très rapidement cette sensation de puzzle game déguisé en Zelda-like. On pousse des blocs, on manipule quelques objets, on résout des situations assez similaires à ce que proposait déjà le premier jeu. Au bout d’un moment, on commence à se demander si le jeu cherche vraiment à évoluer! Le problème n’est pas que les puzzles soient mauvais. Ils fonctionnent, comme dans le premier épisode. Avec très peu d’outils, le jeu arrive à construire des situations plutôt intelligentes. On expérimente un peu avec les objets, on trouve les interactions possibles, on comprend comment l’environnement peut être manipulé. Sur le moment, ça reste agréable. Mais le sentiment de répétition s’installe très vite. Parce que le jeu ne cherche presque jamais à pousser sa formule plus loin. On a l’impression qu’il se contente de reproduire les mêmes idées, en les étalant simplement sur une aventure un peu plus longue. Ce qui pouvait fonctionner comme une petite expérience compacte dans le premier épisode devient ici beaucoup plus visible. On commence à voir les coutures. Et malheureusement, le passage à la 3D n’aide pas vraiment. Visuellement, le jeu est loin d’être séduisant. Les environnements sont assez pauvres, la direction artistique manque de personnalité et l’ensemble donne parfois l’impression d’un jeu qui a pris dix ans de ♥♥♥♥♥♥. Les modèles sont simples, les textures assez ternes et l’univers peine à dégager une vraie identité. Mais ce qui me reste le plus en tête, ce sont les animations qui sont incroyablement rigides... Les déplacements, les attaques, les réactions des personnages… tout semble un peu raide. On n’a jamais vraiment cette sensation de fluidité qui pourrait donner vie à l’aventure. Au contraire, le jeu renforce constamment cette impression d’être face à un système, une série de puzzles enchaînés plutôt qu’un monde vivant. Les combats de boss, en plus d'être trop répétitif et très peu créatif sont d'une rigidité qui rappelleraient des jeux étudiants, avec ce spam de bouton d'attaque et se vide de quelques demi seconde entre chaque action importante. Alors, en plus d'une 3D à la limite du catastrophique, on nous sert... Le même humour un peu parodique, les mêmes types d’énigmes, les mêmes sensations. Le jeu ne semble jamais vouloir sortir de l’ombre de son propre concept, ce qui est l'attitude inverse à avoir quand on vient de la scène indépendante à mon avis... Du coup, l’envie de rester s’effrite assez vite. Là où une suite devrait normalement donner envie de replonger dans l’univers, d’explorer davantage, de découvrir ce que le jeu a à offrir, Ittle Dew 2 donne plutôt l’impression d’étirer une formule qui avait déjà montré ses limites dans le premier épisode. Le premier jeu ressemblait à une sorte de prototype prometteur. Une base de puzzle game avec quelques idées malines, mais encore très limitées. La suite aurait pu être le moment où tout s’ouvre enfin. Où l’aventure prend de l’ampleur. Où le monde devient intéressant à explorer. À la place, on se retrouve avec un jeu qui répète beaucoup trop les mêmes choses, sans réellement chercher à se réinventer. Alors oui, il y a plus de contenu que dans le premier épisode. Oui, l’aventure est un peu plus longue. Mais paradoxalement, cette durée supplémentaire ne joue pas forcément en sa faveur. Elle rend simplement plus visible le manque de renouvellement. Au final, on en ressort avec une impression assez étrange. Celle d’un jeu qui aurait pu être une vraie évolution, mais qui se contente finalement de rester dans les mêmes limites que son prédécesseur.
[url=https://store.steampowered.com/curator/43083373/]Clever games curator review: 9.5/10[/url]. This zelda-ish action puzzler is great! Most of the challenge comes from the puzzles, which are sometimes obvious, but mostly require thought to solve, without being headache-inducing. The combat is not trivial, but just enough to keep you on your toes, except for the later boss battles, which to me stopped being fun and were just a repetitive slog. BUT: the game has a great feature that all games should consider: the difficulty select can be toggled at any time. So, for those boss battles I was totally "over", I just turned down the difficulty and passed them in one try. Then I returned it to normal for the rest of the non-boss combat. The graphics and, especially, the music perfectly complemented the gameplay. At first, I mourned the transition from the 2D graphics of the first game to 3D, but I think it took good advantage of 3D overall to provide satisfying semi-isometric visuals. The storyline was fun and didn't intrude too much on gameplay. My only complaint is that to get the "true" ending, you have to be a completionist about every single puzzle, and I didn't have the patience to find all of them and solve them. So, I missed out on finishing the game and the storyline, which was a little sad.
7/10
Una buena continuación de su antecesor, más fácil en general pero con su dificultad al luchar con los jefes de turno, una dificultad que puede aumentar según lo manco que seas.. para pasar una tarde tonta te da de sobra.
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