
In this puzzling space capsule, you can only move left and right, but any direction could be your left and right!
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About
In this puzzling space capsule, you can only move left and right, but any direction could be your left and right!

Features:
8 chapters and 90+ levels. Each of them introduces something new.
Most of the levels in the game appear in a minimal form, with no red herrings.
The difficult levels in the late game come with a simplified version.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese
Reviews
不是说好的咱们要一辈子artless吗,这个像素贴图艺术的宇宙动态背景是怎么回事?这么好看! 建议开除美工( 唔咕咕,小看这游戏的难度了,真没想到布局如此简洁、由几个方块+小人拼出的谜题会这么难( T﹏T ), 不过还是终于战胜,全关卡100%用时20h。 《入空人》机制特殊的地方在于:[b]角色只能贴着物体表面移动,不能踏空移动[/b],这就让很多 局面上 乍眼看上去很简单的推箱多了不少麻烦。小人的站位很重要,推的时候多思考人物[b]“需要站在哪个物体表面”[/b],这样分析起来就清晰一些。 ★另外建议开启设置里的“长按移动键以顺时针/逆时针移动”,这样操作上面就会方便许多,不然就会因为人物相对位置的改变分不清上下左右,大脑徒增辩位的负担。 总之也是一款谜题质量上乘、很有创意的推箱子,主打极简主义,有些许挪移但不会过于复杂,小巧就是好。 特别喜欢“侧身踢”、“无人机/侧方停车”的那几个构造关,直接让玩法上升了一个档次。不要看了商店界面就以为这只是简陋的2D平面解谜,后面第5章开始会有突然震撼的展开,越往后越惊艳,不剧透建议亲自体验。背景音乐也特别有感觉,好听悦耳同时不会干扰思考。 [b]最值得夸的还有“回放功能”,已解开的谜题可以按P键回看自己的解法,这对于打完就忘的玩家来说太重要了!建议推广!![/b] 不太明白的点是:只有第7章才有提示关系统,按“I”键获得启发,其他章节都没有,感觉可能是把它当成所谓的“每一章都会引入一些新的东西”了。第7章返璞归真,是关于小人基础挪移的进阶技巧,所以我觉得把这章提前到游戏前期可能会更合适一点,况且还附带提示,提前让新人打好挪移基础,这样就不会在前期因为抽象的操作推得一头雾水了。
《入空人》(Spacecaps)是一款从各种意义上来说都很“返璞归真”的推箱解谜游戏。 作为以《[url=https://store.steampowered.com/app/1865060/14_Minesweeper_Variants/]14种扫雷变体[/url]》等独特作品打出了自己名号的国内解谜作者Artless Games的最新商业作品,本作却不太有Artless其它作品那样的“实验性”,反而是一款相当纯粹的[b]纯推箱解谜游戏[/b],这是其中一种层面上的“返璞归真”。Artless以前也是做过纯推箱解谜的,就是我后面马上要提到的《YAPP2》,而本作和这款作品之间的关联又产生了另一种层面上的“返璞归真”,后面我会详细解释。 在那之前,还是先介绍本作的核心创意。本作改变了传统“平台推箱”中“重力”的运作方式:当主角试图越过悬崖,或者试图走向一个墙角时,并不会掉进深渊或者被挡住,而是会“翻”过去,“站”在另一边的“墙面”上,就好像是在[b]围绕行星表面行走[/b]一样。常规的“重力”不复存在,所以不管是主角还是箱子都可以“浮空”,但主角还是只能在脚接触到表面时才能移动。所以与其说本作是在“平台推箱”基础上增加了“表面切换”的能力,不如说本作是具有独一套移动限制的“太空推箱”,也就对应了“入空人”这个标题。 本作的这种核心创意可以说是从Artless早年(2018年)的作品《[url=https://store.steampowered.com/app/853410/YAPP2_Yet_Another_Pushing_Puzzler/]YAPP2: Yet Another Pushing Puzzler[/url]》(以及更早的《[url=https://store.steampowered.com/app/207570/English_Country_Tune/]English Country Tune[/url]》)一脉相承,甚至上面的介绍都是我从我对《YAPP2》的评测修改而来。但我能感觉到,本作明显在具体谜题设计上选择了一条与《YAPP2》不同,更加清晰且“系统化”的探索路径。Artless自己都在成就名字里调侃本作是某种意义上的《YAPP2》“重制版”,所以我不是乱说的。 比如,《YAPP2》是3D推箱,而本作则是选择从2D开始探索。不出所料的是,即使是在2D中,最简单的“单主角+多个1x1箱子”的情况,在“太空行走”这一独特的移动机制的加持下,所能引申出的各类特殊情况也足够玩家喝一壶的了。随后,本作又逐步引入了推箱解谜中常见的机制拓展:“双主角”(并非同时控制,而是可以互相切换)、异形块、粘块,并继续有条不紊地探索将这些机制与“太空行走”结合所产生的可能性。 这种“引入机制-探索组合”的循环其实在《YAPP2》中就有,不如说只要做逻辑解谜就离不开这样的循环,但在具体谜题设计上,《YAPP2》的部分谜题在我看来较为“杂乱”,喜欢用许多的关卡要素(指的就是箱子这样的可考虑因素)来制造复杂的谜面,却缺乏推理出具体步骤的方法,导致中间的执行过程有时一片混沌。而本作则自始至终贯彻了“大道至简”这个词,谜题通常都被“省略”为最简单的表示形式,清晰地摆出“关键矛盾”,既能让人明显感到不简单,又不会让玩家被复杂的执行细节淹没。比起困难但繁琐的谜题,我一直认为这种没那么复杂,“简约而不简单”的谜题设计反而更能衬托出设计师的成熟、老练。 这就是我一开始所提到的另一种“返璞归真”。在“回到起点”、重新探索“太空行走”机制的过程中,Artless成功运用这些年积累的设计经验,设计出了一个更加“稳重”且更符合“现代逻辑解谜审美”的作品。当然我知道这可能只是我自己的一厢情愿,但我确实认为本作是一款比《YAPP2》更成熟且更出色的作品。 整体而言,本作难度较高,尤其是每个章节最后几个谜题,更推荐对推箱解谜有一定经验的玩家尝试。但除此之外: [b]强烈推荐[/b]。 [quote]普通玩家一枚,关注独立精品。不是为了特立独行,只是为了追求自我。 喜欢我的评测?敬请关注: 我的[b]Steam鉴赏家[/b]([url=https://store.steampowered.com/curator/44752532/]老船长OldCaptain[/url]):推荐一些我个人觉得有特点的Steam游戏。 我组织的[url=https://oldcaptainwzj.notion.site/164f304725d5803a957fd3c7b478e3d6]游戏推荐数据库[/url]:保存我所推荐的作品信息,方便检索作品以及索引到对应的评测,Steam和非Steam作品都有。 我的[url=https://oldcaptainwzj.notion.site/OldCaptainWZJ-16df304725d580a0a767d6ed91ddc41c]个人主页[/url]:包含更多游戏相关信息分享,上面的数据库也是内容之一。 [/quote]
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Trends
Concurrent players on Steam, sampled daily since tracking started.
19 hours in at the time of this review and I'm still not even quite half way through the game. This game has a very unique movement/gravity system as its basic mechanic. There is no true up or down, only left and right movement, but left and right depend on your orientation on a given platform or block. It's pretty confusing at first, but it starts to make sense once you've completed the first few puzzles. The goal is simply to cover a glowing point or points with movable blocks--that's it. But the game forces you to exploit its unique movement mechanics to their full extent. Some puzzles look impossible at first, but persistence and experimentation will often surprise you with what can be done with such simple mechanics. Once more than half the levels in a given "zone" are complete, a new zone becomes available which adds a new feature to interact with the basic movement system, often making the game progressively harder, but very enjoyable to see how the new mechanisms change the puzzles and what's possible. The graphics, of course, are extremely basic, but don't let that fool you into thinking this is a boring game. The puzzles are top notch and very enjoyable. And they're generally pretty hard. So far, none of the puzzles require long, complicated sequences to solve, and are challenging in a relatively small solution space--my preferred puzzle types, in general. Don't overlook this one!
暂时玩了2.5大关,体验不错。该有的撤销和重置都有,关卡偏难但是每关要做的事情都很明确,集中精神仔细思考通常就能找到正解,游玩体验与《magicube》很像。 游戏美术属于同制作组巅峰水平(
「解けた…」じゃなくて「わかった!」のパズル。
游戏名字很酷,机制也很酷,挺有意思,偏难但尚可接受。 而且很artless。
Only beat the first chapter and three quarters so far, but i'd recommend it for now. The puzzles are difficult but doable and expand on the mechanics well. Graphics are very readable and quite charming. The game runs very well on my pc.
If you want a real challenge, get ready to put in some work. It might take awhile to come to grips with the mechanics, so I'd recommend going over solved levels a couple more times to really lock it in. But the reward is a bounty of clever puzzles that will stretch your brain. One for the hardcore enthusiasts.
回放系统好啊,方便回顾忘了的过法。 前期关卡有些抽象,越后面越精彩,惊喜满满。“保持运动状态”的想法倒是提前get到了。[spoiler]3D迅速融入关卡;飞船构造真有趣;返璞归真有点帅。[/spoiler] 难度也是真高。
名字有趣,游戏好玩,甚至还是artlessgame的美术巅峰,就是已经分不清左右了
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.
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