
A minimalistic zen puzzle game where players learn the rules without instruction.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese +2 more
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another would-be-great game ruined by thinking players have all the time (and willingness) in the world to replay half the puzzles to get back to the point where they stopped (or had to stop) last time. [b]if your trailer says 100+ puzzles, let me select them individually[/b], not just 21 packs of 6 or so that have to be done in one go. or [b]at the very least save my progress on the current level[/b] so I can continue there next time and/or try another unlocked level in the meantime. the game wouldn't be any easier, only less tedious and frustrating. [b]controls aren't great either[/b], especially coupled with the other issues. this is a [b]draw a single line puzzler[/b], connect all the dots on the screen to move on, but [b]the only way to cancel the current line is by letting go of the left mouse button[/b], and it's very easy to accidentally solve the level without intending to and move on to the next without the option to go back. it's even more frustrating because puzzles have [b]multiple solutions and some are less optimal than others[/b]. not a problem, a good thing, in fact, in a game with proper level selection, but as it is, if you misclick and move on with a subpar solution, [b]you'll have to replay the entire level of 6 or so puzzles to get a perfect rating[/b] (which does nothing, but it's something to aim for, plus you're more likely to learn the rules that way instead of trial & error). a possible solution would be to [b]have a confirmation prompt pop up[/b] before moving on to the next puzzle, which might be annoying early on when you're breezing through the levels, but useful later on. and [b]there are a few levels where a limited number of lines have to be drawn[/b]. this can go south fast as well, as obviously any line will count as a move, so if you want to cancel one here, you have to backtrack until only a single circle is selected and let go of the mouse button then. unnecessarily finicky. these turn-limited puzzles reset if you run out of moves, so you can try them again, but the only way to reset them is by running out of moves, so after a mistake you gotta keep drawing lines, which is ridiculous. what's worse, you can run out of options (gravity affects pieces here), can't exceed the turn limit and have to [b]restart the entire level, not just the current puzzle[/b]. unacceptable. this puzzle type definitely needs its own reset button for the current screen, and [b]making the right mouse button act as 'undo' while the left button is still pressed[/b] would help in general as well. misclicks could still happen, so all the other issues would have to be fixed too, but it'd be less finicky than the way it currently works. as for the [b]gameplay[/b] itself, as the store page says, there are no instructions, you'll have to work out the rules for yourself, but [b]I don't think the game teaches them that well[/b]. sure, I'm dumber than most puzzle players, but I only realized crucial information around the halfway point, yet managed to get that far and perfect every level up to that point without too much of an issue, and I still think there are some inconsistencies with the rules (or, again, I'm just too dumb, which is more likely). the point is, [b]you always want to go in ascending order if possible[/b], that's also how to switch between colors (blue 3 to orange 4, for example), and ideally only increase numbers by one within the same color as well (indicated by a dot on the line). there is a [b]progress bar on the border of the screen[/b], if it turns blue when everything is selected, you have the best solution, otherwise you might want to think about it some more before moving on. at first I thought the progress bar was too big of a hint, but without it there would be no way of knowing how you're doing. [b]lines can cross each other, but each number can only be used once.[/b] besides numbers and colors and the above-mentioned limited-turn gravity-affected puzzles, some symbols get introduced as you keep playing, like the 'n'-like character, which acts as a link, or the smiley face, which turns into the next or previous number once you add it to the line (1-smiley-3 becomes 1-2-3, smiley-3 results in 2-3, etc.). it's a pretty clever game, [b]looks slick, minimalist in a good way, with great music and mostly non-annoying sound effects[/b] (except the *thump* for the smiley), no volume sliders though, but [b]as much as I enjoyed it initially, I can't recommend it the way it's designed.[/b] wastes time, forces players to repeat sections, causes frustration, how is this a 'zen' experience? if they ever fix the issues, I'll change the review into a recommendation, as otherwise it'd be great, though I'd still say wait for a sale, as it's a bit on the expensive side at full price.
This is a different type of puzzle game where you have to intuitively learn the rules through playing. I've not played anything like this before, but it is kind of a mix of sudoku and path games. Very intriguing and it can get quite difficult. I spent almost 2 hours trying to find the solution to the last puzzle (which I did -YAY!) and just a few seconds on some of the earlier puzzles. The concept seems simple at first, but it gets more complex as you move to higher levels. I couldn't really describe the rules to you, but I know what they are intuitively, LOL. There are 20 sections, with about 4-5 puzzles per section. You cannot restart an individual puzzle in a section; you have to restart the whole section. Some of the puzzles you have to solve in a certain number of steps, if you get to a point where you have no more moves, the puzzles will not reset, and you have to start the entire section over again. There are some cons to the game: The biggest is that you have to restart an entire section instead of just being able to reset the puzzle you are having trouble with. That can get frustrating if you can’t remember what you did on an earlier puzzle in the section and you have to go and figure it out all over again (sometimes after quite a while solving it in the first place). Secondly, there is no “undo” function. If you are doing the puzzles with steps and you make a mistake, you can’t just undo the last step you did. You either have to fail the puzzle and have the game reset it or you have to start the whole section over again. I hope the developer will address this issue before release. Note: I received the game for free as a curator
[quote=][url=http://store.steampowered.com/curator/12146432-La-Cruceta-Inquieta/][b]Sigue a "La Cruceta Inquieta"[/b][/url], mentor de Steam[/quote] Tal y como su creador afirma, SEN ha tenido parte de su inspiración en los puzles con los que Jonathan Blow y su equipo nos maravillaron hace ya un par de años en "The Witness"; lo cual, siendo algo que pudiera ser considerado como un punto de partida destinado a un éxito asegurado, no deja de ser curioso para un juego de un carácter tan independiente y pequeño como el del que aquí se trata. Así, SEN ya deja un tanto que desear en el momento en que apuesta únicamente por los puzles y prescinde totalmente de la parte de ambiental que tan importante era en "The Witness". No obstante, olvidando esta, tal vez demasiado osada, referencia por parte del autor y juzgando el juego por sí mismo, sí que es cierto que la inspiración le sirve para plantear un videojuego de puzles de una lógica oculta que el jugador, que no recibirá ningún tipo de explicación previa, ha de deducir para progresar. Por consiguiente, se mantienen las mecánicas de unir puntos en un orden determinado tal y como ocurría en el título de Blow, pasando de hacerlo con un par de puntos de igual color o según secuencias de números correlativas, hasta tener que concatenar intrincadas y complejas cadenas que abarcan las diversas lógicas de unión presentes en el juego. Lo cierto es que este aumento gradual de la dificultad y complejidad de los puzles se hace muy llevadera, relajante y entretenida hasta que hacia el final, lamentablemente, los fallos de diseño de SEN se hacen mucho más evidentes y pueden lastrar en gran medida nuestro progreso. Con esto me refiero al hecho de que cada nivel o grupo de puzles ha de ser resuelto de una única vez, no permitiendo que dejemos la partida donde la última vez la dejamos; hecho que, revistiendo aparentemente poca gravedad, se hace muy molesto cuando se une a la posibilidad de que, por un flagrante error de diseño, nos podamos quedar sin movimientos si se nos olvida un punto sin unir o desligado del resto, obligándonos a tener que reiniciar toda la fase por completo tras tanto esfuerzo. Con todo esto, me gustaría recomendar SEN como un juego de puzles bastante desafiante en sus niveles finales y que, olvidando una referencia a "The Witness" que creo que le hace más mal que bien, resulta ser relajante y entretenido, al menos hasta el momento en que topas con alguno de sus fallos de diseño que, no voy a negarlo, son bastante imperdonables en un juego de este tipo.
At first I wanted to recommend the game. The idea behind the puzzles is clever and original and I like minimalist puzzles like this, but the more I progressed, the more I saw that the overall design of the game and especially of the puzzles themselves isn't very good. Now I'm at a point, having played it for about 40 minutes and having solved more than half of the puzzles, where I don't have any motivation to progress anymore. The main problem is the puzzle design. As you progress, the puzzles don't really get more difficult to solve, they mostly get more complicated, meaning bigger puzzles with more elements to analyze at once. Solving puzzles should make you feel smart, but the complicated puzzles in this game mostly make you feel like you have a lot of time on your hands. Apart from understanding the different rules that are introduced throughout the game, the puzzles don't require a lot of thought, you just have to take your time looking at all the numbers and find the right order to select them, in puzzles that are slowly getting bigger as you progress. Halfway through the game, the puzzles already feel like a chore to solve. As for the problems with the game design, I suggest reading user Dohi64's review about it.
SEN: Seven Eight Nine is a mobile app that's been dumped on Steam as if it was a real PC game (it's not)... it's a cash grab from greedy mobile devs. The game is a very lazy minimalist "connect the dots" mobile app where you swipe your finger on your iPhone screen to connect a series of nodes together. Sometimes the nodes must be connected in sequence (hence the seven, eight, nine name for this mobile phone app). From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The game features extremely lazy, minimalist "art", of the type you normally expect to see in low effort Flash/browser games and mobile apps. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. Because this is a mobile app, it carries a number of deliberate design deficiencies. Compromises were made to cater to the iPhones that the game was designed for. These are unfortunate handicaps and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was an afterthought for the iPhone developers who are to blame for this. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for mobile phones forces upon a game. Once more, mobile devs have made gaming worse for everyone. I didn't spend thousands on building a gaming rig just so I could pretend it's an iPhone. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected in the general public reception. At the time of this review, SteamDB shows the game only ever reached a peak player count of only 4 players. That's right, only 4. This is a pitiful enough number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam, the overwhelming lack of interest in the game is remarkable, but also to be expected. This complete and utter rejection of the game from gamers should be a keen information point for anyone considering buying shovelware like this. Gamers just didn't take this seriously, and for good reason. Once more we see greedy mobile devs trying to scam PC gamers. On Steam, this is $10 USD, on app stores, it's $4. Mobile devs must learn PC gamers are not here to be gouged, and can't be expected to pay OVER TWICE AS MUCH for a cheap mobile game just because it's been lazily dumped on Steam. This is unacceptable disrespect for PC gamers. Because this is a mobile app, is priced to insult and gouge PC gamers, and because of the other defects, it's impossible to recommend. Just who do they think we are?
做的不是好的几点: 1、不能选关,每次要从新从第一关开始 2、下落的关到最后没有选项的时候也要退出重进 3、笑脸的砰砰音效
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