
Run! The walls are shrinking! This is about solving puzzles by pushing boxes from collapsing secret room. Accurately plan your steps, avoid deep pits and traps, use polymer and portal wall in the room, and escape from the secret room to avoid being crushed into a puddle of flesh by the walls.
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Observe the timing of the wall contractions each turn, precisely plan your steps, avoid falling into traps, make good use of the interactive mechanisms within the levels, push the boxes to open the gates, and escape from the secret chamber before being squeezed into a pulp by the walls!

There are all kinds of interesting traps in the chamber: Signal Pressure Plate, Polymers, Portal Walls, Anchor Crate and Clicker. A variety of challenging level puzzles with rich variations await you to solve!
Welcome to take on the challenge!

You can move freely in the level selection scene. Just collect computing power points through the main challenges to unlock subsequent chapters, but the difficult puzzles in the corners are the real challenges.
Meanwhile, besides solving puzzles, you can also explore virtual exhibits and search for hidden levels in the scene. A large number of Easter eggs are waiting for you to discover them.

300+ levels.
5 themed chapters.
X+ exhibits with black-humor memes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Traditional Chinese, French, Italian, German, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
推箱子还能有啥好开发的,这都是有图形显示就已经存在的游戏,玩了几十年玩烂了。没想到《坍缩谜室》还真的搞出来了一个有趣的新赛道! 推箱子,最初的底层设计是把一个像素点,按上下左右四个方向给运输到对应位置中去。没有什么限制,推到就行。卡关的唯一情况就是,箱子被推到墙边或者角落里去了。 而在《坍缩谜室》则出现了两个情况:一是要到指定位置的,是玩家操作的角色;二是四周的墙壁会随着行动往里收缩,最终玩家没逃出的话就会被夹死在这里。而箱子只是其中用于解“谜”的作用,比如按下开关,或者挡住自己。 墙壁的收缩方向会在游戏的右下方显示,每一轮收缩都会有一个步数限制,走完这个步数了它就会进行收缩了。当我发现,我可以利用墙壁的收缩来替代我往前走一个步数的时候,我就开始惊叹他们的设计思路非常精妙! 譬如这一次墙壁是左边的墙往右收缩,而我上前走两步就能靠在靠着这堵墙的箱子旁,下一回合,墙壁往右推的时候,这个箱子也往右挤,正好把我向右挤过去一格,这样让我省了向右走一步的步数。哇塞简直太精致了!如此的关卡还有300多个! 它还模仿了CRT显示的方式,复古画面更加令我喜欢! [table][td][b]欢迎关注我们 [/b][url=https://store.steampowered.com/curator/10591434/]突突突发糖辣![/url] [/td][/table]
Difficulty : 3/5 (Rather Hard) Global : 1.5/5 (Decent) My website : [url=https://anokturnus.review/]The Review Principle[/url] Curator page : [url=https://store.steampowered.com/curator/44695991-Anokturnus/]Anokturnus[/url] Shrink Rooms is a sokoban puzzle game with an interesting concept: you’re trapped in deadly rooms whose walls slowly shrink as you move. This is a turn-based game, you have all the time you want to think and plan your moves; the order in which the walls are going to shrink and the number of turns you have before they do so are all indicated. You need to push crates to activate all the buttons that open the exit, and then reach it before being reduced to a pulp. I thought Shrink Rooms would be a small game… and wow, was I wrong. There are hundreds of puzzles, they all come in groups of 3-5 consecutive puzzles that progressively get harder. Each of these puzzle packs explore a subtlety of the mechanics, they are designed to be small and balanced with a few difficulty spikes sometimes. You then unlock bonus puzzles that go a lot more in-depth and are much, much harder. If you know me at least a little, you know hard stuff is my domain. And yet, I didn’t really enjoy Shrink Rooms. While on paper the concept seems very promising, in reality it becomes annoying quite fast. I liked the first world, but once the second world introduces the slime mechanic, everything slowly starts becoming complete chaos. Even if everything is indicated, it’s just impossible to really anticipate every chain reaction. So you end up trying things like any puzzle game, but the turn-based nature of the game renders everything frustrating. There’s only one correct combination of inputs for every puzzle, you can’t waste a single move. The mechanics are also cumulative, meaning the portals introduced in world 3 also play with slime. The more you progress, the messier it gets. The rules themselves are quite hard to grasp sometimes, there are plates in the hubs that explain them but the very poor english translation doesn’t help. It’s really tough to criticize that game, I genuinely feel like the puzzle design is very good and creative. The concept just didn’t click with me, I didn’t have that much fun. I still completed all the main levels because they were small and clever enough for me not to lose interest, however the bonus puzzles are just far too big and chaotic. I didn’t even try them past world 2; the difficulty rating is probably not accurate as a result, I’m sorry for that. There’s something else that further worsened my experience: bugs. I refuse to believe Shrink Rooms has been playtested, EVERY SINGLE LEVEL containing slime or portals is bugged. How can you release a broken game like that? They are not even triggered by obscure interactions. For example, once a portal is naturally destroyed because of the walls shrinking, you just have to undo once… and now there’s a hole instead of the portal. Good job, now you can restart the puzzle. Because it’s not like the portal is still secretly there. No, it’s doomed. You can have fun going out of bounds though, it’s funny once or twice. Slime is completely bugged too, and that’s a much bigger problem. Just like the broken portals, broken slime can also force a reset: undo after a slime has fallen into a hole, and it won’t respawn. But the worst is that sometimes, slime will glue or unglue things when it’s not supposed to. The first time it happened to me, I thought this was part of the rules but… well, no. In such a precise game full of intricate interactions, this is not good at all. These are just a few examples but there are many more! I tolerate bugs when they only happen occasionally and don’t have a big impact. The bugs in Shrink Rooms are omnipresent and unacceptable. Some other minor problems also affect the game. Shrink Rooms is divided into 5 chapters, each of them having their own hub. The thing is, the hubs consist of very long corridors. And if you want to go back to world 1 when you’re in world 5… yup, no fast travel, you need to walk through every chapter. You also can’t undo after a reset to go back before it, that’s a feature pretty much every sokoban game has nowadays. Urgh seriously, those are very basic things to think about! Shrink Rooms is really polished otherwise, good animations, good visuals, good sound effects… but when it comes to the most important things, everything crumbles. What a shame! I clearly can’t recommend a game in such a state, that’s out of question. I’m thinking that maybe all these problems are what truly spoiled my pleasure and exacerbated the frustrating side of the game. We’ll see if it ever gets fixed. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
一歩進むごとに四方の壁が迫ってくる、超・歩数制限型の倉庫番系パズル。とはいえ、この一点突破のコアメカニクスに比べれば、倉庫番要素はあくまでオマケ程度。たったの10歩も移動できないようなステージも珍しくなく、一手でも無駄にすれば即詰みという心折設計。 個人的には、歩数制限系パズルは試行錯誤の過程でのストレスが勝ってしまうためあまり得意ではなく、本作もその例に漏れず、あまり楽しむことはできませんでした。壁や箱、プレイヤーに至るまで、盤面上のほとんどの要素が壁の縮小や後半のギミック群によって移動してしまうため、数手先を読むにはかなりの能力が求められます。私の場合、ゴールからの逆算ができず、結果として頭を使うよりも手を動かした方が早いように感じてしまったため、本作からパズルとしての魅力を見いだせませんでした。(思考パズルではなく試行パズルだ…。) かわいい娘が一人も出てこないHelltakerを求めている人向け。 https://www.youtube.com/watch?v=dwctB2Pv70Q
坍缩谜室作为一款逻辑解谜游戏,我想他应该是合格的。在百花齐放的推箱子游戏里他确实有自己的风格和独特的玩法。这个来自上个世纪的玩法到现在也许其中的所有逻辑早已被解析透彻,但仍然有很多游戏引入新的机制提升逻辑的丰富度。而本作我认为大有不同,它引入的步数限制与墙壁推进,实际上无法带来本质上的逻辑升级,而是提高了整个游戏的算力要求。它的墙壁移动是作为一个透明机制可以预测和计算的,而随着步数推进,地图的逐步缩小也会导致可能的逻辑空间进一步压缩。也就是说,整体逻辑不会与传统推箱子有太大的改变,而算力要求却增大了很多。不过游戏可以跳关,偶尔卡关也并不影响。当然,独属于本作的策略也是有的,比如说本作的谜题设计经常需要你控制步数,而特定步数的奇偶性确定了你能到达的格子位置,在谜题中为了改变步数的奇偶性,需要利用墙壁来移动,获得额外步数来改变奇偶性。像这样的小技巧自然也能提升游戏的策略性,然而意识到这个问题的原理本身就需要一定的数学直觉。所以我不得不认为这款游戏在提高难度的路上走火入魔了,游戏的创意固然很好,但我觉得在设计上缺乏更加充分的考量。我斗胆在此提出两点改进的建议: 1. 本作的主线难度把控还可以,但挑战关的难度过高,在通关过程中避免不了大量的穷举。我认为原因可能是设计过程中缺乏合理的引导,一个关卡设计完成后,为了能让玩家使用设计师预想中的解法,光是把必要的部分用铁箱之类的物体堵住是不足够的。很多不必要的部分也应该设置适当的阻碍,以防止玩家误入错误的逻辑方向。我认为这对于这款游戏颇为重要,因为本作的墙壁变换导致提前思考比较困难,整体的算力要求也极高,如果不通过引导帮助玩家排除几个错误选项,玩家在穷举过程中浪费的时间会为游戏体验带来多大的负面影响,想必你们也是知道的。 2. 建议更换每章特殊机制的顺序。显然,第二章核心机制黏液的可拓展性与逻辑深度要远远高于第三章的传送门,这两个机制都是推箱子游戏中常见的扩展机制,也许本作是想和市面上其他游戏做出区分,因此没有按照普遍的难度顺序来安排机制的引入。但我想提醒的是,第二章的陡峭难度曲线已经足以耗尽大部分玩家的耐心,即便第三章回暖可能也无法挽回游戏体验的损伤。 我可以理解,这款游戏的核心灵感与创意导致很多设计也变得更加困难。况且作为处女作,在打磨上缺乏经验也并不奇怪。但我认为这款游戏的创意本来能够得到更好的呈现,很多思路是值得肯定的(比如说通过大地图中的地区锁钥设计来起到教程的作用),正因如此,我也非常希望你们能够进一步优化这款游戏,给玩家带来更加合理且有反馈感的体验。
《坍缩谜室》是个标准的类推箱游戏,目前因为各种硬伤,暂给出一般推荐,如果制作组后续优化好了,推荐力度可以进一步提高。下面给个微剧透简评: 1、机制设计 核心机制就是墙的推动,辅以一些其他常见机制。由于墙的推动是固定回合,因此对行动的限制非常大,有利有弊,好处是解的状态空间变小了,试错成本相对较低,坏处是关卡初态经常比较凌乱,不太能一上来就get到作者的意图。不过好在第四章和第五章的机制在某种意义上削弱了墙推带来的负面影响,总体上机制还是挺不错的。 2、关卡设计 关卡设计很明显体现出了经验不足,主线总体上还是可以的,但支线关问题很大,初态的引导做的很不足,导致很多支线关卡一上来不知道要干什么,只能先做一些尝试,而且没有进行非预期解测试,导致充斥着大量极具破坏性的非预期解,这部分还需要进行大量优化。 3、优化 解谜我一般不会提优化,但这游戏正式版充斥着大量的bug,而且很影响过关,这也是目前我只给出一般推荐的主要原因,这部分也是需要好好修改,尤其是多物体同步交互的逻辑以及撤销的逻辑需要完全重新设计。 4、美术音乐 没得说,美术音乐部分做的很不错,就是美术部分稍微有一点章节重复感,感觉每一章的画风都很接近。
黄色小人不知为何来到了这个神秘的地方,为了逃离这里,他只能不断前往出口,然而想要逃离却并没有那么容易,每回合墙壁都会向内收缩,直至合拢为止,也就意味着,如果没有及时知道下一关的路,黄色小人会被夹成肉酱,于是乎,游戏自此开始。 《坍缩密室》是一款结合了推箱子和逃脱元素的解谜游戏,在游戏中,玩家需要在房间墙壁收缩的情况下判断出破解关卡的方法,破解机关、规划步数、推动箱子,有的时候还需要利用墙壁收缩的机制来省略步数消耗来通关关卡。 每个关卡的侧重点都不同,并且随着玩家的推进,除了难度越来越高,玩家还会看到新的机制,开关,空洞陷阱等等设计使得游戏非常有趣,有些关卡玩家还需要把自己当作箱子与箱子之间的中介,通过墙壁收缩来打开开关,玩起来十分有趣! 游戏内除了闯关时的界面,在选取关卡界面时甚至还有些小解谜,我们还可以在选关卡的时候死掉,并且在选关界面,还有展示一些游戏内的小彩蛋,放置了各种各样的产品,并且在我们靠近老玩家时,告诉我们一些设定和别的乱七八糟的东西。 总的来说是个非常不错的很有创意的游戏,充满设计感,并且玩法有趣,画风简单,但正是这样的简单将这个游戏完美表现了出来,并且虽然看起来画风很简单,但又能从场景的设计看出精致感,可以说是十分出色了,很推荐大家试试! [quote]关注鉴赏组[url=https://store.steampowered.com/curator/36857896]凌动中国鉴赏协会 [/url] 加入steam组:[url=https://steamcommunity.com/groups/5201314yongbufenli]凌动中国鉴赏协会[/url]:当'特别好评'沦为营销,我们用电竞级的较真重建鉴赏坐标系。[/quote]
坍缩谜室是基于有限步数的推箱子游戏,主题挺有趣。正式版相比demo增加了撤回键,画面相比网上我看到的一个早期版本的画面似乎有大改动(当然和demo是一致的),感觉开发者还是挺有诚意的。此外,坍缩谜室还有一个设计上的小优点,那就是大部分解谜游戏是以大关为单位,每几十关一个大关,提供一种新机制,玩家在当前关卡卡关的话,再尝试别的可能有挫败感,因为难免会形成后面的关卡比前面的难的感觉,并且一旦关卡总量达到上百之多的话,很难预估通关需要花的时间和精力,也许玩着玩着觉得难或者觉得无聊,就不想继续也说不定。但坍缩谜室把每个大关的几十个小关卡按照相似的机制分解成不同的组,每几关为一组,这点一方面增加了玩家游玩的粘性,如果玩家在别的关卡是想着玩一关就退出,而在这里,会想把这一组都玩通再退出,这样不至于一下面对几百个关卡有种推进困难的感觉;另一方面在当前这一组关卡卡关的话,也不影响体验别的关卡组,因为别的组和这一组的解谜机制是有点点不同的。比如我最近主要在肝别的游戏,游玩间隙玩玩该游戏,每次玩个几关,还是挺有获得感的。 不过,相比一般的推箱子、滑块为基础的解谜游戏,坍缩谜室的底层机制总体比较单调,很难做的很有趣,如果过关步骤少玩家还没琢磨明白就能试出来,步骤多了又会觉得穷举起来太复杂,简言之就是目前玩的绝大部分关卡是凭直觉试出来的,很少通过经验和推演过关。 国产解谜游戏,总体推荐,给个8/10分吧。
🔹 EXPECTATIONS: a sokoban game with quirky mechanics. 🔹 REALITY: a lengthy sokoban/pathfinding game with repetitive levels. 🔶 In Shrink rooms (SR) you need to reach the exit before the walls close in too much. It's sokoban because you need to push boxes out of the way, but it's also pathfinding, as you need to do it in a maximum number of moves, too. 🔸 It has a minimal plot, developed between the 5 chapters through comic-style vignettes. The level selection menu is traversable and acts as a level at times, too. It's a sort of museum, with elements you can inspect for (satirical) info and lore of the world. 🔸 The game is fun but it has a problem that I rarely find: it has too much content. At first you solve levels like each presents a new challenge, until you realise that it's just the same trick (solution) with different elements. It's as if devs made extra levels but they didn't pick the most interesting ones, they just chucked them all in. There are a bit over 300 levels in total, grouped by their underlying solutions. What is presented as a group of 3-5 levels, could have been more interesting with 1-3. SR seems to also be self-aware of this. It doesn't have a hint system, but it doesn't ask you to solve all levels to keep going, so I ended up solving 1-3 levels per group. 🔸 The game also suffers from visual glitches when using 'undo', specially when it involves the glue/green goo, that sometimes made solutions easier. Since levels don't usually require long sequences of moves, it's better to use 'reset' instead. 🔸 I find SR presents an interesting concept and the new mechanics presented in each chapter are fun to deal with. It just needs polishing: scrap repetitive levels and squash visual glitches. Knowing that, I recommend it, specially if you'd like a game that lasts a long time. POSITIVES: 🙂+ concept and mechanics 😄+ 😍+ NEGATIVES: 🙁- bugs 😠- reiterative levels 😡- [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
《坍缩谜室》是一款类推箱子的解谜游戏,当墙壁向内收缩,我们需要操控小人在一个个即将坍缩的谜室中逃出升天。 在本作中,每个关卡都是一个狭小的空间,本作最核心的点在于,墙壁会在一定行动后朝着指定方向向内进行坍缩,这意味着在一定步数后留给玩家可活动的空间会越来越小,当然收缩并不是单纯的缩小空间那么简单,如果在路径上遇到有空间可推动的“箱子”也会完成一次推箱动作,玩家需要在诸多物件中思考出正确的解法逃出生天。空间有限将本作的解法也控制在了一个较小的范围内,但时不时来一下的干扰项物件也让这一作在可推性上不那么明确,猜作者想法无果暴力试错破解在一定程度上影响了本作的体验。 游戏内拥有三百多个关卡,每个章节围绕着一种核心机制做文章,但在难度结构上,笔者认为扩展性较强的“黏液”机制不应该早于“传送门”出现,一方面是优先级原因,另一方面则是过早地引入这种偏向于后期的机制在难度上比较劝退。不过在引入的机制与其扩展上,本作单元式(每个单元为一条需要从简到难的挑战树)的洞察点谜题整体表现还是相当不错的,第二章对于“墙”“黏液”的深度探讨还是留下了较深的印象。 难度方面,由于试错成本低,主线谜题单看都不会卡住玩家太久,但整体难度曲线还需要优化,如果只奔着通关的目的,还是相对不那么“硬核”的,游戏并没有要求玩家全部通关,只需要完成大约四分之一的该章主线关卡就可以进行下一章。 综上,《坍缩谜室》虽说在部分设计上有不成熟,但核心机制新颖,对于引入机制的扩展性做得充实有趣,整体关卡的谜题质量也很不错。 [quote] 我菜所以我作弊,我懒所以我云玩 欢迎关注[url=https://store.steampowered.com/curator/44902593] 独立游戏云玩家 [/url] [/quote]
机制设计挺优秀的,在推箱子基础上加入了回合制变化,并限制步数用于卡关设计(但某些关卡相当于暴露解法了)。难度曲线不太友好,在引入新机制后的部分题存在水题。好些bug,以至于我现在都提不起兴致打通关。总体来说,属于新颖设计,推箱子爱好者必玩(等打折)~
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