
3D block puzzles built from pixel art! Push, pull, and climb on the blocks of a PictoPull puzzle in order to reach the goal. Create your own puzzles and share them!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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[b]pictopull[/b] is essentially [b]pushmo[/b] on pc with some pretty elaborate pixel art. if you don't know that game (I was in the same boat), it's a puzzle platformer where you push and pull shapes that make up levels, then jump on them to grab the chest on top. [url=https://store.steampowered.com/app/1507270/]grab toy[/url] on steam would be another example with a lot less content and features for almost the same price. [b]150 'story' levels[/b] unlocked one by one within a pack, but more sets open up simultaneously after a while. no actual story, just different locations and some tutorialization. on-screen level names are a thing, would be nice to have them numbered too, like on level select. [b]level skip and unlock all levels option[/b] are available, making the game as accessible as it should be without getting stuck on [i]that[/i] puzzle for good. just be aware that level select is only good for solved stages, unlocked but incomplete ones can only be played from the story. a bit confusing. [b]level editor with workshop support[/b] is also at hand, but that always relies on games getting noticed and popular enough among creative people and it rarely happens. the store page also mentions 'bonus level packs', but in reality it's just one with a few levels that are also part of the story. weird and misleading. [b]non-rebindable controls without alternatives aren't great, as only wasd moves, arrows mess with the camera[/b], so non-qwerty or arrow people can skip this for the time being. the dev said rebindable controls might make the release version but it still hasn't happened. controller is supported. other keys are shift to push/pull, space to jump, 'q' for a [b]generous rewind[/b], 'f' to activate things, and holding 'e' shows a full 2d view of the level. sounds handy but can't tell which block is pushed how deep. [b]mouse only works in the menus but navigation is inconsistent, also with keyboard.[/b] esc and right click to go back works in one place but not another, wasd/arrows only move the cursor in chapter selection, not level select or the pause menu. as someone who doesn't like platformers, I obviously had issues regardless of bindings. the game really leans in on verticality and [b]many levels are huge, often unnecessarily so and really early on[/b] (some packs are called murals for a reason). size doesn't equal difficulty, but a smoother curve for both would've been nice. at least with rewind I didn't have to climb the same thing over and over. [b]hints are available sometimes[/b] (very rarely, actually), but that didn't help with diagonal jumping, when you have a block above your head, or activating stuff mid-jump. so yeah, platforming means platforming. constant tug jobs would be tiresome, even more so with just one hand, so luckily [b]pullouts[/b] are a thing. jumping on a colored button predictably pulls relevant blocks all the way out or pushes them in. other variations only move blocks once per use. [b]blockers[/b] prevent movement, [b]union blocks[/b] of the same color are moved at the same time, including blockers. [b]opposite blocks[/b] are also unionized but moving a positive moves a negative in the opposite direction and vice versa, regardless of color. it wouldn't be a puzzler without [b]portals[/b], activated with a keypress, just like [b]cannons[/b], adding wall-to-wall action to the mix. and finally, [b]timer blocks[/b] retract after 12 seconds. thankfully, there are only a few levels with this mechanic. blocks being timed blink but an actual timer somewhere would be less stressful. or just as much but more informative. it's a nice touch that [b]you're not bound strictly to the level area[/b], can wander off just for fun, to [b]grab hidden beets[/b] or change location more slowly (beets aren't always hiding, just hard to get to). can even fall into water/whatever, then respawn without resetting the level. that is done by jumping on the reset button (and only there, no option in the pause menu), which I think is kind of in the way and might lead to accidents. can't just step on it but falling from above is essentially jumping, though rewind also works here. [b]as a fan of pixels, I liked the presentation.[/b] simple but effective, a bit minecraft-like in places and there are a few player skins available (no steve). music is what can be expected from a cutesy game like this, you'll want to turn it off fast, and [b]there's annoying gibberish during dialog and no instant text setting, have to press the 'f' key[/b] to make sentences appear immediately. why can't space and mouse clicks do the same? and why does it only kick in after a few levels? also, punctuation is missing all over the place, always annoying as well. otherwise settings aren't too bad but they're not available while playing a level. separate volumes for sfx and music (would absolutely need one for 'speech' and walking sounds aren't affected by sliders), v-sync, framerate limiter, resolutions, windowed mode, so the absolute basics (except rebinds). there's even in-game representation of achievements, always nice to see them integrated even if I don't particularly care about them. despite some smaller annoyances, control issues and my general dislike of platformers, [b]it's a fun game, great package, but only recommendable on sale until it gets fixed up[/b], though I wouldn't hold my breath for rebindable controls at this point. hope I'm wrong. [b]no idea how long it takes to complete[/b], I imagine times can vary greatly. I checked out every level, kept trying until I ran out of patience, solved nearly half and skipped most huge levels and the final two packs, spending a lot more time than expected. the in-game timer is also just runtime like steam's, not much help. anyway, [b]demo available[/b], has dozens of levels and the editor also works, but if you don't copy the demo save over (it's in the install folder), you'll have to start the full game from the beginning.
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Hours played at review time, across 24 reviews with recorded playtime.
A bit buggy but a very enjoyable puzzle game, especially if you like pushmo
推拉方块,但是新关卡,还附编辑器。 既然原版不出新的了还有人惦记着出新关卡,那还要什么自行车? [strike]只是,为什么角色还能掉出界摔死,摔死了还不能回退啊……? 能不能更新一下把这个摔死的设定取消掉,或者让摔死也能回退,或者至少给场地最后加一排陆地?[/strike] [strike]This is machine translation: Why can a character fall out of bounds and die, and even if he dies, he can't rewind? Can you update it to cancel falling dead, or make it possible to rewind even after dead, or at least add a row of land to the end of the field?[/strike] === 上面说的问题已改。好评!
pushmo is back. oh my god. i've dreamed of this moment.
This is one of those rare 'easy to learn, hard to master' games. I've already said 'just one more level' about 5 times now. I love the Aha! moments when you finally see the solution pop out at you. Highly recommend as a great puzzle platformer.
No conocía Pushmo ya que no juego Nintendo, así que se me hizo novedoso este estilo de Puzzles, bastante fácil de agarrarle la mano pero siempre haciéndote laburar la cabeza. Como punto negativo, tiene como 45 niveles de tutorial que son necesarios para desbloquear el resto de niveles, que justamente son los mejores porque introducen nuevas mecánicas. Aun así, está bastante bien y tiene bocha de niveles. Agarralo en oferta.
Plays well on Steam Deck, controls work wonderfully.
This puzzle/platformer combo gives the block-pulling genre some much-needed new life. The gameplay is really simple. Each puzzle is made out of blocks. The goal is to move these blocks around so they may create steps for you to jump on and access the treasure at the top. Even though your little man isn't particularly athletic, he can nonetheless jump over gaps and a height of one step. A block can be pulled or pushed only if you have something to stand on. The trick is that you can pull from both the front and the sides. By doing this, you can create a new platform to support your feet and drag any block out a maximum of three times. There is a rewind button because mistakes happen fast. Furthermore, if you overcomplicate a puzzle and realize you have no idea what you're doing, there is a reset button at the bottom that will put everything back where it was. While there is a story mode, it’s just an excuse to solve puzzles in different settings. The village is where you begin, then you move on to the forest, an island, and so forth. There isn't much to do in these tiny areas aside from solving puzzles and looking for the hidden collectible. To be fair, these collectibles are always in plain sight; the problem is how to get to it.
Pushmo at home
A satisfying experience. More complicated than you'd first expect. Well worth the purchase price.
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.
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