
2D Puzzle Game with Full Level Editor and Local Coop
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[b]princess castle quest[/b] might sound like a game for kids, and the visuals certainly hammer the assumption home, but it's actually a clever and often challenging puzzler with a huge amount of variety, both in visuals and mechanics, though they're mostly rooted in sokoban one way or another. it [b]can be played in co-op[/b] as well, locally or via steam remote play. the game starts with the king kicking you to the curb for partying too hard, so it's time to collect a bunch of gems and [b]buy and decorate your own fully-explorable castle[/b]. on your journey you'll visit [b]7 main locations[/b] from lovely gardens to not so lovely caves, the land of fire and ice, some pyramids, and even space. [b]despite no actual narrative, it feels much more like an adventure[/b] than most puzzle games with a variety of themes. the aptly-titled adventure mode has [b]250+ puzzles[/b], grouped into a bunch of levels per location, each with their own mechanics. [b]many puzzles are optional[/b], hidden even, but there's a minimap to ease the pain of navigation and [b]fast travel between checkpoints[/b], though there's not one on every screen, unfortunately. while the main goal is grabbing gems, gold bars can also be found to unlock even more levels from the main menu, and hearts are a hidden but ultimately useless collectible. you can [b]explore levels relatively freely[/b], with each screen offering things to tackle. what's cool is [b]actual puzzle areas within a screen are self-contained[/b] and act as checkpoints and fast travel spots. note that simply visiting a screen won't activate them, you have to enter each puzzle area, which I found unnecassarily cumbersome. however, thanks to this self-containment, you can undo and reset individual puzzles without screwing up progress elsewhere. love it, especially with [b]puzzle reset letting you keep already collected gems[/b]. it'd be great if counters showed a fix number though, because as it is, you'll start the level with 0/100 gems, for example, and after collecting 10 and quitting, next time it'll show 0/90 instead of 10/100. confusing. any number of keys can be stored in the inventory, and you can pick up various items one at a time. some are useless, just a bit of fun, others seem useless but are used to access secrets, and there are really handy ones like the flashlight or the sword (you get to keep the latter after finding it), as well as [b]special power-ups[/b] that let you pick up boxes, shoot arrows or fireballs, open portals, etc. all this further emphasizes the adventure aspect, but each slot can only hold one item, which makes for a lot of unnecessary back and forth, especially on one level with numerous gloves to play with. as for the mechanics, there's a lot of pushing and pulling of crates, barrels, bags, even sheep, so [b]sokoban enthusiasts can rejoice, but many other puzzle types are represented[/b]: laser-redirecting, sliding, portals, switches, pistons, mazes, mazes in the dark, moving multiple characters at the same time, you name it. [b]only a few hidden puzzles have a move limit[/b], and while there's an optional timer display for stats, [b]there are no timed puzzles, but some require quick action and timing[/b]. even though there's no health bar, [b]you can die in various ways[/b], like falling into water or off the level. some lasers are also deadly and there are turrets and even enemies to avoid occasionally. the latter don't always move in real-time and sometimes can be trapped or gotten rid of, and [b]limited undo works even after your demise[/b] (can be turned off if you're a glutton for punishment). not to mention [b]game speed is adjustable[/b], potentially slowing everything down to a crawl. admittedly, moving around like that is a huge pain, but with various speed settings you're bound to find one to help with the current section (or not, as the case was for me sometimes). [b]the way saving works is borderline unacceptable.[/b]. it happens after grabbing collectibles and solving puzzles, but [b]if you leave a level, puzzles reset[/b]. it would be an absolute dealbreaker, but they still count as solved, collectibles are kept, the minimap is intact, and you can choose a starting location next time, but not every screen has a puzzle to travel to, and even [b]already solved puzzles might have to be completed again to re-gain access to an area[/b]. I'd prefer levels to remain the way I left them, or at least the ability to travel to any already found screen, but as it is, [b]make sure to think ahead before quitting[/b] to minimize frustration. [b]the presentation is mostly great.[/b] colorful pixel graphics with a lot of attention to detail (e.g. you can [b]pet and feed dogs[/b]), though it might be too cutesy for some. the music is really good too, but I found the [b]mouth-made sound effects and turret sounds beyond annoying[/b]. there aren't many of the former, but since there's a toggle for footsteps, which are not even grating, it would be nice to be able to turn these off separately as well, along with the ticking of the move counter, as rare as it is. besides basic (should be anyway) functionality like separate volume settings, windowed mode with a resizable window, resolution options, and rebindable controls (also for the controller), lots of other options are available, such as alternate presets for the keyboard, a customizable ui, various languages, and things the average player probably won't bother with, but I'm glad they're there. less glad about [b]constant crashes on the level select screens[/b]. no progress loss, just annoying, similarly to 'x' and 'z' giving mixed messages: they're used interchangably to confirm or cancel things based on which prompt comes up. the game is a [b]delicious smorgasbord of genres with an abundance of quality of life features[/b] to tailor the experience to your preferences, and it's definitely worth trying, despite the few annoyances mentioned above. the price is more than reasonable as well for the amount and quality of content you get (with more on the way), but [b]there's a demo[/b] to try if you're uncertain, and a [b]level editor[/b] and user-made levels if you still want more.
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Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
PCQ为什么是2021的神?谈论这个问题之前,我想先说说其他解谜相较于PCQ究竟差在了哪里? 首先是犯下傲慢之罪的仙人掌 仙人掌截胡了香肠狗并高调宣传,这种傲慢的姿态注定走不长远。 然后是犯下愤怒之罪的INNER TAO 因为心情不好想要折磨玩家,极大的提升关卡难度,向着堆难靠近。 接着是犯下懒惰之罪的Atlered 核心这么能延展,居然只做了几个小时的流程,分明是在偷懒。 再然后是犯下了嫉妒之罪的inbox unbox 嫉妒PP的美术高超于是打算弯道超车,但这样的计划终究是落了下风 犯下贪婪之罪的Maquette 只顾着把画面做的好看来圈钱,在教学引导和时长上都很难让人满意。 犯下暴食之罪的象肠远征 妄图把高复杂的烤香肠和推树结合,还加入了象鼻,造成玩家迷惑。 最后是犯下色欲之罪的Solas128,堆积各种闪瞎眼的特效,吸引雷蛇用户。 翻转了,PCQ你个臭Click只会藏东西。
《Princess Castle Quest》是一款花样繁多的“类推箱子”大杂烩。 在说玩法之前,我想先说说本作的“剧情”设定(也就只有一点点),这个剧情和玩法基本上没有半点关系,也不算什么故事,想说一说纯粹是因为挺有意思的:主角是一位养尊处优的公主,她的父亲(国王)想让她去劳动,负起自己的责任,却总是被她推脱,直到有一次,公主(可能是再次)用了国库的钱举办派对,国王恼羞成怒,一脚把她踢出了城堡,让她自食其力。于是公主就踏上了收集999个钻石,以购买一座自己的城堡的冒险。 至于玩法,通常来说我能在一段话的长度内做出总结,但这次我真的放弃了,这篇评测开始的第一句话,已经是我能想到的最好的概括了。我说本作“花样繁多”真不是在夸张,在长达200多个谜题的“冒险模式”中,不重样的机制和要素估计数以几十计。这些谜题被以非线性的方式连接成了23个关卡,每个关卡可以说有一个“主题”,但这个主题非常的松,以至于就算在同一个关卡内,谜题仍然可以非常不同。 说到这里,大家可能对本作“极致堆料”的程度和方式仍然没什么概念,所以还是举几个例子说明吧。在本作的第一个关卡的17个谜题中,你就会接触到如下机制和要素:普通的推箱子;三个以上的同色箱子连在一起会消除的“三消”箱子;水坑,箱子可以浮在水坑上作为地板;会射出弓箭的炮,需要用箱子抵挡;光线谜题,加上可以推的反射镜。可以看出,这些机制除了多多少少都和“推箱子”有关系之外,可以说是非常不同。由于这种不同,你在玩这款游戏时,会频频感觉到,自己现在在玩的游戏,和自己5分钟前在玩的根本不是一个游戏。 好吧,我们勉强接受这款游戏机制丰富的这个事实,那本作有没有对这些机制以及它们之间组合的深入探索呢?答案是有一点,但不完全有。有时,本作的谜题组织结构会比较“正常”,针对某一个核心机制,由多个谜题呈现出“介绍-进阶-组合”的一个循序渐进的步骤,比如冒险模式的第三大关,整个大关都围绕着“传送门”的种种进行设计,这时本作就会表现出想要探索某种机制的倾向。但更多时候,这个游戏感觉像是设计师想到哪做到哪的产物,感觉并看不出一条清晰的设计思路。我对本作设计过程的想象是这样的:设计师一拍脑门,想出来一个新机制,或者在本作茫茫一大堆机制中找到了一个可以利用的组合,于是做了那么1到3个谜题,完事,直接就往关卡里放。前面说过每个关卡大致有一个主题,但我感觉对本作的大多数关卡而言,真的没有什么主题可言,推箱子、“华容道”、光线引导、走迷宫等等,这些种类截然不同的谜题为什么会被放在一起,我反正是想不出哪怕一点点的逻辑。 本作的这种毫无顾忌的超级大缝合,让这款本应该是逻辑解谜的游戏,愣是给我玩出了指向点击解谜一样的感觉。指向点击解谜游戏里面也经常穿插逻辑谜题,不同的谜题规则往往不同,而这恰好也是本作给我带来的感觉。这种感觉上的不同的本质,我认为还是设计目的的不同:目前大多数我所喜欢的逻辑解谜游戏,设计目的都是构造一套规则(或系统),然后在不改变这套规则,或尽量少地对这套规则本身进行拓展的情况下,追求将这套规则中产生的各种有趣的推理和结论探索到极致,并用谜题呈现出这个探索的过程;而像本作这样的游戏,以及绝大多数指向点击解谜游戏,它们的设计目的是将多个“一次性”谜题连成一个有趣、连贯的过程,这个“连贯”一般来说是叙事上的连贯,而不是机制上的连贯,至于有没有对一套规则进行探索,甚至根本上有没有一套所有谜题共享的规则,这类游戏并不关心。 这里要阐明的是,我不是说解谜游戏设计只有这两种目的,只是这两种目的之间的对比感觉更加强烈。我更不是在给这两种设计目的区分优劣,就算我个人更喜欢前者的这种“系统化设计”,也不代表后者就一无是处。我只是单纯想要解释,本作这个充满了逻辑谜题的游戏,为什么玩起来却感觉和我之前玩过的那些逻辑解谜游戏如此不同。其实在之前,我一直自动将逻辑解谜和前面那种设计目的连接在一起,现在我发现这并不准确,因此我想把这个思路分享给大家。 说了这么多,我算是介绍了一下本作的设计方向吧,到了这一步,我觉得喜不喜欢这种设计方向,已经是很主观的一件事了,所以我就不打算继续评价了。本作的Demo中就展示了一部分完整版中的谜题,应该是从各个大关中选取的,你可以看看你喜不喜欢。 下面是我的一些吐槽,仅仅是吐槽,不算评价。首先,我发现本作有显著数量的“走迷宫”谜题,不管是真的迷宫,还是在状态转移意义上的“迷宫”,这类谜题我个人除了试之外,没有找到什么更好的办法,所以我的解谜体验并不怎么好。有且仅有一个谜题采用了移动步数限制,熟悉我的相关言论的人应该知道我对这个设计是深恶痛绝,好在限制也不紧,最后我还是自己试出来了解法。本作中,地图上的“快速传送”机制可以让玩家传送到任意存档点,而且不会改变关卡状态,而在一些关卡中,你可以“滥用”这个机制来越过一些限制,甚至可以在事实上跳过一些谜题。设计师没有想到要防这个让我有些讶异,可是一些隐藏又确实需要使用这个机制,所以我也不清楚了,想到设计师设计机制时的随性态度,ta清楚地知道这一点,却选择压根不防的可能性也是有的。 总的来说,本作是一款体量较大的逻辑解谜游戏,具有非常多种类推箱子机制,其中肯定有你喜欢的(当然也基本肯定有你不喜欢的),谜题的难度也有高有低,个人感觉整体上偏难,不过非线性的开放关卡结构也给玩家提供了一定的选择余地。谜题在组织上虽然没什么逻辑,但单看单个谜题的话,本作大多数谜题其实都还是不错的,特别是我之前提到的“传送门”大关。总之值得一试。 结论:[b]推荐[/b]。
recommending this just to get it more exposure cause it deserves it. cutesy puzzle game with TONS of content plus the puzzles vary a great deal so you dont get burnt out and theres some exploration and secrets as well :) definitely give the demo a go if you like puzzle games
Not a bad game per se, but I also think it has enough weaknesses to justify both either a good or bad review and since i'm such an hipster I wanna leave the only negative review of this game so far. So what's the problem actually? The game itself does nothing innovative and I suppose that was never the main draw. It's basically just a collection of tons of different puzzles, you've seen in eons of 2D games. Mostly Sokoban based but the mechanics never hold back to not introduce any cliché of a puzzle that someone ever has done in a videogame before. Sometimes the different elements get combined, but often times they just introduce one (well known) concept after another and the execution of that... well it varies greatly depending on the level. My favorite idea was the inclusion of portals simply because they did it consistently throughout the game, you can push blocks through portals, there is an projectile weapon to create new ones, you can extend pistons indefinitely and since they don't move together with pushables blocks once you set them, they could work both ways. This is used in the best way imaginable in a lots of way and it turns the thinking to a lot of these drawn out concepts upside-down, steering it in interesting ways. However this idea that could basically justify a whole game (I mean it has obviously) is mainly used for the third world, after that it's rarely used again. This is the single best feature the game included, the rest isn't too bad either don't get me wrong, but it feels uninspired purely methodical, as if the developers just check boxes of what they haven't done before. And the structure of the levels doesn't help with that. There are fixed chapters with an open area you can explore by your own leisure, there is usually a super short critical path, sometimes you can just run through the exit, while there tons of forks that lead to various collectibles that are indicated in the game. My problem with that structure is that there is no real build up of mechanics, levels vaguely focus on a specific mechanic, but after 3 puzzles there is now another new one, none of them are connected they are just self-contained. Sometimes levels utilize their openess for some "secrets" but at 95% of the time you're just doing self-contained puzzles, which you tick off one after another. This can get as tiresome as it is predictable since there is like previously stated rarely a "magic trick", something where you have to think outside of the box that makes you feel smart. It feels like drawing by numbers, it doesn't help that the difficulty curve seems static and especially world 4,5 and 6 nearly half of the game are easier than everything that came before, as it just introduces new concept without upping the difficulty of existing ones. Levels aren't interesting that way as it reiterates though the same structure time and time again. Yet the game shows sometimes how it could be better. Levels like "A-Maze-ing Forest" have a magical crossroad, that changes the next screen depending on which order you run through circles which is great as it included navigation inside the level, it doesn't feel like just another hub, so later on you approach rooms from several directions, such ideas are remakable expections which I wish there could've been more of. The quality of levels feels all over the place sometimes, like the last egypt level has a green pyramid that is supposed to be the great finale, then the "puzzle" is just walking through the goal in an small uninspired labyrinth, something that is trivial as you can see all of it on the screen. It feels unfinished in this regard, just like the castle you can buy, basically the ending of the game. It was never fully implemented as well as several game modes. I don't think it should be indicated inside the game if it never gets finished anyway. Collectibles also lose their value very very quickly, so you're just doing the puzzles as an end in itself. Like the main goal is collecting 999 gems, something which you can reach after 3 worlds already. If you collected them all at this point, afterwards, asides from an achievement, they become useless. Gold ingots are used for bonus puzzles which are mostly very easy but surprisingly diverting I think focussing on just single puzzles makes up a better "pick up & play" dynamic as for the big levels, usually you want to finish at least one for a session. Anyway... the requirements for the bonus puzzles (you unlock them in "puzzle packs") are laughably low, so low that quickly this ressource loses its value as well. And that could've been easily prevented by making the ingots unlock single puzzles, not everything in packs, makes it easier to play them along the line with the main campaign and doesn't spoiler mechanics. The last ressource are "Crystal Hearts" and well they basically have no purpose over all, besides the corresponding achievements just another redundant collectible. Also there is a dog to pet and feed in every level, which is yeah I admit kinda cute, so no problem with that. But it shows the whole game is very checklist orientated, with the things you're collecting having next to no extrinsic value, this makes the game feel kinda "empty" toward the later half. As you're doing it for a percentage number going up, but there is no "main story" that could come to an conclusion, no higher purpose, so after you finished the last level, the game is just bringing you unceremonial back to the level select. So its just all for the feel you've done everything - busywork, but nothing remains you will remember in hindsight after you're done with it. This is some kind of "fastfood" design I especially criticize in puzzles games, but all of that still wouldn't make me give this game a negative review wouldn't it be for one additional decision. Sacrificing the integrity of your puzzles for comfort - I ♥♥♥♥♥♥♥ hate this in videogames and sometimes I call puzzle games the last bastion of elegant game design, as it's basically the premise that you can't break, bribe or rationalize them. Well Princess Castle Quest has a fast travel system across all kind of different points on the map, where you also restart a puzzle. The problem is, the puzzle doesn't restart if you use it. This allows you to easily break a majority of the game. I haven't done it, but it's easy and temping to exploit and sometimes you don't even know if its actually intended, as the first thing you're doing in the tutorial is using the fast travel system to cross an river you couldn't cross otherwise. so if there is something unclear, you can't be too sure if you actually should use the feature that easily allows you to skip most of the brainwork. There are several badly communicated moments (like blocks you can push together although it never was indicated in world 7, or a laser generator that can still be activated asides from the point where the receiver is pointed) The developer were aware of that, but they stated in the forum that they priotize the handiness of quick traveling, over cheesing the puzzles. So that's actually a philosphy I strongly disagree with, since it could've been so easy to prevent. Just make the puzzle restart on fast travel and remove the upgrades the player possess. This just speaks to me like the developers don't care about their handcrafted levels or it wasn't important enough for them to find a solution to that. For me this is one of the biggest, if not THE biggest mistake a linear puzzle game could do. Usually cheesy and exploitable behaviour like this is getting fixed, with leaving it in they just damage the premise of their game. So yeah i'm running out of lines here. To bring this to an conclusion, this game is pretty much coded in habits I usually strongly dislike in modern games and this is a shame since the core even if a bit uninspired has potential I think this could've been a real gem with a stronger and more focused direction.
缝合推箱子( 不过挺好玩的,量大管饱
good game. has the puzzles in it
Quite a large 2d world to explore, open and non-linear. Chock full of little puzzles to solve, and many hidden secrets to find. Princess needs all those diamonds! Cant be a princess without a castle. https://www.youtube.com/watch?v=p7rzLiF4h4A
This is a pretty remarkable puzzle game. It's mostly sokoban, but some of its design decisions reminded me of cult puzzle games like DROD: the game is very quirky, extremely long, generally very polished, but with the occasional and unexpected rough edge. Also, you have surprisingly free reign over the order in which you tackle puzzles. The custom engine helps a ton - all sokoban games have some tedious parts, but this one has ultra-snappy controls, an adjustable game speed (so you can make movement *very* fast for travel, or *very* slow when there's something time-sensitive), a decent undo (for the last few dozen moves, though unfortunately not infinite), instant puzzle resets, fast travel, a map with indicators of whether you've fully explored a room, and so on. Also, the sound design is a delight, which I would *not* have expected from an indie puzzle game. Overall, I'm very impressed with this title. (Longer review to come.)
Great combination of Sokuban and Chips Challage. Puzzles are easy enough to get through but getting 100% will take some thinking, even in the 1st world. There are multiple gamemodes available with more coming in future updates. Adventure: This is the main game. I'm still on the first world so unsure how many worlds there are but as well as getting to the end of each stage, there are various collectables to find. - Diamonds: These are the main collectables and determines your rank at the end of each stage. - Gold: These are used to purchase puzzle packs and can be found in Treasure chests which are mostly found at the end of a puzzle. - Puzzle piece: Each stage has a certain number of puzzles or challenges, some are required to progress but most are optional and are for completionists. There are other things to find like keys and tools. Editor - Create and share your levels. Puzzles packs: More puzzles that can be unlocked via gold found in Adventure mode: There are other modes but at the time of this review, I have not got access to them yet, or they are not fully implemented yet. By far one of my favorite puzzle game so far.
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