
Your mission is to help the inhabitants of Rayland to transport the energy of the Domus through the various lands contained in the path. For this, you must correctly position the Reflectus and rotate them so that the energy rays reach the necessary Domus.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Simplified Chinese, Portuguese - Brazil, Russian
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Juego bastante entretenido para ser corto pero no la pasas mal ya que te la pasarás pensando un rato, no es muy difícil ya que busca que alcances la concentración en resolverlo. [h1]BUGS (Solución)[/h1] No necesitas reiniciar el juego. 1.- En mi caso en el LVL 14, LVL 15 y LVL 21 por extraña razón los espejos (1 al menos) dejan de cumplir su función y dejan de ser seleccionables. [b]SOLUCIÓN[/b], Toma otro espejo que si funciona y cámbialo de posición con el que esta fallando y el bug se soluciona. [h1]Instrucciones no mencionadas en el juego.[/h1] 1.- Puedes girar la cámara [b]presionando[/b] la rueda del ratón y moverlo hacia derecha o izquierda. [b][h1]Sugerencias para el Juego[/h1][/b] 1.- Creación de espejos donde se pueda cambiar el color del láser o objetos que al pasar el láser pudieran cambiar el color Ejemplo el bloque cuadrado naranja actual del juego pueda modificar el color del láser con respecto al color del bloque, Es decir el color del bloque que puede ser tal vez Rojo, Azul, Verde cambiar el color del láser 2.- Añadir mecánica de combinación de la luz, así añade más misiones del 43 al 70 (incluye sugerencia n°1). 3.- Bloques azules actuales del juego podrán ser de 3 colores a Rojo, Verde, Azul y Negro (Indestructible el color negro) en la cual podrás ser destruidas según el color del láser que lo impacte y desbloquear el piso debajo del bloque destruido. 4.- El prisma de color rojo actual del juego que exista 4 variantes de ella en la cual brilla según el color del láser sea correspondiente el color del prima. Variantes de color del prisma que son el ROJO, AZUL, VERDE y Arcoiris o blando que recibirá cualquier color de láser que impacte a ella. (incluye las sugerencias 1 al 3). 5.- Agregar logros LVL 1 al 42 completados el Logro llamado [b]"Rey del láser"[/b], Agregar Logro [b]"Rey de la luz"[/b] LVL del 43 al 70 completados.
レーザー砲台から出るビームを、すべての赤い宝玉の台に命中させればクリアです。 反射板でレーザーの方向を操作します。二本のレーザーがぶるかると、ベクトルが相殺し合って、中間点の方向に変化するのが難しいポイントですね。 とはいえ、この手のレーザーパズルとしてはかなり簡単です。 最終ステージになってもまだ、解法が分かりやすい。取っ散らかった盤面を、整理する感じでやっていればできます。 パズルの数も少ないし、わりとお手軽に全実績解除の勲章が欲しい人におすすめです。 レーザーパズル入門として、良作なのではないでしょうか。難しいパズルをやりたい人は、他のゲームのほうがいいと思います。
[b]TL;DR:[/b] Rayland is an alright puzzle game about redirecting laser beams using mirrors to light up lamps. It is less than two hours long, but it can keep you hooked for that duration, so I would say it deserves its low asking price (1,69€/1.99$). However, don't expect anything really unique or interesting, or you'll be sorely disappointed. Plus, despite its meager price, I still think there are better choices in its price range (like Save Room - Organization Puzzle). [b]Rating: 6/10[/b] [h1]Full review[/h1] [b]A barebones puzzle game[/b] Rayland is a simplistic puzzle game in which the player's goal is to redirect laser beams using mirrors in order to light up all lamps on the given map (there are 42 in total). While this is a really simple concept, many things could have been done with it. Just look at what Jonathan Blow achieved with The Witness, which is essentially just a game about drawing lines, or to mention something similar, just look at the old Darkest Fear trilogy (a JAVA mobile game series), where redirecting light using mirrors was also a key gameplay element. Unfortunately, Rayland doesn't do much with its core gameplay idea. There aren't really any variables that could spice up the gameplay and make puzzles more interesting. All you can do is change the position and orientation of the mirrors on the playing field and cross two lasers to create an angular laser (which will be an essential mechanic in the second half of the game). It's a shame because I can easily think of many ways how the game could have been improved (e.g., with fixed location/fixed orientation mirrors, different types of lasers that can't affect each other, etc.). [b]Filler content and improper difficulty curve[/b] Because of the game's lack of variety, naturally, a player would try to find some depth in how the game systematically builds onto its previous puzzles and the player's previously acquired knowledge. In other words, a player would expect at least a good difficulty curve with the small content that is offered here. Sadly, the first 16 levels (so nearly half of the game) are so easy you can solve them in two seconds, and at least the first 10 levels are basically the same levels with no significant logical/puzzle element differentiating them. To be honest, I've never seen this type of filler in any puzzle game I've ever played. [b]Angular lasers[/b] Previously, I mentioned that redirecting lasers angularly in the second half of the game will be an increasingly important gameplay mechanic. The problem is that first, it f*cked with my head so much that for most levels, I mostly solved puzzles by relying on my intuition rather than fully grasping/understanding how actually to utilize this mechanic to solve puzzles. So in a way, I wasn't really thinking in the second half of the game either (which would be the whole point of a puzzle game), except for the last few levels, where I finally started to understand this mechanic. It would have helped if I could have examined puzzles after intuitively solving them, but the game automatically jumps to the next puzzle after completing the one before it. [b]Lack of focus[/b] Somewhat surprisingly, even though this game is rather short, I still feel it's somewhat unfocused. In my opinion, a good puzzle game should be clear and minimalistic both from a visual and gameplay standpoint, meaning there should be no distracting visual or interactable elements that could affect the difficulty of the given puzzle. Only those interactive elements should be part of a puzzle that the player will have to use, and only the puzzle and nothing else should determine how challenging the puzzle actually is. However, Rayland had many puzzles in its second part, where there were many more mirrors than necessary, and it was also strange how there were randomly some levels in the second half where I did not have to use angular lasers even though the whole second half of the game was so focused on this mechanic. I just don't like this kind of inconsistency. [b]Some technical problems[/b] I would also like to mention that even though it's a simplistic game, I've encountered some technical problems. To start, it doesn't have ultrawide support, and I wasn't able to grab screenshots using Nvidia ShadowPlay. More specifically, all screenshots were just black, meaning I wasted my time screenshotting late-game puzzle solutions. Aside from these, I encountered two gameplay-specific problems. Once the highlighting square disappeared and I was unable to select a square in order to be able to move a mirror there. I had to restart the level. The other problem is more general, as I found it harder to select certain squares with my mouse throughout the game due to the inconsistency between the camera's perspective and the game's playing field. [b]Conclusion[/b] My review may sound quite negative, but the thing is, this game is still entertaining enough that it's worth its low asking price. It's just that so much more could have been done with it with just a little bit more effort. Just look at Save Room - Organization Puzzle. That game is barely longer than this one, but it had much higher quality content overall. In that game, every puzzle kept building on the puzzle or puzzles before it (and this way, also on the player's previously acquired knowledge). So it had a great difficulty curve. But aside from this, it also had some cool ideas that helped to keep the gameplay fresh and the puzzles more interesting (like the combinable items that changed the way how a player looked at the puzzles. It was also a game with a simple concept (inventory management), but it did so much more with it than Rayland with an arguably even better concept (better in the sense that it allows for more creativity and ideas to be implemented).
un clasico de la saga
很新颖的游戏,难度不大,但是不会一眼通关,给人一种恍然大悟的感觉
Estuvo entretenido, vale la pena si está en descuento, dura poco
A single sitting quick set of puzzles that never really grows into a true challenge. I got it for $0.99 and got that much out of it. The concepts here are pretty simply; Reflect the laser to the target with mirrors you can flip and place. There's only one additional wrinkle added throughout the short 43 puzzles and that is the crossing two lasers to aim diagonal. No other puzzle elements ever get presented so the puzzles never really evolve beyond that. Additionally, the puzzle boards/environment layouts give away the bulk of the puzzles. It really isn't until the very end that there are misleading layouts. Visual design is more than fine and everything works as it should. In the end it's ~45mins of straightforward puzzles with one or two that will slow you down a little bit. You can't buy much for a dollar these days so I'll take it. Anything more and I would've expected a lot more.
公式の倉庫番名人の一人のいそにゃんです。 解法に、一つの反射板を両面使うということをしないレーザーパズルゲームなので そんなに実績コンプリートまで苦労しないと思います。 消去法でやっていればすぐというくらい答えに辿り着く広さですからね。 自力だけで二回目のクリア(一回目はplaystationで)なので、 この少ないプレイ時間で実績コンプリートできました。 rayland2も出ているので、ご馳走様と お礼を述べたいです。 パズルゲーム初心者の頭の体操用にお薦めです。
Quite short to finish, but a fun, neat little puzzle game. I think the aesthetic is very fitting.
I only disliked the fact that sometimes i think im placing the mirror on a square when in fact its on another one.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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