
A serious 3d puzzle adventure about a yeti kidnapped by aliens and some unruly chickens.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Great sokoban game with cute chickens and a yeti. Very interesting and sometimes funny interactions between chickens, food, ice, and fire. It's fun and it gets quite challenging. Love it. :)
[h2]一、总评[/h2] 《Please Be Kind To The Chickens》(之后简称PBKTTC)是一个3D画风的类推箱逻辑解谜游戏,画风很明显借鉴了《Stephen's Sausage Roll》(也就是史蒂芬的香肠卷,后面简称烤肠),而且PBKTTC解谜大量涉及Z轴这点也跟烤肠很类似,所以总体上来说可以把PBKTTC归为类烤肠游戏。 游戏内容方面,现在的版本是6个大关总共60+个关卡,最后加一个大地图解谜,不怎么卡关的情况下4-10小时就能全通(我是花了9个多小时全通,中间由于游戏bug有一关还浪费了1个多小时,后面会细说),体量不大。有很多未经打磨的地方,目前版本与我所了解的之前的内测版也有很大差别,给我的感觉还是一个半成品没做完。难度的话比烤肠简单很多,90%的关卡都是构造式关卡,想清楚构造之后没有什么腾挪难度,这点上来说非常对我的胃口。 虽然我玩的还蛮开心的,但目前我个人是一般推荐,游戏目前的性价比不算特别高,比较推荐等游戏再更新完善一下,或者打6折左右的时候入手比较好。 [h2]二、机制设计[/h2] [h3]1、机关设计[/h3] 类推箱游戏的机关机制主要分两类:箱子设计和地图机关。 PBKTTC包括这些“箱子”:①纸箱子;②鸡;③饲料盆;④冰块;⑤主角自己。纸箱子没啥好说的,就是普通的箱子。[b]鸡和饲料盆是游戏核心创新点[/b],鸡可以感应到与它同层与底层并且能靠近的饲料盆。如果有这样的饲料盆,鸡就会直奔最近的饲料盆,并贴着饲料盆前后左右上5格中的一格;如果没有这样的饲料盆,鸡就是普通的箱子。鸡饲料本身也是箱子,可以推。冰块可以理解成可移动冰面,上表面很滑。当然,主角自己也是“箱子”,一些情况下鸡也是会推主角的。当然,作为一款简单的3D游戏,这些箱子都是可以堆叠的,主角能把鸡当帽子顶着,也能把饲料盆当帽子带着走,鸡也能拖着主角一起跑。这大幅提高了游戏的复杂度与深度。 PBKTTC的地图机关都比较常见:①按压式升降地板;②冰面;③火地板;④水坑。前两个没啥好说的见太多了,后两个火地板和水坑是专门与箱子做交互的。火地板可以点燃纸箱子、饲料盆和鸡,冰块和主角自己是免疫火的(这是什么神奇的冰)。点燃的物件可以把相邻的物件继续点燃,所以可以搞引火索。鸡不会主动靠近点燃的物件,包括饲料盆。点燃的鸡除非被困死动不了,一定会主动跑向能感应到的最近的水坑来灭火,或者直接跳海游戏结束。水坑也可以用来扑灭纸箱子或饲料盆的火。这些进一步提高了游戏的复杂度与深度,升降地板让Z轴移动成为可能,火和水坑让机关传动更加灵活。 总体来说机制不多,但可以搞出很复杂的交互方式。 [h3]2、行动设计[/h3] 这点一般来说是不会提的,因为类推箱游戏一般都是回合制行动,如果其他物件正在移动中,你是不允许移动的。但这游戏不是,[b]这游戏采用了即时制行动,其他物件正在移动时,你是可以移动的,甚至可以与移动中的物体产生交互[/b],我目前只在《Push Blox 2》中见过一样的设计。这导致PBKTTC中有大约20%的关卡必定涉及到现实时间的时机活或者速度活,这在一般类推箱中不可能会有。总之是一个很奇怪的设计点。 游戏中说了可以把这种即时制逻辑改成回合制,但目前游戏中好像没实装,有相关按键但是按了没反应,不太清楚是不是我按的有问题。 [h3]3、机制优缺点[/h3] (1)好评: ①鸡和饲料盆的机制很有意思,饲料盆可以用来作为陷阱,也可以反过来作为大型机关的一部分。 ②升降地板的设计让这游戏成功的从2D游戏拓展到了3D领域,可以借此设计出更有意思的高低差结构。 (2)中评: 即时制行动让这游戏掺入了一些操作性,但也反过来让重试成本变高了,如果一直失败会让人烦躁。 (3)差评: 游戏第一大关不涉及Z轴,导致升降地板的行为逻辑与后面的大关不一致,个人认为这种不一致会破坏游戏的严谨性与统一性。 [h2]三、关卡设计[/h2] [h3]1、小关设计[/h3] 按照我个人体感,大概有90%都是结构构造关,10%是腾挪关(都在前中期),其中有15%~30%的关卡可能涉及即时操作。总体上来说非常对我的胃口,我个人非常喜欢这种不需要大量尝试,主要看思路的构造关,但反过来,如果过关风格就是主尝试的可能就比较难受了。有个别小关我没用上所有物件或者地形(大概只有5关左右吧),怀疑是非预期解,这点不确定,除此以外大部分关卡的核心点基本上很快就能发现。 [h3]2、大地图设计[/h3] 每一大关都有一个大地图,大地图本身是开放的可以随便走,主要是用来进入小关的,换句话说小关之间没有顺序之分。每个大地图都有个主题:第一大关—机制引入,第二大关—3D引入,第三大关—3D深入,第四大关—冰面,第五大关—火,第六大关—综合。有个小瑕疵:第四大关和第五大关中各有一个完全没有涉及冰火的关卡,不知道为什么塞在里面。 但很矛盾的是,每个大地图中心都放了一个选关面板,直接通过选关面板就能进入关卡。而且目前进入下一大关只能依靠这个选关面板,这让大地图本身失去了意义。怀疑游戏一开始是只有大地图的,且所有关卡打完之后有一个大地图解谜,过了才能进入下一个大地图(类似于烤肠),但还没完全做完,所以先放了个选关面板作为替代了。 这让游戏产生了三个非常奇怪的bug: ①在第四大关中,有一关的大地图进入格刚好是关卡内一只鸡所在格,会把这个鸡给顶掉,让关卡无解。我就被这个bug误导,浪费了一个多小时时间,后面我就老老实实只用选关面板进入关卡了。 ②同样是第四大关,有一关大地图上甚至看不到进入关卡的位置,只能用选关面板进入关卡。 ③第六大关,也就是最后一大关,所有关卡打完是有个大地图解谜的,但很诡异的是并没有显示终点位置,我还是硬摸出来的终点在哪。 上面这些奇怪的点让我意识到这游戏确确实实就是个半成品,还有好多东西没做完。 [h3]3、难度曲线[/h3] 按照大关顺序,难度是逐渐上升的。从第二大关到第五大关,难度上升曲线比较陡,最后一大关反倒是没怎么提高难度。 每张大地图的小关由于是任意顺序,所以难度曲线不固定,但能很明显的感觉出,同一张图,有些小关很简单,有些比较难,所以可能会有过山车式难度体验。 [h2]四、其他方面[/h2] [h3]1、UI设计[/h3] 一般解谜游戏我是不会提这个的,但是这个游戏的UI把我坑惨了:千万不要瞎点主菜单的"Start Over"选项,否则会和我一样直接删档重开的。 [h3]2、音乐美术[/h3] 音乐还可以,还挺好听的。美术比较糙,不过我能接受,但由于各种“箱子”高度不太一致,导致可能会对高度判断产生些许误差,不太影响游玩。
[b]8.5/10[/b] Quirkiest sokoban puzzle I’ve played in some time. Aliens decide a Yeti is their best bet to keep chickens from killing themselves. Talk about a creative way to tie a story to the premise that sometimes the objects you need to move to their appropriate locations move on their own in real-time and puzzle solving is stopping this movement or using it to your advantage. [b]What is it:[/b] Imagine you are at work block-pushing like any other day when suddenly your block starts to move erratically in directions you did not intend. Your first reaction may be to run after it, right? Then suddenly you notice the block stops right next to another block. Upon investigation you realize an attraction between these blocks that dictates their very movement and your day at work has not been defined by this new set of parameters. Now, in order to get everything to their rightful place and be paid, you must anticipate this block's erratic behaviour by: stopping it, manipulating it and sometimes taking it for a ride! The “headlong hunt”y movement of this game is where all the thinking lies. Instead of objects running away from you, they (chickens) run towards their food. Thinking thus becomes using the environment to control how and when the chickens move so you can get them home (if that's what the level requires.) Maybe the chicken is inaccessible and so you need to first coax it out before you can move it home, or maybe you don’t need to move the chicken anywhere but instead need to use its predictable yet erratic behaviour to move a different box home. The added complexity of real-time movement (that you can toggle to turn-based movement) is what sets this sokoban apart from the crowd. Sometimes you move the boxes and sometimes they move you. Without spoiling too much; memorable interactions were using chickens as a bridge that would move to different locations so you could cross a cavern and push a box onto its home, manipulating a chicken to bypass multiple boxes of food so it will situate itself next to one the level requires and using the other main mechanic of stepping on buttons that raise and lower platforms to have a chicken run through a maze like a lab rat to get to the correct win state. [b]How hard is it:[/b] kind of hard, ★★★★☆. [b]How long is it:[/b] around 70 levels, took me a little less than 30 hours to 100%, You only need to solve a certain number to move to the next world. [b]Level design:[/b] Great level design. 30 hrs of playtime means the levels were hard enough to require a lot of thinking and experimentation in and out of the game. The difficulty was mostly consistent but there were levels that felt like filler to me up until the end of the game. This is the main thing keeping the game from being a 9/10. [b]Quality:[/b] Undo even after resets, no in-level saving - you gotta start the level from scratch but none are complex enough for this to be an issue. Level select is done by moving throughout an overworld à la Bonfire peaks. However, the final world is the only one with an overworld puzzle. Seems like a missed opportunity to craft an overworld but not have puzzles to boot. Controls are fine. Settings were a little wonky. Your standard volume sliders but not full screen mode so I played the entire time in windowed mode. I also used steam overlay to map buttons to the controller because it didn’t have that feature. No achievements so no one knows how cool I actually am. As I mentioned before, you can toggle the chickens to have turn based movement. This helps with understanding some particularly complex puzzles where the chickens may move quicker than your reaction time. It's similar to how you can slow-down the various piston interactions in Maxwell’s Puzzling Demon. [b]Worth the price:[/b] Yes. 30 hrs is worth the asking price. [b]Most positive aspect for me:[/b] A fresh layer of complexity to the standard block-pushing formula. [b]Most negative aspect for me:[/b] Puzzles could have been a little more difficult. I never felt like taking a break from the game which means I could have taken a little more mental abuse. This actually may be a good thing for some people. [b]What would make it better:[/b] Fullscreen mode. It was a little annoying not having the screen size adjusted to my monitor’s dimensions. Wasn’t a huge deal though. The entire screen VS play space was such that I could always see what I needed to play the game, so having the edges cut off wasn’t a big deal. I’ve kind of given up on expecting customizable controls - not because devs aren’t doing it, only that steam overlay works so well that I don’t need it. I don’t know if this is a good thing tho. Are devs aware of this and therefore don’t put in effort here? Lastly, overworld puzzles for all worlds. Such a loss to have these beautiful worlds with nothing to do but choose puzzles. I mean Bonfire Peaks is the same way yet I never felt like that game needed overworld puzzles. For some reason Please be Kind to the Chickens’ overworld design just screamed “I should have puzzles!” [b]Also consider:[/b] [url=https://store.steampowered.com/app/2323660/Headlong_Hunt/?curator_clanid=25928931]Headlong Hunt[/url], haven’t played it yet but it has a similar mechanic in that objects move on their own and you gotta control them to win. I heard the puzzles are good and hard. [url=https://store.steampowered.com/app/1628610/Paquerette_Down_the_Bunburrows/?curator_clanid=25928931]Paquerette Down the Bunburrows[/url], Similar to Headlong Hunt, but has amazingly devious meta-puzzles. [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]
A very cute puzzler with some interestingly involved mechanics, its a hybrid between 3d push Sokaban and turn based herding. I'm only half way through world 2 but some levels have genuinely put a smile on my face with how clever the solutions were. Kinda expensive for what it is (Not sure how much content is in the game yet, though) but it's a lot of fun.
This is a cute and heart warming game. Adorable chickens with intuitive game play, vibrant graphics, and a soothing soundtrack. its very fun and also challenging, and its definitely worth the money. I love it so much! Highly recommend for everyone else who wants to give it a try.
This one ended up being really fun and posing a decent challenge. Unique, whimsical mechanics that combined in surprising ways. A good entry for those looking for sokoban with a little more character.
Do the aliens know what's in the boxes? WHAT's IN THe BOXES?
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