
Rotosaurus Adventure is a puzzle game with a twist. Rotate the world to traverse obstacles and find a way into the goal. Manage boxes, avoid spikes, and use other tools in creative ways to overcome mind-twisting challenges!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Rotosaurus is a puzzle game that has no business being so good and yet being completely free. There is so much quality content here; I am about 6 hours in, and I suspect I am maybe at the 40% mark. I usually wait to complete a game to provide a review, but seeing as there aren't that many reviews out, I thought it would be better to get my positive review out sooner. The store page description gives you an idea of the general game mechanic; one way to describe it is that it is similar to box-pushing games, but the force to move boxes is from gravity rather than your avatar. You can rotate the whole world, 90 degrees at a time to allow any loose objects such as boxes (and including your player character) to fall down until they hit a solid object that can either support or destroy said object. Your character can walk left and right, or climb up one blocks height. Sometimes there are Mario-like pipes that can you can walk into to transport you to somewhere farther away. I probably missed a few things, and as I said, new things keep getting introduced and I haven't seen everything yet. In terms of overall structure of how you get to individual puzzles, it is as follows. There is an overworld, as well as subworlds that have their own theme or special set of mechanics that feature in the puzzles within the world. A variety of new mechanics are gradually introduced within each world. Each subworld also has a theme variation of the music. You navigate the overworld using the same controls as within individual puzzles and as described in the above paragraph. Once you solve a level, it is marked with a grey dot in the parent overworld and often opens up a new path in the overworld to get to more levels. You are free to revisit solved levels (by navigating to it's grey dot in the overworld, then hit the enter key), or to exit an unsolved level at any time by hitting the exit key. Aside for the overworlds, each individual puzzle level is quite small, fitting within a 10x10 grid. The goal of an individual puzzle level is always to allow your character to walk out of the exit of each level. It is amazing how sometimes such small looking levels that look so limited and simple in the number of available moves, can prove to be quite difficult. Many levels are relatively easy, but every once in a while you come across one that seems impossible. Those are the most satisfying to eventually solve. See the game screenshots for the controls, each of which are mapped to a keyboard key. There is pleasant looping background music. The graphics are easy on the eyes and gameplay elements are very easy to distinguish despite the somewhat pixelated look. I would say the main things missing from this game are cloud saves, controller support, and achievements. Well ... maybe one more thing: it should probably have a price tag of about $10, which it is easily worth, and may help make it stand out from some of the more mediocre free or very cheap games on steam. I hope my review will also help it stand out. Regarding controller support, I created a steam input template for xbox controllers that allow you to do everything in-game. I published it to the community (look for the one by Prawnpaws), and here's a direct link as well steam://controllerconfig/3005180/3468199196 For some of the top level game menu selections, you may need to use the controllers emulated mouse (right analog stick, left and right triggers)
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Easy recommendation if you enjoy spatial reasoning. Puzzles always felt fair and satisfying to solve. Surprisingly resistant to guesswork despite the small playfield. Difficulty is a little above average: several of the trickier puzzles stumped me for a bit. Probably in the sweet spot for most people: should be good as long as you're looking for a challenge but aren't expecting Jack Lance-tier mind-bendingness. Each area has its own additional mechanics. These are well-explored and integrated. Lots of variety: some areas feel like they provide a completely different kind of puzzle, while others add hefty wrinkles to how you think about similar situations. Convenient to play with unrestricted undo and restart; you can even undo a restart. Multiple puzzles are always available, so if you're stumped with one area's puzzles, you can give those a rest to progress in a different area. Takes a minute to navigate between areas, which is mildly annoying, but that's the price of having the same movement in the overworld areas as in puzzles, which is a neat, unifying touch. Strictly a puzzle game: no story, music exists, graphics have a certain charm. It was also quietly released on steam - no dozens of instant reviews (and certainly no ad campaign) to give it visibility - so the deck is stacked against it becoming popular. But gameplay-wise, it trumps most puzzle games, free or paid, so it merits attention. The dev has some other puzzle games on itch. They're rougher: some fresh ideas and interesting mechanics, just uneven difficulty and some feel like they've only scratched the surface. I enjoyed them overall; Thinky Blobs in particular had both challenge and novelty. If you liked this game and are looking for another rotation-based puzzler, I'd recommend the ps1 game Turnabout. Fewer mechanics, larger playfield, move counter (nice if you like to optimize), a few bum levels (the ones with a zillion balls) but fun and decently challenging overall.
Cute and mildly (so far) challenging puzzle game with a unique mechanic. I'm sure it'll become tougher. I'm playing with the mouse because pointing and clicking is easier for me that fumbling with the keys. The pixelated artwork only adds to its charm.
rotation-based puzzlers aren't my favorites but add a dinosaur and [b]unlimited undo that works after a death or reset[/b] and I'm a bit more intrigued. then unintrigued because [b]controls aren't rebindable and there are no volume settings[/b], only separate toggles, a few resolution options and windowed mode, and only from the main (and only) menu. basic pixel graphics partly from a free asset pack, tolerable music, at least initially, and a really annoying walking sound. the first few wooden signs teach the basics, the rest comes later. a/d and undocumented left/right moves and goes up a block automatically. turning in place, jumping, shooting and other actions are location-specific. q/e rotates (not aware of alternatives), r resets, undo with u and undocumented backspace, x activates teleporters/exits, meaning it also [b]exits a level without any confirmation[/b]. icons can also be clicked for a less comfortable experience. tile-based movement, can't move while falling, [b]no precision or timing involved, it's all about placement and position[/b]. sometimes starting from one tile away is necessary to reach something or fall somewhere the next turn, as it were. nothing can be pushed for the most part but gravity is real and if stuff falls on you, splat! spikes shouldn't be stepped or fallen on either. more and more mechanics keep coming, mario, tetris and 2048 are cool, portals are inevitable, etc. there are [b]enemies, all immobile[/b] but mostly vulnerable to getting squished from above (or from anywhere with something heavy) and landing in front of them is ill-advised. occasionally they're dangerous to each other too. murdering everything isn't required to succeed. [b]not having a map is a big and unnecessary ♥♥♥♥ you to the player.[/b] a few wooden signs let you zoom out a bit to get a slightly better view of the nearby area. this should be available anytime and show the whole map instead of doing practically nothing. I'm also [b]not a fan of fog of war[/b] in anything, least of all puzzle games. solved puzzles are marked differently, so no fog would've worked just fine. inventory can also only be brought up at certain signs but only the number of items matters, not what they are, so a simple counter in the corner would've sufficed. and [b]puzzle skip and/or hints would be necessary[/b] to avoid getting stuck completely. the other big problem is actually twofold: [b]there's no level select and nothing is replayable[/b] unless you delete the save. I don't mind walking around a bit for immersion or whatever but [b]provide an alternative for convenience[/b]. especially in a non-linear game where going from one area or level to another can take a while with all the rotating and whatnot, even if they are next to each other with the entrances scattered. branching progression is normally a good thing but not if making it to a puzzle wastes more time than solving it. [b]no progress tracker or indication if you've done everything on a map either[/b], check by tediously walking around some more, then fumble around still to find the exit to the main area. 200+ puzzles in 8 worlds and the overworld has its own set of levels, it's more than just a tedious world select area and it goes on ♥♥♥♥♥♥♥ forever. teleporters and pipes take you all over the place but with [b]no area names, level numbers or a map to consult, you can't reference or find anything[/b] without writing an essay on what the puzzle is and where it is. [b]even the developer admitted that finding a specific puzzle in a playthrough 'might take a while'.[/b] why didn't you fix your ♥♥♥♥♥♥♥ game then? for once it's not the youtuber's fault for not timestamping the videos because based on what? [b]player position is saved on exit[/b], unless you left from a puzzle. in that case you'll be put back outside next time. not ideal but they're bite-sized, so it could get a pass on its own. it'd still need an exit confirmation. with more common sense and some improvements it'd be a great little thing, plenty of content too (12-15 hours or more), but [b]the many annoyances and inconveniences add up[/b]. oh, and progress is stored in the registry, the worst possible place. hopefully their future projects won't suffer from ♥♥♥♥♥♥ design decisions, lack of basic functionality and a vendetta against the player's time. not sure why it's free but most likely wouldn't sell anyway, barely any reviews without an entry fee.
Just finished 100% Nice game to calm down (not) My brain was working the entire time, but I like it :D Thank you for the recommendation Sheila :D
Rotosaurus Adventure, farklı bir bulmaca oyunudur. Engelleri aşmak ve hedefe giden bir yol bulmak için dünyayı döndürün. Kutuları yönetin, dikenlerden kaçının ve zihni büken zorlukların üstesinden gelmek için diğer araçları yaratıcı şekillerde kullanın. İlginç.
Rotosaurus Adventure is a challenging puzzle game where you rotatosaurus your rotosaurus. Played before getting royally stuck in 3.8 hours using a keyboard. Difficulty is hard thinkybits. The premise of the game is you rotate the screen so your dino can get to the exit of one of many puzzles, except rotating also means everything else in the grid also moves. Your ultimate goal is to reach and collect a handful of icons that help you unlock new areas. Each new area unlocks a diff outfit, theme, and use of the W key. Sometimes you can jump, sometimes you can shoot a gun, sometimes you can move two spaces instead of one. Each area has a different mechanic for the one button. The music is cute. If you thought this was a sokoban, you are incorrect. How could you assume a rotosaur with tiny arms like those could push a box? This game gives me Baba is You vibes in terms of fun. And it's nothing like Baba is You. It's a stand-alone, unique little gem of a puzzle game that is both hard and creative. What separates this game from others, and should really be fixed, is a hint system/guide on steam. Not something that straight up says what the solutions are, but shows the next step. Otherwise it's really easy to get frustrated going back and forth retrying puzzles that you've been stuck on for X time. And it's freeeeee.......... Do I recommend Rotosaurus Adventure? Yes. Especially if you like puzzle games.
The Rotosaurus is the undisputed apex predator of the Gambrium. Cute references to classic games from the past. (I recognized some of them) Puzzles that can be solved with logic and insight. I got stuck a couple of times but never had to rely on brute strength (try all options, which, if all else fails, is feasible given the limited amount of input available to you each turn) My biggest point of criticism would be the lack of a conclusion. I spent over thirty hours completing the game only to be met with the message: congratulations, you completed 100% of the game. Some kind of (at least minimalist) animation would have been fitting. (eg. some fireworks and the Rotosaurus waving you goodbye whilst the screen is rotating and going to black) Nevertheless, exellent not to hard practice for the brain. Wholeheartily recommended.
If you like puzzle games this is is underrated. It had some challenging puzzles and even though there aren't a lot of guides out there yet I was still able to 100%. I'd say really well balanced.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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