
The Rodinia Project is a tranquil first-person sci-fi puzzle adventure.
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Languages: English
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I want to be kind to this game, because I like encouraging small shops to make games, and the developer is responsive, and the game is competently made. The problem is, I've done fifteen puzzles of fifty and I'm thinking, "Why am I bothering? This isn't very entertaining. Maybe I should play something else. Maybe I should go read a book." Some of the puzzles are clever. But 1. there are very few play mechanics involved 2. the untextured, gray/white levels sitting atop water all look the same and it gets tedious fast 3. there is absolutely no story, not even a gibberish pretense of one like in Talos Principle 4. the music is the same two minute loop over and over 5. too often the difficulty is created by bad mechanics rather than an actual puzzle By that last part I mean that the best kind of puzzle, in a game like this, is one where the challenge is figuring out HOW to solve it. Once you do solve it, the physical mechanics should not really be an issue. ("Oh, I need to bring that cube over there FIRST!" And then you do it.) Here, too many times (and I'm just talking too many times *within the first fifteen puzzles*, you understand), HOW to do it was absolutely obvious, and the difficulty was actually doing it. I felt like the game designer was throwing in too many timing and jumping situations to compensate for a lack of actual ideas. Unity's horrible jumping and an imprecise cube-throwing mechanism that doesn't actually drop the cube cleanly on a trigger until the tenth try didn't help a bit. It's possible the puzzles get better later. But I don't feel interested enough to keep trying. The bottom line is that there are a lot of other games similar to this, I've played most of them, and most of them were better. Note to the developers: I appreciate that you tried. I would be interested in what you do in the future. Keep trying.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ok, one hour in and the verdict is: It's great! Hugely inspired by portal and the Talos Principle. This is mostly about positioning bricks onto switches, and requires some lateral thinking and a bit of exploration to come up with the answer. The asthetic's are very nice and clean. It's really pretty to look at. I had no issue at all with my 21:9 100 hz monitor as they even included a fov slider. As a pc game, I tip my hat to the developers for including all these options. As to the game itself - Chances are, if you are huge fan of Protal & Talos, you've probably seen a hundred clones of it. This is definitely one of the better ones and at £4,50 - a bit of a bargain. Everything about is screaming out for a VR version, I really hope the developers think about creating a version for the Vive/Rift. P.S no link to youtube video's as I'm not a blogger, don't get paid for adverts, and don't care how many view my "stream" No free key's for me. Nothing. Nada. I paid for this all by myself at launch. Therefore, my review is 100x more valid than anyone else's. P.P.S - Also, fair play to the developers. They haven't sent out to keys for it to be reviewed before release (or if they did, they got robbed), It's very refreshing to see how low-key this launch has been.
The Rodinia Project is a Cubes and Buttons First Person Puzzle Game. Unfortunately it is very boring: [b]Mechanics: [/b] Very limited, you just pick up cubes and put them on buttons. You can also throw them. Not much more besieds that. Boring. [b]Puzzles: [/b] It's hard to make good and interesting puzzles when the mechanics you work with are as limited as they are in this game. And this game is no exception to this. The puzzles are very easy and uninspired. Boring. [b]Aesthetics[/b]: While the graphics look good they are also very uninspired. Everything is white and grey. Boring. [b]Music[/b]: While the music is relaxing it is also very simple and repetitive. Boring. [b]Story[/b]: There is no story. Boring. You notice a pattern? On top of being boring the game is also very slow. Your walking speed is fairly slow and there is no spring button. Combine this with uneccessary big levels and hub areas and you get a lot of very boring walking around. Not a terrible game. But not good either. More details and some gameplay: https://www.youtube.com/watch?v=VzpRwjJgm_E
This game is not bad, but also not great. It's definitely inspired from Portal, maybe a little from talos principle, but nothing more. If you are big fan of Portal or talos and want a challenge experience, this game may disappoint you. If you want a easy to mild puzzle experience and a relaxing atmosphere, this game may fit you. Just like portal-alike puzzle games, you will encounter many puzzle rooms (or artificial islands in this game) one by one, from easy to mild challenge, place cubes on buttom, redirect beams, trigger mechanism to open door, and that's all. It's a shame this game doesn't have it's own puzzle style, and movement speed is somewhat slow, but it still offer acceptable content, and a good warm up for newcomers to puzzle games. it's OK for 6 bucks IMO.
Pretty, but far too slowpaced and too easy. Doesnt come remotely close to the Talos Principle.
[b]Version vidéo écoutable en même temps ici :[/b] https://www.youtube.com/watch?v=tAdQWXQdJKo [i]Vous entendez ce bruit ? C’est la mer.[/i] Admettons un instant que vous soyez le seul être vivant sur une planète recouverte d’eau et que vous soyez à cet endroit précis, ce lieu précis. Le Nexus. Tout est blanc, tout est si calme. Comme marqué par l’empreinte divine, et vous n’êtes pas surpris. Vous n’êtes pas surpris puisque vous êtes venu volontairement et en sachant pertinemment à quoi cela ressemblera. Vous traversez ce pont qui se forme devant vous, par un mécanisme incompréhensible mais qui semble fonctionner à la perfection. Plus vous pénétrez les lieux et plus vous réfléchissez sur ce que vous voyez : Qu’est-ce que cette grande boule au centre ? C’est étrange, elle ressemble beaucoup à la conception que vous avez de votre planète, n’est-ce pas ? Voilà sur quoi débute The Rodinia Project. Mais pourquoi donc ce titre là et pas un autre ? « Le projet Rodinia » ? Qu’est-ce que ça veut dire ? En réalité le message est assez simple, la Rodinia est le plus vieux supercontinent connu sur Terre. Alors… serez-vous l’instigateur de la vie sur cette Terre ? Si tenté que l’on puisse considérer cela comme une trame narrative alors il est dommage qu’elle n’ait pas été autant exploité et que vous ne puissiez pas comprendre plus amplement. Dieu se fait-il mystérieux pour mieux conclure sur la fin ? Ou est-ce simplement un choix de développement car il était plus facile de faire ainsi ? C’est en tout cas le sentiment que vous pouvez avoir, car en effet, amateurs de narration, vous ne serez pas servis. Aussi saugrenu que cette théorie puisse paraître, vous allez en tout cas être lancé dans les différentes épreuves du Nexus et ce dans des environnements tout aussi similaires à votre lieu d’arrivée. 50 au total qui nécessiteront tout de même une certaine réflexion, bien qu’ils soient tous assez simples. L’ambiance donne en effet vraiment le ton sur la difficulté du jeu. Le titre est autant épuré qu’il est simple. Vous avancez, et salle après salle, le mystère reste complet. Vous perdez espoir car vous ne voyiez pas le bout, vous avancez sans savoir où aller et en plus de ça vous ne savez pas pourquoi. Les développeurs ont voulu accentuer le côté puzzle-game au détriment de tout le reste. Mais malheureusement, ça n’aura que pour seul mérite de vous avoir fait, ne serait-ce qu’un peu, vous remuer les méninges.
This game is short, it's portal inspired, but nowhere close to the difficulty of even hard. It's literally way too easy. This seems to be designed by a child with no point of a challenge. Why was this made this easy? At least make it somewhat difficult. The physics base is great, but the rest is bland. This is pretty rare of a first person puzzle game.
I'm changing my review (leaving the old one below). The devs have been very responsive and the problem has been removed, so I'm starting to enjoy the game again. Based on the next puzzle, I'd say there will be challenges ahead (more than for other people), but I don't mind difficult, it's impossible that sets me off. So, as it is now, I do recommend the game, if you're into this sort of puzzle games. The old review: If you don't have quick reflexes, you're going to get stuck in puzzle 8. Of my 3.2 hours of gameplay, less than two are for puzzles 1-7, rest is for puzzle 8 (the solution is not hard, catching the required cube is). And of course you cannot progress without passing the puzzle, so I'm past the point of refund and cannot continue. This is not "tranquil" as said it the description, but rage inducing.
Я очень люблю головоломки от первого лица и уважаю инди, а у этой игры было интригующее название, приятные скриншоты и низкая цена, так что неудивительно, что она оказалась у меня в корзине. В результате получилось, что интересное название — самое большое, что игра мне дала. К сожалению. Хорошая головоломка должна выстраиваться вокруг стройной оригинальной идеи, как, например, Portal выстраивается вокруг портальной пушки. Это, с одной стороны, сделает головоломку интересной и самобытной, с другой — оставит её простой для понимания. Если же выделять идею тут, то ей будут разве что кубы. Кубы можно перетаскивать и бросать. Кубы нажимают на кнопки, помогают запрыгивать на высокие уступы, исчезают при прохождении через специальные поля… Никогда такого не было и вот опять. Хорошая головоломка должна сразу полностью показывать условие задачи — какие объекты есть на уровне и что надо с помощью них сделать; если какие-то элементы даются не сразу, а по ходу решения уровня, должно быть сразу понятно, что надо сделать для их получения или в какую сторону можно продвигаться. Здесь задумка некоторых уровней — «найди спрятанный куб». А некоторые непродуманы вовсе и содержат больше кубов, чем нужно для решения. Хорошая игра может затягивать атмосферой или иметь интересную завязку, но тут всё максимально стерильно. Вот тебе десятки головоломок — решай. Задумка в игре есть, она раскрывается через секреты и финальный ролик, но всё максимально банально, да и, опять же, завязки нет. Единственное, что может двигать игрока вперёд — перфекционизм: «я же начал игру, значит, надо закончить». Даже какого-то челленджа игра не даёт, уж слишком медленно нарастает сложность. В целом впечатления от игры очень дешёвые. Что подкрепляется слабым дизайном, криво залупленным эмбиентом и явными проблемами с физикой. Такое ощущение, что разработчик хотел сделать какую-нибудь игру, но ни идей, ни опыта, ни представления о том, чего он хочет, у него не было. Получилась игра ради игры. И не то чтобы игра чем-то особенно плоха, скорее она ничем не хороша. Если вы новичок в жанре головоломок от первого лица, для вас найдётся множество более достойных проектов. Даже если брать инди — есть моды на Portal, есть шедевр минимализма Antichamber, да даже среднячок Q.U.B.E. может дать фору Родинии. Если вы фанат жанра и вам интересно попробовать в нём всё, то тут вы попросту не найдёте ничего интересного.
First Impressions: OH MAH GAWD LAG! For a game with such simple, blocky architecture and textures, it's struggling a bit for me on low settings. Other games of this art style (Q.U.B.E. and TRI, for instance) have not had these issues. Really needs some optimization. Second, the movement speed is [i]very slow.[/i] I don't like to solve puzzles at a snail's pace because of some artificially slow walking speed. Third: I was initially hooked by the atmospheric aspects of the game, and while the visuals can deliver (somewhat), the music was lacking. I could tell rather quickly that it looped and where it looped. Moreover, it restarts every time you transition from a level to a hub, breaking an otherwise nice continuity. UPDATE: I recently watched a playthrough at double speed (which felt much closer to the pace this game [i]should[/i] play at), and IT'S ONLY ONE FORGETTABLE 2 MINUTE LONG MUSIC TRACK THROUGHOUT THE ENTIRE GAME! 1.5/10 audio design. Kairo, which is another abstract-looking Unity game priced about the same as this one, had around 15 tracks, and they were all at least 5 minutes long (give or take). Fourth: the story... or lack thereof. Kairo has more story than this game, abstract as it is. In Kairo, you feel like there could be some sort of purpose to what you're doing, but not in this game. Finally, the puzzles: exactly like Portal, but with less stuff and without the portals. 'nuff said. Refunded; 3/10. Maybe go play Kairo or either of the Portal games instead of this.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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