twisty on 6/10/2008 at 01:53
I loved the Samorost games; particularly the sequel. They are hard at work on a full length adventure game called Machinarium, that use a similar art style to their other games.
(
http://www.machinarium.com/)
Yakoob on 6/10/2008 at 02:00
I didn't like the Samorost games; I didn't get too far, but I got a feeling it was more of a "click on random shit until something cool happens" game than an actual logical puzzle adventure.
thief0 on 6/10/2008 at 03:12
Are there instructions anywhere on the site about how to play the Samorost games?
Koki on 6/10/2008 at 05:39
Quote Posted by Yakoob
I didn't like the Samorost games; I didn't get too far, but I got a feeling it was more of a "click on random shit until something cool happens" game than an actual logical puzzle adventure.
Weren't almost all adventure games like that?
addink on 6/10/2008 at 10:47
No, not the good ones at least.
Though the logic may be somewhat constructed, they are logical.
How do you get a defrosted hamster warm? You stick a sweater in the dryer in the past, get it out in the present -in seriously shrunken form- and put it on the hamster. Makes sense, if you have a time machine.
While Samarost features 'logic' in the sense of click on the reeds and they'll sway, even if your protagonist is not within reach.
gunsmoke on 6/10/2008 at 11:38
Just demo'd Samarost 2. Whenever the dog barks in it, it puts my English Bulldog in high alert mode!
Decent time stealer, this game. I'll have to try some more of it. Hell it's only $6, I may just buy it.
Digital Nightfall on 6/9/2010 at 04:34
I just enjoyed the heck out of Machinarium for the past week.
The game is much more like a Lucasarts/Sierra adventure game. Unlike Samarost with the one-screen-one-puzzle gameplay, there's a decently sized area to explore filled with puzzles that have many-part solutions spanning many different areas.
I think it hits a good difficulty/logic/nonsense balance. Sometimes I'd get stuck enough to put it away, but be interested enough to turn it back on after just a few hours. Then, with a fresh mind, the solution presented itself. I only ran into two cases where the game devolved into a pixel hunt to get me unstuck, and in one of those cases I felt blind for not noticing the usable item in the scene. I was only once stumped enough that I checked a walkthrough, and discovered that I was dealing with a pseudo-physics puzzle in a game that didn't seem like it should have anything like that in it. While I was sometimes blundering about with no idea of what I was supposed to be doing with the items I was collecting and combining, usually when I solved a puzzle it was because something clicked and I got what I needed to do, rather than just solving it by random click-everything-on-everything methods.
The only thing that irked me were the dozen or so rubik's-cube style puzzles scattered about the game. I don't like these. While most were refreshingly unique and not simply rehashes of classic puzzles we see everywhere (some exceptions to this) I found myself groaning in irritation whenever I was presented with another series of colored elements I needed to arrange in a certain way in order to proceed. (Or, worse, another panel I needed to re-wire)
Overall, great game. Wonderful artwork and animation. Too short. Beautiful music. I've had the soundtrack set to repeat constantly even when not playing. The story's what I would call "cute" with an usually satisfying and well rounded ending, especially for a game this short.
Thirith on 6/9/2010 at 06:22
I loved the world, the visuals and especially the music - but my brain fritzed out on way too many of the puzzles. I probably would've enjoyed the game more as an animated short.
van HellSing on 6/9/2010 at 07:40
I don't know how anyone could get stuck playing Machinarium, considering the game's hint system :weird:
Thirith on 6/9/2010 at 07:55
I still consider this 'getting stuck'. Whether I make use of a built-in hint system that gives away the solution or a walkthrough, it's the same thing: I cannot proceed without help. A general hint is one thing, having to be told the solution is another.