
Pilapila is a charming 2D puzzle game with levels that are simple to understand but increasingly challenging to solve. Test your logic skills and climb your way to victory!
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《Pilapila》是一款较有创意的网格式平台解谜游戏。 本作的核心机制应该来自古早解谜游戏《Block Man》,只是听说,我没玩过。主角在一个2D横版的网格式关卡中行动,受到重力影响,可以左右移动,但不能跳跃,只能够向左/向右爬升一格高的台阶,除此之外只有在爬梯子时可以上升。关卡中有一些可以移动的箱子,而主角并不是通过“推动”来移动这些箱子,而是通过[b]将“面前”(左边/右边的相邻格内)的箱子举起来带走,以及将已经举着的箱子放到面前[/b]的方式来搬动箱子。 这套机制比传统的推箱子或平台推箱要更灵活一些,一些在平台推箱中存在的结论不再适用,比如在传统的推箱子中,箱子卡在角上就再也动不了了,而在本作中则不是这样。但本作这套机制也存在一些独特的限制,比如,因为举着箱子的主角可以算是一个两格高的整体,因此这个整体无法通过只有一格高的窄缝。如果你很熟悉传统的推箱子,想要再次体验从头学习一套底层机制的感觉,那么本作可能会比较适合你。 但之前也说过,本作这套机制是沿用的别的游戏,那么真正属于本作的创意是什么呢?答案是多种[b]特殊箱子[/b]。本作共设计了5种特殊箱子,每一种都具有很不一样的特性,比如某些箱子在特定条件下可以生成更多的箱子,而某些箱子在特定条件下可以摧毁别的箱子,等等。这些机制都很有意思,本作也围绕它们设计了一些比较有意思的谜题。 在玩家熟悉了搬动箱子的底层机制之后,本作的大多数谜题更倾向于考察玩家[b]构造[/b]和[b]资源调度[/b]的能力。在本作中,玩家常常要想办法跨越水平或垂直距离,为此,玩家需要把多个箱子堆成桥、台阶等结构来帮助主角通过,而在这个过程中,玩家所遇到的主要问题包括:什么样的结构能够满足所有条件、如何搬运材料和搭建结构、如何在满足条件的情况下省出更多材料、如何将材料摆放成方便回收利用于其它位置的方式,等等。可以看出,构造和资源调度确实是所有问题的核心。本作绝大多数谜题的设计比较紧凑,这里的“紧凑”指存在明显的关键矛盾和近乎唯一的瓶颈步骤,但也有一些关卡相对比较特殊,这是为了下一段所要说的本作另一个特点——步数优化——所准备的。 本作的另一个特点就在于[b]将步数优化作为可选挑战[/b]。每个关卡都有一个隐藏的“步数”优化目标,只有当玩家用尽量少的步数完成一关,才能获得该关卡的“金牌”奖励,如果在一个章节中获得了所有关卡的金牌,还能进一步解锁隐藏关卡,可见本作对步数优化这个设计是有一定的重视的。然而,步数优化的设计在Thinky Puzzle Games社区内是被普遍排斥甚至是厌恶的,而虽然我也是该社区的一员,但我还真的从没有如此深刻地在游戏中感受过这些观点。如果想深入了解这一议题,就算需要翻译才能看懂英语,我也建议直接拜读这一份将多人的观点综合起来的[url=https://docs.google.com/document/d/1GQZENT_97AZI43zqKFJyuVnaG78peAL8N0wWfRvWcmY/edit?usp=sharing]社区文档[/url],在我看来写得非常全面。本作的“步数”定义虽然不同于其它游戏常见的步数定义,但我对本作这方面设计的看法仍然不变,而这些看法都被我引用的这篇文档完美地表达了,因此为了表达我对本作设计的看法,我接下来可能会对该文档的某些部分进行翻译和重述,关键的引用处我也会给出英文原文和我个人的翻译的对照。我也不一定会逐字翻译原文,而是用我觉得更适合的形式来表述这些观点。 首先看看本作的“步数”定义有何不同。一般情况下,“步数”指的都是主角移动的次数,而在本作中,“步数”指[b]主角移动箱子的次数[/b],或者更具体地说,是主角[b]放下[/b]箱子的次数。这种计算方式比传统的步数计算方式好了一点,因为它计算的是关卡状态真正作出改变的次数,这是相比主角移动要更高层次的一种“移动”,因此,针对这种新的“步数”定义进行的优化,也会倾向于依赖更高层次的逻辑。引用文档中所说: [quote]In most cases, optimizing the move count of a solved level simply consists of repeating the solution but without any mistakes or exploration, which is simply boring [in puzzles, the interesting part usually comes from higher-level ideas; individual moves are just a way to interact with the puzzle and are not interesting on their own]... 在大多数情况下,优化已经解开的谜题的步数基本上只等同于在没有犯错或探索的情况下重新解一遍谜题,这本身是很无聊的,因为解谜游戏的乐趣通常来自于更高层次的思考,而低层次的行动只是一种玩家和谜题交互的方式,它们本身可能并没那么有趣。[/quote] 本作在计算步数的方式上的“微创新”虽然在一定程度上减少了一般情况下步数优化的琐碎,但并没有在本质上解决问题,因为本作谜题的考察点通常在更高层次的构造和资源调度,因而优化“移动箱子的次数”和谜题的重点相比仍然太过琐碎。 除此之外,又如同文档里所说: [quote]There might be exceptions where solving a puzzle optimally might require new insights. Unless this is the case for a majority of the levels in the game, it makes more sense to add new puzzles that showcase/require these interesting insights or add a one-off optional challenge for the level [as in Braid’s collectible stars] rather than adding a move counter system to the whole game. 在个别情况下,优化步数可能确实需要崭新的思路或洞察,但除非这种情况在游戏中非常常见,否则更好的方式是用单独的谜题对这些新的洞察进行展示或要求,或者设计成类似《[url=https://store.steampowered.com/app/499180/Braid_Anniversary_Edition/]时空幻境[/url]》(Braid)中的“星星”一样的,只在某些关卡当中存在的可选挑战。[/quote] 本作中,大部分的关卡都没有什么优化步数的价值,“没有价值”指的是不会提供解谜游戏的核心乐趣:“Eureka”(顿悟)时刻。而就算是对于某些有意义的情况(比如为了节省步数而故意不用一些箱子),我觉得更好的方式也是如文档所说的,直截了当地设计一个要求这么做的谜题或额外挑战,而不是为了这些个别情况,给每一关都加上一个大概率没什么大用,可能还会因为前述原因损害原本的解谜体验的步数目标。 同时,这么一个步数目标的存在也会给玩家在无形之中增加压力,就算玩家知道这些优化是“可选”的也一样,不仅可能会因为解出谜题后弹出的“不完美”提示而损害玩家最初解出谜题的快乐,也会让玩家的兴趣在后续(可能无谓)的尝试中继续磨损。更何况本作还不显示“金牌”所需的步数目标,还将一些隐藏关卡锁在这些目标之后,这就很难受了。 在我游玩本作的10小时中,其中有大半时间里,我都在为尝试优化步数而焦头烂额,而最后经常是用莫名其妙的腾挪省下来了那一两步,“it just works”,我没有办法用更高级的逻辑说服自己,只能在感受不到乐趣的情况下,接受自己的时间打了水漂的事实。 这些都是我自己就能总结出来的观点,只不过借用了上面那篇[strike]“计步圣经”[/strike]社区文档中更加精炼的语言,而对于步数优化可能带来的其它危害,在文档中也都有描述,我就不复述了。而文档也描述了少数几种步数优化真正能够给解谜游戏增光添彩的情况,但这些情况都有一个统一的要求,那就是步数优化从最一开始就要被纳入到谜题设计的考虑当中,而不是设计完谜题之后再匆匆加入这样的目标,而我认为本作显然不能满足这个要求。 多的就不说了,在这里再次建议对计步这个议题感兴趣的玩家深入阅读我提到的那篇文档,为了方便跳转,这里再加一次超链接:[url=https://docs.google.com/document/d/1GQZENT_97AZI43zqKFJyuVnaG78peAL8N0wWfRvWcmY/edit?usp=sharing]点此阅读[/url]。总的来说,本作有一些比较有意思的机制和谜题设计,但是步数优化这种糟粕不能说坏了一锅粥,但也确实让我的游戏体验更黯淡了一些。但如果你还真就喜欢这种“折磨”,那我也拦不住你。 结论:[b]推荐[/b]。 [quote]普通玩家一枚,不玩主流网游,少玩3A大作,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?可以关注我的鉴赏家:[url=https://store.steampowered.com/curator/44752532-%25E8%2580%2581%25E8%2588%25B9%25E9%2595%25BFOldCaptain/]老船长OldCaptain[/url],推荐一些我个人觉得有特点的游戏。[/quote]
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Hours played at review time, across 28 reviews with recorded playtime.
[b]8/10[/b] Modern Block-Man with special boxes. [b]What is it:[/b] A kind of vertical sokoban, you have to rearrange boxes to reach the exit. This is an enhanced remake of the old Block-Man game, with a lot more focus on level cleverness than just moving boxes. While in a classic Sokoban the goal is to put boxes in target places, here it doesn’t really matter what you do with the boxes as long as you can reach the exit. Grid-based movement, you can move left or right on a straight path, fall down edges, and climb up only one step at a time. You can also pick up and carry one box at a time, only if there is enough space above for the box to fit. What makes this super hard is that you can't just turn around to face the opposite way, you only turn as you move. You can't pick up a box and just drop it on the other side. The game is super frustrating, but in a good way. You think you have an easy solution, only to find out that you can't actually do that, and you have to find an alternative path. And even though you found a solution, is it the best solution? Although there aren't that many levels, you'll spend a lot of time on each one. The first chapter is just with plain boxes, but each new chapter gives you a new superpowered box type: boxes that destroy whatever is under them, boxes that fill up a well, boxes that clone themselves when you try to pick them up, ghost boxes you can walk through, boxes that can stand on just a corner. And if you want to unlock the bonus levels, you have to solve each chapter with the perfect solution, which makes the game a lot harder. I enjoyed solving the puzzles, each of them was unique, well designed without obvious solutions or errors, combining the few elements into elegant explorations of what's possible. A few levels aren’t just hard, but devious, they guide you to a state that doesn’t work, or to a suboptimal solution. There’s no worse insult to your intelligence than working for an hour on a level, finally solving it, and finding out that it isn't even the best solution. The game is well made too. Minimalist art style, mostly thick white lines on black with just a few touches of color, but it manages to look good. Decent QoL, with unlimited undo, fast response, decent settings, good controls. Overall, a gem of a game for puzzle lovers looking for a challenge. [b]How hard is it:[/b] Moderate to very hard, considerably harder if you want to get the optimal solutions and finish the bonus levels too. [b]How long is it:[/b] 73 levels, for more than 10 hours of playtime. 10 chapters, unlocked as you solve previous levels, but levels in a chapter must be solved in order. [b]Level design:[/b] Good. Very hard levels, with non-obvious solutions, interesting and varied mechanics. [b]Quality:[/b] Good. Unlimited undo, decent controls. Cloud saving, progress achievements. Decent settings, including some accessibility. Fast and responsive. [b]Worth the price:[/b] Yes. [b]Most positive aspect for me:[/b] Frustratingly hard. [b]Most negative aspect for me:[/b] Optimizing the score is frustrating, I would like to at least know what I’m aiming for. [b]What would make it better:[/b] Custom level editor and workshop support. Make controls rebindable. Mid-level saving. White mode. Undo through restarts. Display the goal for gold. Unlock all levels in a chapter. [b]Also consider:[/b] [url=https://store.steampowered.com/app/2709060/Super_Retro_BoxBot/?curator_clanid=25928931]Super Retro BoxBot[/url], very similar game, but without special boxes. [url=https://store.steampowered.com/app/1750600/Crate_Mates/?curator_clanid=25928931]Crate Mates[/url], another good game about moving boxes around, but different mechanics. [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] [quote]Follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems[/url] for more reviews like this one.[/quote]
I'm enjoying this game so far. It reminds me a lot of [b] Super Retro BoxBot [/b] with a few gameplay differences such as boxes with abilities such as replicating or destroying rows of boxes. Both games feel like modern takes on Block Man for DOS and Block Dude for the Ti83, which is great because I've been hoping for a revitalization of those games for years! One area of improvement I would ask of the developers is to add a few quality of life features found in Super Retro BoxBot such as being able to hold Z to undo multiple times without having to press Z many times, alternate keypress options like up to climb and down to lift boxes (Block Man did this too), benchmarks listed for levels (Super Retro BoxBot uses "par" and "dev" scores), and a level editor (both Block Man and SRBB have one, and I'd love one in this). I also recommend adding some physics such as walking under a platform while holding a block causes you to drop it (this opens up some more concepts for level design). I will admit, I do enjoy Super Retro BoxBot a bit more due to the things mentioned plus the retro graphic style, this game could be a close second with a few updates. Overall, this is a great game and highly recommended, especially for the price!
Good puzzle game with interesting mechanics. The complexity of the levels is growing exactly as it should. Price is really cheap. Go and get it.
HOLY MACKEREL! This is one of the toughest and best puzzle games I've ever played! It's super easy to understand the rules. Pick up block and place block, jump around. That's the whole gameplay loop, but it gets crazy tough. It took 46 hours to complete all the levels and get the gold, but it was worth it. This mind bending little game is IMPOSSIBLE to put down once you start. The price is so great too, a huge bang for the buck puzzler! One of the best I've played in all my days. This dev guy probably makes test chambers for Aperture Science, he's that crafty! Another thing to note is that this game is meticulously well programmed. I didn't encounter a single bug while playing (which is very refreshing after suffering through Helldivers 2 recently, ugh what a mess). Not Pilapila though, it is perfect. A magnum opus even! Some levels are crazy tough to get the gold for, but they are all indeed possible. But puckle my duckle some of those levels were rough and challenging. Some took me days to solve! Just gotta keep on keeping on. I wonder if I'm the first customer to get the 100% too. I'd be curious to find out haha. And finally, a note about the developer himself. He seems to be a real great guy. I've seen his comments in the GameMaker community helping out other people with their game programmings too. Top class fellow, making top tier games. You should absolutely buy Pilapila and give your brain a goooood work out! Great time 10/10!
pilapila goes hard. so many amazing levels. plus the music is 🔥🔥🔥
Nice block-man like game with some interesting mechanics and challenging levels. Charming presentation and good controls, too. I'm definitely having fun with it. Also check out Super Retro BoxBot, if you like block-man inspired games.
A core mechanic that expands with each level, minimalist but super polished art style, super juicy and satisfying to play... Love it! :D
Really enjoyable puzzle game with impressive level design and unique logic mechanics. The base concepts are simple but utilized in a way to create an engaging and incrementally challenging experience. This is supplemented by the thought-provoking bass provided by the soundtrack.
This is a really good puzzle game. It gets very challenging. Now my head hurts and my thinky juice is gone.
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