
Pixel of Memory is a wholesome minimalist puzzle game about an amnesiac painter piecing himself back together through his childhood mementos.
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Languages: English**languages with full audio support
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[b]pixel of memory[/b] is a beautiful pixel shooter puzzler with some narrative. no idea what these are called but you're shooting pixels from all sides of a square to recreate various items, so I'm going with that. settings are windowed mode, resolutions and separate volumes, only from the main menu and the overworld, plus there are 3 save slots to keep individual progress. audio is bugged, loading a level resets values and music never plays there. the latter might be intentional. as a kid version of yourself, walk around different places in order to restore the missing mystery items and piece your memories together. there are [b]50 or so levels in 5 locations[/b], numbered but some are called 3b and such and I didn't feel like counting them. each is a grid, move the thingy around the border, add or remove pixels where indicated (there's a limited amount of 'ammo' to work with), done. later on void pixels get introduced (can shoot through them but can't place anything there), along with breakable and sliding pixels. [b]no timer, move limit, mistake counter or anything[/b] and there's usually more than one unsolved level available but [b]no mid-level saving[/b]. relatively small puzzles that can still be tricky and take a while to figure out, and with multiple to choose from, why not let players come and go between them without taking away progress? not to mention if they have to or want to quit. there's also no reason not to unlock every level in a location from the start. and with new levels/items spawning all over the place, [b]the overworld should fit a single screen[/b], especially with such [b]slow character movement[/b]. some finished levels prompt a remark from the kid with an always annoying but silent typewriter effect. it's skippable but should be click to show the whole thing, [i]then[/i] close the speech bubble with the next one. levels are replayable (you can go back to a previous chapter from the overworld pause menu), solved ones also have a description that only shows up if you click the item again, not on the level complete screen. controls aren't rebindable but everything works to a certain extent, including a controller (supposedly, haven't tried it) not mentioned on the store page, only in the tutorial. unfortunately, [b]it's not possible to play the game only with the keyboard or the mouse, you'll need both[/b]. clicking, wasd and arrows for overworld movement, bothering the mouse, wasd and arrows move the thingy on the levels. left click to add a pixel, right click to remove one, [b]q is undo, only mentioned in the pause menu until world 4[/b]. it doesn't have a mouse equivalent, nor esc for the menu (only with reset and quit), taking 100% mousability with it. wheel would be fine, even better if the other direction was redo, and clicking the menu button should also work. [b]no keys to place/remove pixels, i.e. the main ♥♥♥♥♥♥♥ function besides movement[/b], nor reset, so might as well not bother with the keyboard besides q and esc. just as unfortunate that the demo got removed after the game came out and none of my feedback, [url=https://steamcommunity.com/app/2586500/discussions/0/3882723431865680278/]posted weeks before release[/url] on the forum, made it into the game despite the developer's promise half a year ago at the time of writing. the puzzle part is not a horrible experience, nor does it have a ridiculous price tag, but [b]with missing basic functionality and quality of life, it's not something to recommend[/b]. won't bother with whatever the dev comes up with next either if they care this little about their own product. I've seen similar games on steam (and there's more on other platforms) but can't recall any titles. too bad, some might work better and I'd be interested if they're similarly chill. I was told about [b]pixelus[/b] but it's not available anymore.
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Hours played at review time, across 29 reviews with recorded playtime.
[quote]A review copy was provided by the developer.[/quote] [quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating - Mediocre ★★★☆☆[/h1] [h1]First Impressions[/h1] Pixel of Memory (PM) caught my eye as an indie puzzle game that seemed compelling enough to the handful of people who'd played and reviewed it. Having finished the game, I do find the positive reviews mentioning the story somewhat confusing, as I'm not really sure what was that compelling about it. There isn't very much to it or shown on-screen, as most of it's implied. Either way, I liked the idea of solving puzzles to restore someone's memories, and gave it a shot. [h1]Gameplay[/h1] For each puzzle in PM, the grid will have empty tiles, immovable squares, keys which are your targets, and a set of controllable blocks (I'm just going to call them blocks moving on). The amount of blocks you have match the targets you need to cover with them. Unlike a game like picross, you aren't able to freely move around the board and place the blocks exactly where you want them. Instead, as you stand around the grid, you'll fire them from the side, and they'll stop when hitting either the far edge or a wall. Using and avoiding the squares in your way, you'll have to get a block onto every target. As you place your blocks, you'll reduce the amount available to shoot, so the order you approach levels is rather important. New mechanics are introduced when you get into new chapters, each of which had about 10 levels in them. Oddly enough, I found some of these much easier to work through than the earliest, theoretically simplest puzzles. Aside from the early, tutorial stages, I swear the easiest one was in the last chapter. https://steamcommunity.com/sharedfiles/filedetails/?id=3128811054 [h1]Controls[/h1] You don't have the option to play PM with a controller, which would have been compatible with the way it works. Admittedly it'd have been slower since you'd need to wrap around the screen though. Ignoring that, using the mouse to line up the pieces works well most of the time. The only issue is sometimes if you're moving near a corner or edge, your icon will flip back and forth from one side to the next. Just be sure that you're in the right place before placing or removing a block. [h1]Story[/h1] The game opens with a short cutscene of some guy complaining about a headache and not knowing who he is. Everything fades away and the game just throws you into things. Sometimes when you solve a puzzle, he'll make a short comment or two about the object, but just as often he won't say anything. If you reopen the puzzle there will be a new message related to it, which may or may not pertain to his initial statement. From my perspective, the experience is very broken up and disjointed, which could be seen as an intentional design choice reflecting how it'd be to have amnesia. However, I thought it was hard to stay interested with so few bread crumbs being dropped. I can't care about a person that I know nothing about. https://steamcommunity.com/sharedfiles/filedetails/?id=3128811564 [h1]Visuals[/h1] There are two distinct portions to PM's visuals: those showing the overworld and the puzzles. Looking at the overworld, even though it's pretty basic, you get a decent sense for what an area is like and the objects lying around. Sometimes, an object isn't that well designed, making it hard to tell what it's supposed to be. The shovel was probably the worst offender in this regard. Additionally, since you move from one chapter to the next without any cutscenes or further explanation, this lack of visual presentation harms the immersion and sense of progress. When you play a puzzle, it switches to a grid of squares, which reminds me of a picross puzzle. Like other puzzle titles, the squares reflect the item you're looking at, gaining color after you've solved it. [h1]Sound Design[/h1] While playing PM, something that was a let-down for me was the background music. Some may find it relaxing, but the instrumentation is a hair annoying to me with that windwood sort of noise that came through. Overall, I just found it to be a weak song that I didn't really enjoy listening to. The fact it didn't change from one chapter to the next didn't help either. There aren't really any sound effects from the game, which at least means there's no other irritants to worry about. https://steamcommunity.com/sharedfiles/filedetails/?id=3128812173 [h1]Pros[/h1] 🌟 Although it looks like a sokoban block-sliding game, it has unique mechanics that make for a distinct experience. 🌟 The story and other aspects to PM have a lot of potential, even if it doesn't measure up ultimately. [h1]Cons[/h1] ❌ In a later chapter you find out about the ability to undo moves you've made. Why isn't that something you'd have available the entire game?! It's a puzzle game staple, and would have helped me out anytime I made a slip-up earlier. ❌ Puzzles aren't very large, but you can't save your progress mid-way. You either exit and restart completely or finish it first. ❌ Amnesia is an overused plot device. [h1]Tips[/h1] 🔍 The block that will be placed last follows one of a few simple rules. It's either on the edge of the board or has a permanent block beside it for easy alignment. If those don't apply, it has to have another target square beside it, as one will act as the border for the other. 🔍 Before starting to mess around with the puzzle, figuring out the hardest block to place will be a good starting point. However, you also want to determine which block has to go last. 🔍 For whatever reason, it's really easy to overlook the simple solution. Double-checking each side helped me spot moves I could make. [h1]Final Thoughts[/h1] This game falls into a pattern lately where the gameplay itself is alright, but I think it's lacking in presentation and other elements. Certain decisions aren't too harmful, yet can still be a bit annoying. For instance, the character moves so slowly, and that makes it a pain when you're looking for the next puzzle that spawned in an area off-screen. Another anomaly was when he walks straight through a set of doors like they aren't there. Learning new mechanics is a good idea to increase the difficulty and make the puzzles more interesting, but you shouldn't delay abilities that should be included through the entire game, IE being able to undo moves. Plus, despite holding the gameplay together, the story was really lackluster to me, especially with the ending. With the difficulty of puzzles being so haphazard and its other flaws, I wouldn't recommend PM, even though it's a neat idea for a puzzle game. [quote][url=https://store.steampowered.com/curator/32732116-IndieGems/]Follow our curator page: [b]IndieGems[/b] if you like and want to see more reviews like this one.[/url][/quote] [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - PM is healthy [/td] [/tr] [/table]
The game is very enjoyable, with gentle yet challenging puzzles. I suggest the game developers create additional levels because I can't get enough of playing it.
It's a cozy little puzzle game to play when you're bored. Small surprises are hidden here and there.
Amazing simple puzzle and it's really difficult to solve :D
fun and challenging game. Lost my last brain cell while playing it.
Well, gonna review this game but noone cares anyway, so I'm gay tbh
Nostalgia blast. My gay soul is still levitating from last night.
A fun little puzzle game.
Good game! This game brings me back to my childhood, when I played games with my little brother. Thanks devs!
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