
Yon Paradox is a survival puzzle game where the hardest puzzle is yourself. Set in a cyber dimension, an antimatter-powered time machine broke, causing periodical time rewinds. You will have to solve riddles to repair the time machine, while avoiding your past alter-egos to not create paradoxes.
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The main conceit of Yon Paradox is that if a past iteration of yourself sees the current version of you, you create a paradox, which means you lose and have to start over. It's a creative and thematic idea. Unfortunately, it's not so great for puzzle gameplay. Normally step 1 in solving a puzzle is examining all the parts of the puzzle so you understand the rules and can formulate a solution. If you do that here, you've just nuked the entire level and left your next iteration no safe place to stand. I don't see how you're supposed to do anything without intentionally wasting your first try on scouting and then starting over--which might be OK, except that you don't just restart the current puzzle, you go ALL the way back to the beginning. To make matters worse, the boundary where you trigger a paradox is unforgiving and unclear: the "sight" range of your past self doesn't seem to correspond exactly to what you actually saw while playing them, and there is no visual aid for your future self to see where is safe to be or warning when you start to get close. You can be standing somewhere that seems safe and then just suddenly die. This takes a difficult mechanic and greatly ramps up the frustration for no apparent reason. And--at least near the start of the game, where I played--the puzzles you're asked to solve do not inspire much hope for clever level design. Towers of hanoi? Jigsaw puzzles? Maybe these are just intended to teach you the UI, but if so, asking the player to redo them on every death is pretty dumb. Finally, the game lacks pretty basic options. You can't rebind the controls or change mouse sensitivity. Tedium from waiting for the next time warp could have been greatly reduced by including a simple "fast foward" button, but I couldn't find one.
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"Yon Paradox" ist ein First-Person Puzzle-Spiel. Mit einer Geschichte hält sich der kleine Titel gar nicht erst auf. Es fußt vielmehr auf einer Idee: der Idee einer Art Zeitschleife. Wir begeben uns nacheinander in vier verschiedene Rätselräume. Eines haben alle gemeinsam: die Zeitschleife. Nach einer bestimmten Zeit, die uns an digitalen Sanduhren angezeigt wird, starten wir von Neuem. Unser altes ich, das aus dem Versuch vorher, existiert aber noch und macht genau das, was wir im vorherigen Versuch gemacht haben. Das Prinzip ist potentiell unendlich. Wir können also im Laufe der Zeit mehreren alten Selbst begegnen. Für uns ist das solange kein Problem, solange uns das alte ich nicht sieht. Wir können vergangene Versionen unserer Selbst problemlos begutachten, entdeckt aber ein altes ich uns im Jetzt, oder aus seiner Sicht aus der Zukunft entsteht ein unlösbares Paradoxon und das Spiel ist beendet. Die Rätsel sind recht klassische Schiebe, Puzzle und Logikrätsel, gerne auch mal verbunden mit einem echten, lebensgroßen Labyrinth. Gerade in letzterem sind unsere alten Versionen unserer Selbst durchaus hilfreich, da es Schranken gibt, die durch Felder, auf die wir uns stellen müssen, geöffnet werden. Also sich einfach im ersten Durchlauf auf eine solche Fläche stellen und im zweiten Versuch ist die Kraftfeldschranke offen. Allerdings sollten wir uns nicht nur auf die Fläche stellen, sondern uns auch zur Wand drehen, denn dadurch wird es unwahrscheinlicher, daß wir ein zukünftiges Ich sehen werden und dadurch das Spiel verlieren. Die Grundidee, das Spielprinzip an sich ist grandios, fast schon genial. Dafür ist die Umsetzung umso mißlungener. Denn dadurch, daß die Zeitspanne der Versuche stets gleich ist, kann es passieren, daß wir uns schnell auf eine Druckfläche stellen, gegen die Wand schauen und dann haben wir eine Minute nichts zu tun, sondern müssen nur auf den nächsten Versuch warten. Und das ist nur ein Beispiel für das ungelenke Balancing des Titels. Furchtbar anstrengend ist es, wenn man von alten Ichs gesehen wird. Dann endet nämlich das Spiel. Nicht der Level, nicht der Rätselraum, nein, das ganze Spiel und wir können von vorne anfangen. Ganz von vorne. Und das macht spätestens beim dritten Mal keinen Spaß mehr. Sich immer wieder durch dieselben Rätsel zu quälen, um an den letzten Spielpunkt zu kommen, ist einfach grottenschlechtes Spieldesign. Zwar ist das Gesamtspiel recht kurz, aber es ist nicht gerade eine Freude, auch gerade wegen der First-Person-Sicht, die Rätsel zu lösen. Dinge aufzuheben, zu bewegen und abzulegen fühlt sich reichlich unpräzise und schwammig an. Sicher ist das machbar, aber gut ist die Spielmechanik keinesfalls. Zudem gibt es auch in den Labyrinthen merkwürdige Glitches, die der Orientierung nicht gerade zuträglich sind. Grafisch ist der Titel sehr simpel und grafisch gehalten. Man merkt deutlich, daß der Titel auch in VR spielbar ist. Wenig beeindruckend, aber für das Genre durchaus passend. Der futuristisch künstliche Sound ist ganz nett, mehr aber auch nicht. Alles in allem: eine großartige Idee, die aber leider, insbesondere in Bezug auf das Balancing, sehr stümperhaft umgesetzt wurde. Schade, aber da ist einfach nicht zu Ende gedacht worden. [h1]Wertung:[/h1] 6/10 Atmosphäre -/10 Story 6/10 Grafik 6/10 Sound 5/10 Spielmechanik 2/10 Balancing 5/10 Spielspass [h1]Fazit:[/h1] Geniale Idee, dümmliche Umsetzung: das ist dann wohl ein Paradox. [h1][b]5/10 Gesamtwertung
Before I played this... I had a small wee wee, no friends, no girlfriend, depression and absolutely no will to live. None of these things have changed, but the game is pretty good.
my esophagus became inflamed after launching this
It requires too much trial and error method to solving the puzzles, and failure resets the entire game. The first zone was fine, the third or fourth puzzle was to hold a button, the only cool instance of using the clone to solve a puzzle. [b]The second zone was a giant maze,[/b] it takes forever to go anywhere IF you know where you are going, so you hold shift to run, making deadly clones running amok in a maze while you are lost in it. You don't lose instantly if a clone just glances at you but in this maze unless you play ultra slow to give yourself a room to run the other direction there is absolutely no way to properly solve it. I just flipped the table and uninstalled. There was some major lag spikes in the maze, I imagine this could be a problem for those playing in VR. If they made that a paradox only undone the last loop, as in every time loop was a checkpoint, it could be a very awesome puzzle game. But no, it plays like a roguelite starting from scratch on a single mistake, as in the case of the maze, a mistake that you hardly prevent without serious trial and error memorization.
Conceito interessante, mas mal executado de várias formas. Em "Yon Paradox" você tem que resolver puzzles enquanto um relógio corre, no fim desse relógio uma copia sua é criada e repete seu "caminho", se ela te encontrar um paradoxo é criado e você "morre", perdendo todo seu progresso naquela "área", não achei difícil evitar esse "clone" no começo do jogo, onde os puzzles são fáceis (mais sobre isso logo), mas no decorrer do jogo você se obriga a se afastar e "dar uma volta" se perceber que o tempo está acabando e você ainda não terminou o que precisa: a experiencia é difícil pra quem se distrai e chata pra quem mantém controle do tempo, mas demora pra descobrir o que fazer. Pra piorar tive dois problemas com os puzzles: no começo do jogo eles são MUITO fáceis, do tipo que não da nem graça de resolver, e depois que vão ficando mais difíceis encontrei problema com bugs, uma vez um objeto que eu estava usando em outra sala e já tinha largado simplesmente apareceu na minha "mão" quando eu manipulava outro objeto, além disse certos objetos demorar pra "encaixar" a onde você precisa, parece que os puzzles sofrem com certo "mal contato" as vezes. Fosse só UM desses problemas, até acharia o jogo mais interessante, mas todo somado pra mim deixou um jogo regular meio que intragável. ---------------------- Interesting concept, but poorly executed in many ways. In "Yon Paradox" you have to solve puzzles while a clock ticks. At the end of this clock, a copy of you is created and repeats your "path." If it finds you, a paradox is created and you "die," losing all your progress in that "area." I didn't find it difficult to avoid this "clone" at the beginning of the game, where the puzzles are easy (more on that later), but as the game progresses, you're forced to step away and "take a walk" if you realize that time is running out and you haven't finished what you need to: the experience is difficult for those who get distracted and boring for those who keep track of time, but it takes time to figure out what to do. To make matters worse, I had two problems with the puzzles: at the beginning of the game, they're VERY easy, the kind that's not even fun to solve. As they get more difficult, I encountered bugs. Once, an object I was using in another room and had already dropped simply appeared in my "hand" when I was manipulating another object. Furthermore, certain objects take a while to "fit" where they need to be. It seems like the puzzles suffer from a certain "mismatch" sometimes. If it were just ONE of these problems, I would have found the game more interesting, but all of them combined made an average game somewhat unplayable for me.
Сложно и вырвиглазно, как я и люблю
hayatta kalma bulmaca oyunu VR modu da mevcut denedim ama sevemedim
I've played this for almost an hour, and right off the bat I can say that there's some serious issues. The graphics are very low-resolution, so it's a bit grating to look at after a while. Aside from that, I actually quite like the aesthetics. Main issue is that you can't see yourself in a past iteration, and clones spawn every few minutes, so you have to plan your route. Problem is, there's many long steatches of hallway and no way to peek around corners, so you'll need to have very precise timing to not fail. ...Aaaand you start at the beginning every time. No checkpoints between any of the 5(?) rooms. Completely restart. I can't even make it past the second room because it's a massive maze that involves backtracking and every time my player is in just the wrong spot. So! We have a good (if overused) little concept, but the lack of checkpoints and no system for detecting a previous clone nearby make this one a no-go unless you really want to plan out a whole route on paper or something through trial and error.
*Graphics are cool. *Puzzles are too easy. *Game is short. *Missing puzzles where you need your past selves to solve. *Idea and execution are great, but it needs more content. *Almost feel like it would serve better if it was separated into individual challenges. *Despite my complaints, was still an enjoyable experience.
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