
2D puzzle game in pixel art graphics. Solve almost 100 levels. No time limit, no enemies. Just fun.
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Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Japanese, Czech
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[b]7/10[/b] A Sokoban-like game that's laborious, yet captivating. [b]What is it:[/b] A Sokoban-style game, with the goal of pushing one special crate into the designated spot to unlock the exit. Other than boxes that can be pushed, there are doors that need to be unlocked with keys, fires that can be put out by pushing a box over them, holes that can be filled in with a box, and spikes that can be retracted when pushing switches. [b]How hard is it:[/b] Easy to moderate. [b]How long is it:[/b] 96 levels, not too hard and not too easy, but quite long, for 3-6 hours of play. [b]Level design:[/b] Good enough. The levels are varied, with a good progression curve, mixing the game elements in interesting ways. A few levels are not tight enough, I can finish them with spare keys, shorter solutions than the obviously intended ones, or unused buttons. I kept myself occupied by looking for these kinds of optimizations. My main complain is that the levels aren't that hard in terms of thinking, but rather laborious: the solution is easy to spot, but in order to achieve it you have to do hundreds of moves, pushing boxes from one side of the screen to the other. I think it was around level 56 that I first had to stop and think for a bit. I prefer the Stephen's Sausage Roll approach, where you spend half an hour trying to figure out how to get two sausages cooked by finding new and unexpected ways to use the one fork you've had for days, instead of 5 minutes pushing 50 boxes out of the obvious way. [b]Quality:[/b] Decent level design, but somewhat lacking in other aspects: basic sound and graphics, clunky UI, no undo (frustrating when you spent many minutes moving boxes and you accidentally step into the fire and have to restart from the beginning). The game suffered from constant crashes at first, but the developers quickly patched it. A handful of other bugs still remain. Basic achievements so far, but hopefully the devs will add more in the next update. [b]Worth the price:[/b] Yes, especially on a 30%+ sale. [b]Most positive aspect for me:[/b] The second half of the levels. [b]Most negative aspect for me:[/b] Lack of Undo. [b]Also consider:[/b] https://store.steampowered.com/app/2149560/Unforgettable_Voyage/ https://store.steampowered.com/app/1712150/Sokocat__Dungeon/
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Enjoyed playing through all 96 levels. Most don't require much, if any, fore-thought and can bumble your way through them. Not crazy difficult but still fun and satisfying to complete. There's a lot of "red herring" false paths which is done well and is something I especially like. Feedback: -Add an undo, a single-move undo would fit perfectly. Often I mistype a direction, causing me to have to repeat a level and sometimes hundreds of moves. -Add achievements -Getting lots of crashes, which would be fine if it saved my progress in a level.
[b]TLDR[/b] Simple grid obstacle course game, no real novelty, rudimentary in general. [6/20⭐, 5h🏅, 2/5💡] [b]Context[/b] Pixel Boy: Lost in the Castle, is a traditional grid obstacle course puzzle game, with elements of Sokoban or Chip’s Challenge. The game seems to be developed by a small company, so I have no pleasure in this review, but I can’t in good faith recommend this game. [b]Writing[/b] There is no plot, not even a well-defined context. [b]Aesthetics[/b] The title is apt: there is a pixel boy. Except that everything else is not, and seems to rely on stock resources. The soundtrack is a single track, which is decent for an opening screen, but not to be repeated through ~100 levels. [b]Gameplay[/b] The game plays like a traditional Sokoban or Chip’s Challenge without the “action” element (there are traps, buttons, holes, boxes, but no enemies or moving objects requiring quick reflexes), and there’s no novelty or twist in the mechanics. Puzzles aren’t the typical “difficult to figure out, easy to solve” kind that I’ve come to expect in modern games. Instead, they resemble the design from traditional where levels are more maze-like, expansive and generic, with the (reduced) difficulty coming from making a mistake halfway through. There are interesting levels, but they’re few and far between. You can easily die, and hit deadends, in which case you have to restart the level. There is the ability to skip up to 3 unsolved levels. It doesn’t help that the implementation is very rudimentary. The controls are very clunky (e.g., when changing direction while moving). There is no undo, which I assume is a conscious decision. There is not even a keyboard shortcut to reset a level. The achievements are not working, at all. On a positive note, the progress of each level is saved after quitting. [b]Value[/b] It took me a bit more than 5h to beat the ~100 levels, so less than 4mins per level. There is a single progress slot, but you can always revisit previous levels. The game itself is linear, except for the ability to skip a few levels, although a few levels have alternative solutions. Achievements, were they to work, were related to progressing the game. [quote][i]For more puzzle-game reviews and curated lists check out the [url=https://store.steampowered.com/curator/43326007-The-Clueless-Adventurer-Puzzle-Trove/]Puzzle Trove[/url].[/i][/quote]
倉庫番亜種のパズルです。赤い木箱を所定の場所に乗せると現れる階段に入ればクリアで、普通の木箱は落とし穴にはめ込んで通行可能にしたり、通行不可の炎を消すのに使ったりできます。カギと扉やスイッチを押すことで解除できる針の床などおなじみのギミックあり。 32レベルまでクリアしましたが、あまりにも簡単すぎです。それだけならまだしも、無駄に手順が長かったり盤面が広かったりで時間がやけに消費される。面倒なんです。 面白かったり難しかったりで時間がかかるのは良いんですが、このゲームの場合は解法が分かっているのにそれを実現するために長い時間を要する。 ぱっと見は楽しそうなんですが、やってみると拍子抜けというパターンばかり。 しかも絶妙に操作性が悪い。なんというか、歩いていて方向転換する時に微妙に十字キーの連結が上手くいかず、その場で止まってしまうことが多いです。だから再度、行きたい方向にキーを押さないといけない。 追記:すべてのパズルをクリアしました。全96レベルのうちの60台くらいからパズルらしくなってきて、終盤はかなり難しい問題も出てきて面白くなりました。ただその60レベルにたどり着くまでに3時間近くかかりましたが。最終的には、そんなに悪くないゲームだったと思います。
Lots of stages but no new mechanics to keep it interesting. The gameplay is simple and straightforward. The goal is to push the red crate onto the crown tile, which will unlock the door to the next stage. Other crates are used to help you in creating a path by shoving them on top of switches or throwing them into holes that create solid ground. You must use caution since your red crate may also fall into these holes. Especially since the game does not instantly fail when you make a mistake. Spikes, holes, and fire can all be fatal. Fortunately, fire may be quickly put out by pushing a crate over it. Colored keys and doors are the only other mechanics that can give you issues. Most stages don't need you to be precise, and if you unintentionally push a box for an extra tile, you can still solve it. The lack of a "undo" button is an issue. Stages may require a number of steps to complete, thus making a mistake can be extremely aggravating. It doesn't happen often because some stages allow you some wiggle room, but it can leave you with a nasty taste in your mouth. Despite around one hundred stages, the game doesn’t add any new mechanics. You see everything it has to offer in the first few stages. Although occasionally interesting, stages reuse the same assets from start to finish.
Nice puzzle game. I liked it. Levels are not very difficult.
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