
This is a platform puzzle game related to our "WATCH" vision.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏可以说是在Fez的基础上深入了一大步,镜头和主角的距离是固定的,也就会导致主角在不同的位置下旋转到同一方向看到的前后大小关系完全不相同。仅仅增加了这一个设定就让游戏又变得好玩了起来。 但游戏本身也还是有些小问题,比较突出的一点就是在进入一片新场景后有时候会不知道要去的目标位置在哪里,横向对比Fez的情况就鲜有这些问题,进入一个场景之后只需要旋转一圈就能大致知道这个地图里是要找【门】还是【立方块】,目标是明确的,而《透视》中大多数情况都是为了能赶往下一个区域,但下一个区域在哪有时体现不够明显。 如果不加入路线指引的提示的话,比较可行的办法感觉还是优化一下美术,把关键的平台和只是作为背景装饰的物件的视觉效果区分开来,让玩家可以更好的专注在解谜的路线上。
我是在小黑盒看到帖子后才来到steam找到这个已经落灰的游戏,看到了游戏开发者的一封信后我又把游戏下载了回来进行游玩,玩了一个晚上,感觉还蛮不错的,有的地方真的烧脑,加油!(祝大家事事顺利
For gameplay check out the link to the youtube video. https://youtu.be/wtSeVwYb-x8 Overall, I believe this game is worth the $2 price tag. Personally I find the artwork to be beautiful and pairs wonderfully with the music. Personally I am not a huge fan of puzzle games but decided to give this one a go based on the trailer. I put a little over an hour in to the game and enjoyed it a fair bit. Pros: Artwork Music Level Design ( I think, too early to tell for sure) Cons: Bugs (freezing and having to restart the level) A LOT of dialogue to start, not sure if it's consistent with the rest of the game No real "challenge" exists beyond completing the level (except the sprites) Suggestions: Adding checkpoints instead of resetting exactly where you fall off the level. There's no challenge beyond the mental aspect of "figuring out" the level. Make falling off a punishment for terrible puzzle gamers like myself.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
进入游戏后超级出戏的片头……清奇的设定,搞得我以为我玩错了游戏。 展开之后确实很好玩~有点小难度~有趣~
[h1] 好游戏 细游戏 奇游戏 但需要静心玩 [/h1] 以前接触过一些3A带作,多多少少会带有解谜要素。其中大部分的解谜设计得还是比较简单,这也为游戏增添许多乐趣,更让我一度以为解谜游戏也就如此了,普通人沉下心来就能搞定。然而接触了这款游戏后,我发现,之前玩的解谜都是小儿科,都是过家家。。。有时候想破了脑袋,也无法搞清楚想儿怎样能跳上下一个平台;看了视频解析后才恍然大悟,顿感自己脑力的不足,又同时感叹作者的奇妙构思。。。 但抛开游戏的难度,这真的是一款设计很巧妙艺术作品。。。旋转视角来找到出路,通过透视来除掉屏障。这种原创新奇的玩法,着实让我开了眼界,也让我以前经常吹嘘的3A大作和一些视觉小说在我眼里显得黯然失色。。。 此外游戏的美术外观,在经历一代和游戏更新后变得明朗,色彩鲜艳起来。物体的形状也显得更加精致圆润。和舒畅的BGM一起,构成一个和谐顺畅的艺术体验。嘛,我玩的过程中就是这么感觉的啦~ 然而这个游戏,还是太难了。。。有好几次,都有想卸载游戏,砸键盘的冲动——但和谐的画面,和谐的BGM让我静下心来后,却又忍不住再次尝试。。。也许是这份游戏的创意和故事剧情发展以及舒心的BGM吸引了我吧,总觉得这个游戏有魔法似的。。。
透视式FEZ 对机制的运用比较充分,设计的挺不错,比较王道 但是找路有点难找,容易绕晕自己 而且有时候的操作有点不太顺手 不过总体来看还是不错
不咋地,bug有点多 第二关玩到好多柱子那 一点提示也没有 直接卡住 放弃了
Not a new concept, rotating 3D scenes to align 2D platforms in order to progress, but this is the only bad implementation I've played so far. The main issue is the inconsistency, the fact that I can't ascertain what I can jump onto and what I can't; what will constitute a solid floor and what won't. Contributors are the weak level design, the cheap visuals, and the glitches. Hard to evaluate the extent of the latter, but I've had screens fully made of invisible objects with segments of horizontal black lines here and there. I've been stuck inside zones that weren't how they were supposed to be, as confirmed when coming back from an earlier checkpoint and through cutscenes that hadn't played the first time around. Short story shorter, the game seems quite buggy. Just like the story's translation into Chinglish.
游戏的想法不错很有创意,就是各种动作略僵硬,支持支持
游戏玩法有创意,价格不高,挺值的
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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