GameplayThe goal is to make all the items fit in your inventory, while all your guns are loaded and your life is not too low.
Arrange items to make them fit:
Examine items to gather infos:
Reload your weapons:
Combine herbs to make powerfull healling items:
Combine...
Understand that this is a fairly short game. There's more than a dozen levels of moving your limited inventory straight out of a survival horror game, but without any of the survival. There's only a couple of goals in-game, empty your staging inventory, put at least one round into all of your firearms, and improve your health from "critical"(Red) to at least "caution"(Yellow). From these simple rules sprouts a good bit of fun that doesn't overstay its welcome.
I mean really. It's not even a proof of concept demo. It's short, it's basic, it has literally no replayability, and sure it's cheap, but that just further begs the question: why should we have to pay for what is quite literally just 1 single super-basic mechanic that was stolen from an actual game?
If this had been a free to play game, I would've been more charitable towards it, but having to pay for something this basic is just insulting. That'd be like paying for breathing air, or the right to take a dump in your own home.
1 hour and already level 32.. Time past fast and the game gets more complex and interesting as it goes.. I thought it would be a simple game, the puzzles get more complicated. I must be honest that this sort of thing makes me feel good about my ocd.. but I love it... when I have nothing to do.. it will be a nice breeze to the other offline games I play. Better then playing Kpat when bored.. worth what I paid, I recommend it, if you like sorting your draws for spring cleans. it is an organizational game.
This game is very short. My game time was something below two hours, completing 40 levels. Apart from one level where I did not find the solution because it was late, almost all other levels felt like a tutorial.
The idea of the game is an interesting puzzle about placing differnently shaped elements on a map, also some elements need to be “reduced” (e.g. loading munition into weapons) to save room. The game introduced several elements one by one every few levels. The last one, gunpowder, comes into play around level 30?), but neither element proved especially difficult, complex or had more than a trivial interaction with established elements. The level design is mostly trivial and halfway reveals the solution, as it’s often laid out trivially for placement of the weapons and other elements. For me the only non-trivial, non-tutorial level with a nice challenge was the last one. Unfortunately it was the last one.
Graphics and sound is … functional, but not that important for a puzzle game. The atmosphere tries to get into the safe room mentality, but the thriller background music is annoying and distracting for this kind of game, so I played with sound muted.
The UI/controls are quite clunky, sometimes don’t react properly and are just not polished enough to be unobtrusive. You need to choose whether keyboard or mouse is better as you cannot mix them. It shows the developer is cleary unexperienced here and should take example from games like Big Pharma or Into the Breach, which have much better controls.
Because of the shortness, the uninspired level design and lack of good controls, I cannot give more than two stars, but at least it’s reasonably priced.
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Последние 30 днейПоследние 90 днейПоследние 6 месяцевЛюбыеПосле выходаВ период раннего доступа
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