
Let's cut wood and hit balls against each other ! Simple refreshed puzzle game "Slash/Dots" !
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Languages: English, French, Italian, German, Spanish - Spain, Arabic, Ukrainian, Dutch, Greek, Swedish, Thai, Czech +15 more
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Slash/Dots. - небольшая, но достаточно приятная головоломка. У нас есть 103 уровня, все открытые изначально. Суть игры проста - есть два шарика, и есть деревяшки, которые надо подпиливать (ограниченное количество надрезов на уровень), под нужным углом дабы они при падении сбили шарики, так чтобы те столкнулись. На многих уровнях есть дополнительные, усложняющие элементы. Все можно пройти за 1-2 часа, в зависимости от опыта с такого рода паззлами. Графика в игре, как под мобилы. Порадовало что подсказки оформлены как прикрепленные к уровню фотки. Музыка достаточно хорошая. Как итог: все простенько, при этом достаточно хорошо. Единственный минус - цена, если брать, то только со скидкой. Как легкая разминка на перерыв, сойдет. 5 деревяшек из 10. http://steamcommunity.com/sharedfiles/filedetails/?id=1126011506 [i]P.s: если этот обзор был для Вас полезен ставьте лайк, а также добавляйтесь в друзья и подписывайтесь на меня как куратора - [url=http://store.steampowered.com/curator/28776273/] Обзоры онлайн [/url][/i]
Интересная головоломка, в которой нужно соединить 2 шарика синий и красный. Для проходжения уровня режим деревяшки создавая этим путь одному из шариков, или подбрасываем с помошью трамплина и т.д. А общем есть над чем подумать. Графическая составлющая качественная, мелодия тоже прикольная. Количество уровней большое, это вам не "Sketchy" - с двадцатью уровнями. Единственный недостаток - это отсутствие достижений, с достижениями было бы на много интересней :) Еще вы можете посмотреть обзоры на другие игры: http://store.steampowered.com/curator/25737869/ Так же подписывайтесь на нашу группу с халявными раздачами: https://steamcommunity.com/groups/freeekeys
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6/10
[b][i][Review copy was supplied by the developer for the purpose of review.][/i][/b] Despite not being the intended audience for these casual, physics-based puzzle games, Slash/Dots was quite surprising by how good of a game it is. Its simplicity of a concept doesn’t do the game its due diligence to the craftmanship behind how many small details were put into the design of its gameplay. Whether you prefer playing the game on your computer (as I have played 50/103 levels for an hour and a half) or on your mobile device like I have after work, Slash/Dots is a great little time-waster when you want something mentally stimulating enough to be a puzzle without being taxing enough on the brain. [h1]Sharpness is the Consistency to See Through New Challenges[/h1] At its core, Slash/Dots is very approachable for all ages. The simple goal is to get two colored marbles to come into contact by drawing lines to cut away wood pieces to make one marble or the other (or both) propel forward. Sometimes these levels will tax you beyond simply chipping away the level such as using various mechanisms like wheels or rotating arms; other levels may utilize the slowdown feature when drawing to time your cuts more precisely. These latter puzzles may not always feel the most rewarding to solve as the timing/physics can sometimes feel random; however, most puzzles often are focused around its other mechanics, the physics as a system and the new obstacles. Perhaps the toughest obstacle when making a good physics-based puzzle game is nailing down the right amount of consistency as well as giving players leniency to solve problems. Slash/Dots manages to balance these two goals exceptionally well as I replayed every puzzle twice to make sure none of the solutions were flukes. If I found a process to solve it such as making specific shapes or a level of thickness/steepness, then it would usually result in a workable solution. Instead of making the marbles work a specific way or requiring them to be together when they stop, the game feels a lot more forgiving as you only need to maintain their inertia to get them into contact. This type of challenge makes for an addictive quality more so from the process of solving it than simply having the answer. What makes these levels so enjoyable is their piece-by-piece nature that adds more and more complexity and new ideas to solve problems. Difficulty has a nice smoothness throughout levels, and if you failed to understand how to solve a given level you either need to learn something new or you need to build on what you learned previously. Sometimes the best method is to be playful with everything, seeing what parts will move or contort based on your actions, then making a solution from your observations. This is the kind of thrill I got from playing The Witness because Slash/Dots isn’t about solving (arbitrary) problems but learning how to use systems to make solutions. [h1]”Please, Devs, May We Have More?”[/h1] While a level-editor would only make the game more enjoyable as well as foster a PC community, if the puzzles alone can excite you there will be plenty to sate an inquisitive mind. At roughly 3 – 4 hours, Slash/Dots offers enough to warrant its price-tag that its limited content is a minor concern. It’s simply good enough to leave you wanting more, and that is a good feeling to come away with when a novel concept doesn’t feel worn out by the end.
Самый обычный паззл, заставляющий чувствовать себя тупым. Ненавязчивая музыка, обычный телефонный графоний... Если любите паззлы - скоротаете пару часов, если вы редкий гость в этом жанре - можете приятно (или это только я мазохист?) почувствовать себя униженным. Однозначно рекомендую
[i]Disclaimer: Received free from developer to review. It's also my first title accepted through the new curator system. Like usual, I won't let this bias my review.[/i] [b]Briefly: [i]Slash/Dots.[/i] is a physics puzzler about causing clever stuff to happen through cutting other stuff. The puzzle design ranges from acute to tedious.[/b] Physics puzzles are a tough genre, since many problems necessarily have several solutions. In [i]Slash/Dots.[/i] your task is to make two marbles touch each other. You accomplish this by strategically cutting wood pieces (by mouse click & drag). Simple enough? [h1]Physics 101[/h1] Level usually (but not always) begins with a (meta-)stable scenario: cutting something will send the marbles or at least pieces of wood sliding, falling or flying. Optimally, a few cuts at strategic spots will beat the level and make you feel smart. The physics is used cleverly. There are devices that sometimes act effectively as levers, or transporters, or flippers, or wheels. At their simplest they push either marbles or other wooden sticks. The special items include couple kinds of perpetually rotating wheels, resulting in rather complex machines. [h1]Levels: some fun, some... not[/h1] The best levels, in my opinion, were the ones in which one or several well-placed cuts would win the level. However, sometimes levels have a timing component, like when a certain stick is rotating and a specific cut has to be made at the correct time. The time slows down while holding a cut, helping with the timing to a degree. With simplest puzzles timing mechanic works fine. But with more complex ones, especially when combining two or more timing puzzles together or having moving pieces to cut, the puzzles grow tedious. For example, in a certain level a marble is rolling along a slide and one has to cut another piece to fall and catapult the marble with a lever to the other marble high up. Without other guiding mechanisms, correct timing quickly becomes more luck than calculation, as the marble swings into every other direction but the correct one. Similar examples are abound the later levels. When challenge feels more luck even after guessing a proper solution (if timed correctly) with trial and error, there's a problem. Thankfully, you can skip any level at any time with a cost of pride. [h1]Setting shenanigans[/h1] Despite being [i]Unity[/i] game, the launcher has a rather short and obscure list of resolutions (1280x800, 1440x900, 1600x1024 and 1680x1050). Though the game ran fine despite. More annoying was that the in-game options are also scarce: you can only disable (but not adjust the volume of) sounds and the hasty, [i]incredibly loud[/i] violin/string music that runs on the background (check the trailer for an example of the style). [h1]Some final remarks[/h1] I beat 95 of the 103 levels, while trying numerous times the eight (8) ones I ended up skipping because of their tediousness. This took me some 3.5 hours, so I'd guess that's the amount of content you'll be getting. What would make it better? The length is appropriate for the full price but it would do well with more fun levels and less of those that require superhuman precision and timing, or luck combined with dedication. Also, unlike most games I review it doesn't have Steam achievements at this time: I would happily (with a pinch of wrath) beat the rest of the levels with that extra motivation. Because of its flaws, I'd give it a mixed review if able, but frankly it's an alright puzzler for the most part. If you like physics puzzlers, I'd still wait for a sale of at least ~$1 (-50%). [url=http://store.steampowered.com/curator/9997062/]~Twistorian Curator~[/url]
Отличная игра, чтобы "скоротать время"
Прикольная игра, цена на неё небольшая и это радует. По графике очень похожа на мобильные игры такого типа. Геймплей очень простой но в тоже время в некоторых уровнях нужно реально подумать как правильно разрезать деревяшку. Благодаря таким уровням можно развить логику. Музыка неплохая но иногда может надоесть. Уровней много, так что затянуть может надолго. В общем игра довольно хорошая, если вам нравятся такие игры или если вы не знаете во что поиграть, я смело могу порекомендовать эту игру. Меня игра не так сильно затянула, но поиграть в неё и потренировать мозги можно.
Просто не стоит своих денег
이걸 굳이 유료로 사야되나 하는 느낌이 들긴 하지만 뭐 가끔 1분정도 하고 싶어지네요
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