
Sphere Frustration is an arena based item collection game. You must use the surroundings to your advantage, evade the human that is chasing you and collect all the items in an arena.
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Эпикуреи́зм — философское учение, исходящее из идей Эпикура и его последователей. Согласно ему, высшим благом считается наслаждение жизнью, которое подразумевает отсутствие физической боли и тревог, а также избавление от страха перед смертью и богами, представляющимися безразличными к происходящему в мире смертных.
[h1][b]Sphere Frustration * 6/10[/b][/h1] Keeping things simple and revisiting in a modern key. That's what Sphere Frustration does as essentially uses PacMan's mechanics with a more modern design. [h1][i]INTRO & GAMEPLAY. What is Sphere Frustration about And how does it work?[/i][/h1] The game is pretty simple. You are a ball, you roll around to collect a determined number of... Rocks I guess. Meanwhile a human is chasing you and if he/she reaches you it's game over. That's pacman essentially, but it's fine. There are a bunch of modes to play with: Challenge, where you collect rocks while 1 human chases you and another one collects the same stones, so first one who collects more wins. Survival, you collect rocks while 1 human chases you. You must complete each map without being ever caught otherwise you start from the beginning. Quick game where you can play any level freely. With rocks to collect and a human chasing you of course, but this time you choose the map. Split Screen Mode to challenge a friend sharing a keyboard or using gamepads. [h1][i]GRAPHIC. Engine And Artistic aspects.[/i][/h1] Sphere frustration uses Unity. It has a very simple look, design and detail quality so it doesn't have high specs requirements and runs smoothly even on my laptop. [h1][i]SOUNDTRACK. Themes and Accompaniments.[/i][/h1] Music is mainly made of catchy tunes with some clean guitar, something pop and simple I'd say. The only bad side about this is not about the kind nr the quality of the music used in game, but the fact that each stage has the same song. The game could have used at least two or three tracks more to play randomly and prevent that sense of repetitiveness that sooner or later comes after a while. [h1][i]LAST NOTES. What doesn't work?[/i][/h1] Game's title hints already at its frustrating nature, so the game's obviously based on learning the maps and practicing to succeed. The game is fine in its ideas and mechanics, the real challenge (besides the brief challenge mode, obviously) is to finish the survival mode but the way the game is presented doesn't show itself in as an improving challenge. I mean, to complete the survival mode you need experience, know the map. That's why quick game allows you to play each map. But is there any point in having all maps available right from the beginning? Maybe it would feel more rewarding and challenging if each map was unlocked after completing the previous one. Or after you reach it in survival mode, so you have a reason to practice it with quick game then get back on survival again. Also, just like pacman you could be able to gain the ability to face against the human. Who knows a randomly spawned bonus or frustration token that gives the ability to jump on the human's head to make it faint for x seconds, Don't know... [h1][i]TL;DR. Pros And Cons[/i][/h1] [h1]+++PROs+++[/h1][list] [*][b] MODERN PACMAN.[/b] The game can entertain as it's basically pacman. Who doesn't love pacman? [/list] [h1]---CONs---[/h1][list] [*][b] UNLOCKED.[/b] Every map is already available for quick play, it doesn't give a reason to play more this way as opposed with a system where you should unlock each map by completing the previous one or something like that. [*][b] ROOM TO IMPROVE.[/b] There's room for the game to improve, it could give more and explore its possibilities by expanding its gameplay maybe with bonus and variations besides the frustration tokens. And maybe some more audio tracks could help as well. [/list] [i]I played this game on this machine: Laptop Lenovo Z50 Intel Core i5-4210U 8Gb RAM DDR3 GeForce 840M/Intel HD Graphics 4400 Windows 10 Home x64[/i] [quote] You can follow my reviews through my curator page: [url=store.steampowered.com/curator/28510673]Everybody's reviews[/url] You can also join my Steam group: [url=steamcommunity.com/groups/EverybodysReviews]Everybody's reviews[/url] You are welcome to join and post your own reviews, we can support each other![/quote]
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Languages: English
Hours played at review time, across 33 reviews with recorded playtime.
(¯`·._)♣ ♤ ♥♠ villanueva-9 ♣ ♤ ♥♠(¯`·._) Laberintos de inercia, abismos geométricos y el plataformas de equilibrio definitivo Si buscas un juego de habilidad y precisión en tres dimensiones donde puedas desafiar a la gravedad, guiar a una esfera a través de circuitos suspendidos en el aire y poner a prueba tu paciencia frente a obstáculos milimétricos, este título es una opción sumamente adictiva. Lleva la clásica y exigente fórmula de los juegos de equilibrio de bolas a su máximo exponente de inercia y control técnico, cumpliendo con creces el sueño de cualquier amante de los retos de plataformas tradicionales y frustrantes. • Diseño minimalista y ambientación flotante: El planteamiento visual de las pistas suspendidas sobre cielos infinitos y vacíos abstractos es espectacular. Perderse por sus niveles ofrece un nivel de inmersión y concentración increíble, logrando que los reflejos de tu esfera y la paleta de colores limpia de los bloques te mantengan totalmente enfocado en el trayecto para evitar caer al vacío. • Físicas dinámicas y control al milímetro: El sistema de juego basado en el peso y la inercia ofrece una jugabilidad arcade muy divertida y exigente. Combinar la velocidad de rodamiento con la frenada precisa en plataformas estrechas, rampas inclinadas y curvas pronunciadas se siente ágil y satisfactorio. Sentir el balanceo real de la canica al interactuar con el entorno hace que cada tramo superado con éxito sea muy vistoso. • Obstáculos mecánicos y progresión desafiante: El juego te permite vivir una auténtica prueba de superación personal a lo largo de sus niveles estructurados. Resolver los acertijos ambientales y superar las trampas —como esquivar martillos móviles, calcular el impulso en propulsores o cruzar pasarelas móviles sin perder el equilibrio— añade un componente de ritmo y variedad genial que rompe con la monotonía del simple avance recto. • Reinicio rápido y adicción pura: El valor del título radica en su bucle jugable sumamente directo y sin rodeos. La respuesta de los comandos y la optimización de las físicas te garantizan una ejecución limpia de las maniobras, ideal para realizar sesiones de juego rápidas e intensas donde puedes reintentar la sección de forma instantánea tras cometer un error, picándote a superar tu marca personal. • Puntos a mejorar: Haciendo honor a su propio nombre, la curva de dificultad puede volverse algo injusta y desquiciante en las fases avanzadas, requiriendo una precisión tan extrema que puede frustrar rápidamente a los jugadores que busquen una experiencia arcade más relajada. Además, al tratarse de una propuesta puramente lineal centrada en el reto técnico, carece de un modo multijugador o de un editor de niveles integrado que prolongue la vida del título tras ver los créditos. Quizás exija una paciencia de hierro y un pulso de cirujano para dominar las secciones de rodamiento más complejas, pero a nivel de ritmo, diversión directa, respuesta física y fidelidad al desafío mecánico es, por mucho, una de las propuestas de equilibrio más entretenidas, desafiantes y reconfortantes de la tienda de Steam. ¡Varias horas de tensión, canicas en el aire y pura adrenalina espacial aseguradas! _____________8__88_____8 ____________88_8__8_____8 ___________888_____88___88888 __________8888______88_8____88 _________8888_______88______8_8 _________8888_______88______8_8 _________8888_______8_______8 _________8888_____8_______8 __________88888____8______8 ___________8888888______8 __888_________88888_8 8888888________88_____ _8888888_______8_____ __888888_______88_____ ___88_____8_____8_____ ____8______8____8_____8_88 _______8888_8__88_8_88888 _____888888_8_88__8888888 ____8888888__88______88888 ____88888_____8_________888 ____88_________8__________8 _____8_________8_____ _______________8_____ ____________8_8_____ _____________88_8_____ ______________88_____ ______________8_____
The question here is, at what point is a title cheap enough to justify just being a simple, functional game with limited entertainment value. Sphere Frustration lives up to its name by not really providing that answer. It's easy to appreciate an Indie game just working as intended when it has a low price, but I think there's also some expectation of at least a tangible amount of 'fun' in the time you play it. Sphere Frustration is certainly user friendly, but is it worth actually purchasing? [h1]Not really...[/h1] After trying out some of the quick play modes, and completing the challenge modes, all that really remained was survival. Quick play drops you in a map and has you controlling the titular “sphere” moving it around with WASD or controller thumb stick. Your objective is to collect these little lumps of coal while avoiding the giant ever-approaching human who will kill you on touch. It is very Terminator/Michael Myers in its design – always approaching at the shortest possible route directly toward you. The challenge modes expand slightly on this by having two humans, both that can kill you on touch, except here one is coming after you and the other is collecting the same lumps of coal you're trying to get in an apparent race. There were only two of these maps so getting through them was only a matter of a couple of minutes. This essentially just left survival mode where, much like before you're going into a level to collect coal, but after succeeding, you move on to a new map with an increasingly more aggressive human. This seems to be the core game mode of the game. What makes the survival game mode so disappointing is that the one-touch mechanic still kills your sphere instantly and being tossed in to maps you're not familiar with makes it very easy for this to happen unexpectedly. Then, of course, you're required to progress through the levels all over again. While survival seems like a good idea, the execution is disappointing as it seems like the player has limited control over what could ultimately force them to repeat arduous task of going all the way back to the beginning. [h1]The Real Frustration[/h1] Sphere Frustration is frustrating for a number of reasons, but I think what really kills it is that it has no variety. When you start a map in any game mode, it’s the same map setup with the same positioning for items. If levels were randomized and/or procedurally generated, this game would be more compelling and significantly more replayable. I think on top of that if it had more use of three-dimensional elements and perhaps a jumping mechanic, it would have more dynamic gameplay. However, it doesn’t have any of this and it fails to hold my attention beyond even a few minutes of play. I hope that the developer expands upon the game design and tries to add some more features and functionality in either an update or a sequel, but as it stands, I can’t recommend this game even at its minor price because there’s not really much here.
Определенно стоит больше, чем цена, управление кажется плавным и забавным. Если вы ищете игру-головоломку в стиле экшн, это лучший вариант для вашего (буквального) доллара!
'Sphere frustration' is a free Unity indie game from a single developer who goes under the name of Greathergames (alias). It's an arena style game where the objective is to use a giant ball to collect a required amount of coal while under the constant threat of a human who is chasing you. If you get the amount specified, you either win or move onto the next arena etc. Various modes have been made available... Challenge: Is a mode where you have to deal with two humans. One which is chasing you and the second which is trying to beat you to the pieces of coal. Touch both human, and it will end with game over. Quick Game: Is where you get to select any arena and difficulty level and just practice. Split Screen: Is where you get to challenge a friend sharing the same keyboard. Survival mode: Where you have to make your way through eight arena's using a single life. Perish on any and it's back to Arena one. A good developer really knows how to accommodate for all types of players, this developer does not. It's an adequate product with pleasing simple visuals and a single very catchy and fitting music track. However if you’re a gamer who likes to 100% things then this is probably a game you would want to avoid. The game lives up to its name constantly being a source of frustration when it comes to the survival mode which seems to be its main stated purpose. In general each arena gets progressively worse and more unforgiving with a zero tolerance for mistakes. For instance miss a rock piece on level 3 or accidentally clip a corner wrong and its game over as there is no way of going back without getting caught. As you get older you start to realise how precious time is, and with the large volume on games on offer, many of us simply do not have the luxury to spend large amounts of time practicing levels on the wailful hope of obtaining a frivolous achievement. Young and new developers often make the mistake of thinking that they need to make their games impossibly hard for them to be enjoyable. They don't. In fact quite the opposite if they intend to accommodate the casual gamer too. However this simple fact seems to be seriously past his comprehension. Instead the developer added another optional completely useless mechanic to the survival mode. You can also choose to collect tokens which will either have a positive or negative effect on the map. While positive effects make sense and might appear to be an accommodation to the casual gamer, the negative effects are quite the opposite. For instance one negative effect enhances the human chasing you from a walk to a sprint impossible to avoid. Now imagine for a moment that you are finally on level 4, why would you even consider risking any chance knowing you could get a negative effect like that? One bloke simply gave up having reached level 8 three times and stated the game was simply too difficult. I myself reached level 4 and just don't have the patience or time to press any further. So I too now have another uninstalled, not completed useless game gathering dust in my library and i'm supposed to be thankful? Find that enjoyable? Or when I see another Greather game will I remember the feelings of resentment it put me through? Tips for developer... * Accommodate casual gamers more. * Get rid of the negative effects of the tokens. * Add more music tracks. * Slow down the human on level 3. * Add a jumping mechanic. https://youtu.be/wqVK9M0EU8g If you enjoy reading this review, feel free to subscribe to one of my curator pages below… http://steamcommunity.com/groups/GamesPlayedHard http://store.steampowered.com/curator/6843548/
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