
Time, Space and Matter (TSM) is a first-person action adventure focused on puzzle solving through gravity-manipulation. Find out what happened in an advanced-tech facility prior to your arrival and uncover the existence of a mysterious artificial intelligence.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Czech, Polish, Portuguese - Brazil, Russian, Spanish - Latin America, Turkish*languages with full audio support
Reviews
Time, Space and Matter combines puzzle solving that doesn't hold your hand with a great story that has an awesome pay off. The game uses its gravity manipulation mechanic in unique ways throughout. New ideas and ways to use and abuse gravity are given to you constantly which make TSM feel fresh with each new chapter.
This game would have been amazing if it had come 15 years ago. However, that's not the case. In the end, "Time, Space and Matter" just feels like a worse version of Portal. And even if you take away the fact that it's outdated, the game is still annoying. Doing something will work one time out of three, making you think that you're doing it wrong when you're actually doing the right thing to advance in the game. It's annoying rather than entertaining. As for the gameplay, although the concept of manipulating gravity is fun in theory, in practice, it's just disorienting, and you end up having no idea where you are nor where you're going, making the puzzle solving complicated, but not for the right reasons. This game is outdated and annoying. I'll give it a 3/10.
disorienting puzzle mechanics aside, this game has insanely floaty movement and is overall just bot fun to play. puzzles are mostly directionless in where you get from place to place, the end result being janky anti gravity flippity floppity platforming that needs to be so uber perfect. you can do something wrong ten times in a row and it's only because youre missing a jump, rather than approaching the puzzle itself wrong. aside from that bad stuff that made me not want to play, the game has cool ass music, a really neat aesthetic, and i wish i could trudge on to see the rest of the story.
TSM je logicko-parkurová FPS portálovka bez portálů a portalgunu, místo nich hra používá vlastní technologické vymoženosti zaměřené především na ovlivňování gravitace. Hru je potřeba si osahat a trochu se s ní sžít, naučit se pohybovat a pochopit, jak který prvek pracuje. Zpočátku můžeš mít trochu problém s orientací při převracení gravitace, ale i to se poddá. O hře toho nechci prozradit mnoho, spíš jen nastínit, takže jen velice krátce. Podobně jako ve hře Portal je i zde průvodce, který tě povede od začátku až do konce a je tu také megaultratechno UI záporák jménem SARGO, kterého je potřeba jak se říká eliminovat, vypnout, odpojit. Hra se bude líbit především těm, kteří rádi hopsají po plošinách a blocích, ale tak že je u toho potřeba také přemýšlet. Nebudu tvrdit, že některé úseky nebudeš několikrát opakovat a nebudeš se u toho vztekat. Naopak, budeš kňučet a proklínat hlavně systém savepointů, ale hra se ti odvděčí spoustou zábavy a pocitem zadostiučinění. Hra je rozdělena na devět částí a při prvním hraní od začátku do konce má asi 7-12 hodin herní doby, samozřejmě záleží, jak je kdo šikovný. V průběhu hry lze také získat indicie pro vstup do dveří s malým herním přídavkem na konci hry. Hra má achievementy a ty rozhodně nejsou zadarmo. Po prvním odehráni hra odemkne mód pro speedrun, jeden z achievementů je tento běh dokončit pod 40 minut a to je asi předpokládám masox. Za vývojem hry stojí víceméně jeden jediný člověk a musím přiznat, že jsem poslední dobou myslel, že projekt zamířil do ztracena. A najednou hle ... hra je tu. Super Vašku, smekám klobouk, povedlo se ti to a i přes ty drobné mušky a mé vzlyky skvělá práce, konec velmi pěkný. Jsem rád, že jsem se mohl účastnit předběžného přístupu a testování, díky.
[quote][url=https://store.steampowered.com/curator/9686972/]Follow "[b]First Person Exploration and Puzzle Games[/b]" for more games like this![/url][/quote] This game is... ok. The puzzles start out really good, but get progressively worse as the game goes on, increasingly relying on platforming rather than actual puzzling. The game has a ton of puzzles, but a lot of them are mediocre to bad, especially later on. It feels like the developer left every puzzle concept they had in the game. If they had removed 2/3rds of them, this would be a great 3 hour game. But instead, it's a decent, frustrating 8 hour game which I couldn't bring myself to finish. If you're a huge fan of puzzle games, this is a good one to try, but otherwise there are better options.
Плюсы: Музыка окружение сюжет графика и стилистика игры мне понравилась. Но. При входе в игру картинку жутко размывает, благо можно отключить в настройках, но я не понял для чего здесь блюр в принципе. Игра постоянно дизориентирует вращая камеру на 360 градусов, после приземления не понимаешь бежать вперёд или назад. Прыжок срабатывает при удержании пробела а не при нажатии, из-за этого приходится отжимать пробел после прыжка иначе персонаж после приземления прыгает повторно в ненужном направлении, из-за этого паркупить становится значительно сложнее, и сама сила притяжения как на луне, персонаж приземляется очень медленно, к этому сложно привыкнуть. Можете купить и поиграть может быть вам зайдёт, но лично мне было тяжело в это играть.
[PLEASE NOTE: This review contains minor spoilers.] Ordinarily I prefer waiting until I've beaten a game to review it, but there are two ways in which this game is an exception. 1) I feel as though I'm close enough to the end anyways 2) I don't know if I want to subject myself to slogging through it anymore. Main Review ---------------- Readily apparent from minute one, this game draws heavy inspiration from the Portal series with the concepts of a company to greedy for it's own good, physics-based puzzles and eventually a rogue AI trying to kill you. Sounds like it should make for a good time, and it almost does. However there are major flaws that severely cripple the enjoyment factor of this game. Let's go over them in no particular order. --------------------- #1 ==>The Puzzles --------------------- The most important part of a PUZZLE game is having good puzzles, and for the majority this game simply doesn't cut it. The first set of puzzles are pretty alright challenges that warm you up to how the game works. The quality, however, takes a sharp nosedive after that first set and the puzzles go from being intuitive, challenging fun to being absolute slogs. With a few exceptions, the solutions to later puzzles are far too vague and lacking in subtle hints in how they are supposed to be solved. A good amount of vagueness is important, of course. It helps encourage the player to use more critical thinking when problem solving, that maybe they are close to the solution but just off the mark. Another reviewer states that the game doesn't hold your hand when solving tests Comparatively, neither do Portal or Portal 2. The difference is that those two games have puzzles and tests which are fun to solve. TSM's later puzzles and obstructions are either boring slogs or massive frustrations. The point about where I gave up was in the chamber where there are two giant yellow grav lifts, four (or was it six) crates on railings with grav plates on the underside, a boom turret, and a box crane dead in the center. The hints put around the room suggest that rotating the crane will move the platform by the exit closer, thereby making it more accessible. But it didn't work. The developer claims on this store page that it's supposed to be "freedom of approach in solving puzzles", but that's a poor excuse for lazy designing. ---------------------- #2 ==> The Physics ---------------------- Without a doubt, the physics engine is probably the most important thing TSM needed to get right. But it didn't. Physics between objects and the level terrain seem to work just fine, but the player's physics are... weird, for lack of a better word. Unlike Portal 1 or Portal 2, you don't really carry any momentum in TSM. When you land on a surface, you kind of "magnetize" to it. Thus negating any momentum you had. This is especially jarring when jumping onto simple objects. A good example being one of the early boomturret puzzles. Try to jump onto the downed piece of metal so you can jump back up and the upward moment of your jump immediately gets converted into forward momentum the very instant your feet make contact with the platform. I have lost count the amount of times I've accidentally flung myself off of platforms because of that. No greater in magnitude was this frustration exemplified than by the destroyed stair well section. I must have been stuck on that one section for maybe 30 minutes or so because the game demands I tolerate it's weird, magnetic physics and jump from a thin, broken section of railing up to another platform meanwhile there is a low hanging piece of stair just above my head. The physics lends partially to the game's overall frustrations. Mainly when you are asked to do a jump that requires you to jump out of the grav lift to reach a higher platform. There's no consistency or explanation how it's supposed to be done. It simply works, or it doesn't The boom-turret is an extension of the physics itself, being a wall or ceiling mounted turret which fires a pellet that detonates at the push of a button. It's never entirely clear what the optimal timing for jumping from the pellet's explosion is. It just seems like sometimes it launches me, or most of the time it cancels out my jump entirely. It occurs to me this could be an issue with Unity itself, however I find that doubtful since I've played other Unity-based games and they do not have these weird physics issues. ------------- Conclusion ------------- Overall I give this game a 5/10. With all the things it was going for, TSM should have been a great game. As it stands currently (3/2/2022), however, it's a mediocre puzzle platformer with many neat concepts strewn about that sound good on paper, but in execution lack a substantial amount of polish to the point it feels like they were implemented but barely if at all tested, which leads to unnecessary frustration.
Für ein Mann Entwickler ist es ein gut gemachte Spiel, für manche würde es durch die Gravitation im Raum zu verwirrungen kommen. Aber sonst für die, die Rätsel Spiele mögen ist es genau das richtige. Story: Nett gemacht. man sieht das es an Portal inspiriert ist. Steuerung: Lässt sich gut mit Tastatur und Maus steuern. (Tja nach was sonst.) Ich hoffe das der Entwickler ein weiteres Projekt am laufen hat.
A short & creative puzzle game centered around utilizing gravity as the primary puzzle component, brought to you by the same folks who developed the horror-short Blameless. If you enjoyed playing Portal, you'll likely enjoy this too. I'd like to re-emphasize that this game is not too terribly long, my total playtime after completion was 4.7 hours as of posting. I would personally wait for a sale before purchasing this one, but you don't need to wait for a discount over 50% off.
TL:DR: It's more platform focused than you're probably expecting, and it does a lot of great stuff with simple mechanics. Absolutely worth it. This is a great game that deserves more love (at time of writing it only has 6 other reviews). I believe part of that is due to it not being what you expect. At first, I thought this would be a first person puzzle game along the lines of Portal, Talos Principle, and CUBE, and with those expectations the first few levels felt boring. The puzzles were there, but the actual logic behind them was pretty simple, and I spend more time trying to figure out where to go, than solving puzzles. However, after a couple of levels it became clear to me I should play it as a platforming game, rather than a puzzle game. Within the puzzle-platform genre something like Portal is 80% puzzles and 20% platforming, while Talos Principle is 100% puzzles. TSM would be 30% puzzles, 70% platforming, so it really feels quite different. Suddenly me struggling more to execute a solution and make a hard jump than to find that solution wasn't a frustration, it was the intended challenge. With that in mind, the game does a lot to make the platforming interesting. With fairly straightforward mechanics of reversing gravity, moving cubes around, and maintaining momentum a lot of cool obstacles are made. My favorite mechanic was creating energy blasts that feel like rocket/granade jumping you might see in an FPS and certainly wouldn't expect from a 'puzzle' game. "Cool" really is the best fitting term here, time and time again I had a big smile on my face realising how the game reused it's existing mechanics to create cool new obstacles and solutions. I think the length is perfect too, it never outstayed it's welcome. It took me about 7 hours of casual play to beat it, and I'm likely going back to hunt some achievements, maybe even the speedrun ones.
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