
Tackle thorny problems in this plant pushing puzzle game. Learn to maneuver like a cactus as you grow your way back to the desert!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
かわいい かわいい へんなのーのびた サボテンうごくんで うめた たのしかっ です。
Wonderful puzzle game
The cutest rage game i've ever played, 10/10!
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Languages: English, French, Italian, German, Spanish - Spain, Korean, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese +5 more
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
非常好的益智小游戏,就是我玩着有点宕机感觉年纪大了,难绷的
Difficulty: ★★★★★★★☆☆☆ Quality: ★★★★★★★☆☆☆ A very cute game that fully explores an idea I haven't really seen elsewhere. For the most part excellent puzzle design, and I appreciate that they stopped at just [spoiler]3[/spoiler] worlds rather than trying to force uninteresting or contrived ideas into the game. I only have one complaint, but it's a pretty major one: for a significant number of puzzles, there's a giant state space, and I found just finagling to be a more reliable strategy than trying to either come up with ideas for what to do or logically eliminate things. I've played a few other puzzle games that fall into this trap - thankfully in this case it only happens in quite a small minority of puzzles (mostly optional ones that attempt to be hard), and beating the game was still well worth my time, just probably not 100% (which I didn't do).
A prickly little puzzler with Sokoban-esque roots, an interesting evolution of mechanics, and a tough-but-fair learning curve. Disregard humanity. Embrace cactus. Ow. Ow. Ow. Embracing the cactus was a bad idea. Ow.
8/10. “提前做准备”在许多解谜游戏中是高难关卡的惯用手段,本作直接将它摆到了明面上,玩家操控的仙人掌不存在可逆的行动,每个步骤都同等重要地决定性地影响最终的状态,在结构复杂、高自由度的关卡中,在试错过程中定位出导致卡死的一个步骤或者预测微调结果变得至关重要,与此同时,解开一个关卡之后收获的满足感也是无与伦比的,就像是精心规划付诸实施的快感。 游戏关卡数不多,前两个章节的谜题设计和难度梯度打磨很到位,但我对最后一章的设计有些微词,可以理解游戏是想将改变仙人掌位置的奇偶性也纳入机制范畴,但行动规则很不自然,预测和推理的难度大幅提高,试错元素增加,有些破坏先前建立起来的心流。
pretty good! i'll list my gripes instead of my pros - no ultrawide resolution support - some of the levels feel extremely open, especially in the first world, and the amount of possibilities felt overwhelming - on the other hand, some of the levels felt extremely restrictive, and it felt like they could be loosened up a bit to focus on one specific "idea" rather than one specific "solution". perhaps these issues are specific to me and how my brain works. notably I had a really rough time visualizing the end results of certain moves when playing through the first world. It eventually got easier by the time I got to world 3 though.
The pacing is far too slow — there are way too many puzzles on the main line. The game is way too large for what it is. The game has several ideas that are interesting in theory, but they result in annoying puzzles.
単純なのにかなり難しいです!これぞ知育パズルという感じなので そういうのが(解法見つけてスッキリとかが)好きな人にはオススメです。
Momentum
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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