- CPU: 1.66GHz
- GFX: DirectX compatible card
- RAM: 1 GB RAM
- Software: Windows XP
- HD:
- SFX:
- DX:
- INET:
- Peripherie:
- MISC:
- LANG: Englisch, Japanisch
Sugar Cube: Bittersweet Factory
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133 Std. insgesamt
Verfasst: 26.10.21 23:37
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194 Std. insgesamt
Verfasst: 02.08.21 19:04
[0.4] Controls & Training & Help
[0.2] Menu & Settings
[0.3] Sound & Music
[0.3] Graphics
[0.4] Game Design
[0.2] Game Story
[0.4] Game Content
[0.3] Completion time (level/game)?
[0.1] is it Enjoyable & Fun?
[0] Could it hold a spot in Favorites? (& if the Game can be repeatedly played again)
[0] BONUS point: Multi-Player related
[0] BONUS point: Review for VR
[N] - if Registration is required with providing PII
Game description key-points: combination of a platformer and puzzle walker
Overview:
tends to be cute, but not so much, missing adorable bits and neats
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77 Std. insgesamt
Verfasst: 05.02.17 22:27
You play a suspendered little sugar cube man intent on escaping the candy factory before being processed into something edible. This means platforming through 90 screens of blocks, traps, and switches to reach freedom. There's a very standard assortment of spikes, springs, conveyors, and monsters to make your way around, split across five areas which keep mechanics compartmentalized. At the end of each area is a boss that you don't fight, you just skirt past to get to the exit. It's exactly what you do in every level, get to the exit, only with a bigger monster.
All of this is old hat for the puzzle platform genre, so to sweeten the deal the developers added a flipping mechanic. Every level is set against a grid of tiles which your cube guy flips as he passes. Flipping tiles can reveal new platforms, new switches, new spikes, or disappear any of them. This puts an extra layer of strategy over every move you make, because you might only get one shot at a platform before you flip it away. Levels take advantage of this with platforms to ascend with sequential flipping or mazes of solid blocks to flip paths through. Later into the game you'll also find items that let you flip the entire level at once.
It's a clever twist, but not one used to the fullest. A lot of levels simply come down to jumping on platforms in the right order or finding the one section of wall you can flip open to pass. Each screen is small enough that the solution is pretty obvious simply for lack of options in the space provided. There's also a button you can hold to NOT flip tiles you pass, which shuts down a huge number of threats you could present via flipping. Honestly a lot of levels can be waltzed through in seconds if you just remember that button exists. There are no puzzles here that I would consider brain-bending at all, and even the special collectibles (few that there are) are trivial to pick up on your way to the solution.
I'm a sucker for cute games and Sugar Cube is definitely adorable, but the art style is basic in a way I don't really appreciate. It's all plain shapes with no details or shading which makes it look like a cheap Flash game, and the noticeable lack of animation frames on everything doesn't help in the least. There are some pretty glaring technical issues as well, like cutscenes not playing in fullscreen and the game straight-up crashing if you alt-tab away. If you bother to stick with this one it'll only last you an hour or so anyway, so between the lack of challenge and the rough edges, I don't see much reason to sample this little morsel.
Did you enjoy this review? I certainly hope so, and I certainly hope you'll check out more of them at https://goldplatedgames.com/ or on my curation page!
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140 Std. insgesamt
Verfasst: 19.02.16 21:06
My biggest issue with the game is how big a role trial and error plays. You can only flip tiles that are around your character, and most elements necessary to your progress, such as platforms and springs, are completely hidden from view at first, meaning that you have to keep jumping around (often to your demise) trying to find out where everything is. The second problem is how precise the game wants you to be. Everything you do must be executed with perfect accuracy, yet the stiff controls and the wonky hit detection will often get in your way of doing so, especially in later levels.
I really wanted to like this game, but those two issues, paired with a quite uneven difficulty level, wore me down. If you want to try this game out, I would recommend waiting for a sale, like I did. I definitely do not feel like it is worth the full price.
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200 Std. insgesamt
Verfasst: 20.10.14 06:43
Each of the 90 levels in the game is a single screen overlaid with a grid. Your goal is to get from the starting point to the exit by flipping certain squares on the grid to on/off states that enable or disable platforms, obstructions, switches, hazards and more. You can also hold down a button to temporarily disable your powers while you move, which allows for some much-needed precision in choosing the cells you flip. Enemies, some with abilities of their own, are sometimes added to the mix to make solutions more complex.
The platforming is rough around the edges and imprecise, serving only as a crude means to execute the puzzle elements; the graphics, while cute, are low-resolution and don’t scale well to full-screen; and, while there are a few challenging puzzles, solving most of them is like taking candy from a baby. Aspartame recommends it, but the rest of me feels that it's unlikely to satisfy most people.
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98 Std. insgesamt
Verfasst: 27.07.14 00:50
On the other hand, the story and cutscenes are sure something. I'm almost tempted to give it a thumbs up for trying to tell a serious story about the suffering of your average, everyday sugar cube, but in the end it comes down to it being a little on the mediocre side and only 90 minutes long for the $7 price point.
Do watch the cutscenes on YouTube or something, though, if the thing I said about the story amuses you.
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279 Std. insgesamt
Verfasst: 09.06.14 15:44
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96 Std. insgesamt
Verfasst: 26.04.14 22:32
Sugar Cube: Bittersweet Factory is nothing if not original, but a delightful premise and strangely charming characters can only take a game so far. Something of a puzzle platformer, levels are built around a mechanic of flipping the background to reveal or make disappear platforms, buttons, and whatever other manor of device is for some reason sitting here with these anthropomorphic sweeteners, with the express goal of making it to the exit (and by extension, freedom). It's a solid mechanic on paper that I can't recall seeing used in quite the same way, but when executed boils down to a lot of blind luck and frustration.
As you are only able to flip tiles in a small area around you, you're often forced to awkwardly jump around to reveal tiles (most of which you have no way of finding without raw trial and error), which leads to an endless stream of inaccuracies. Because the grid around you that decrees what tiles you can flip is never quite constant, it's enough of a challenge to get tiles to flip consistently, which is to say nothing of the precision required in later levels. Difficulty through mechanical issues is never the right way to challenge the player, and this mistake is built into the foundation of everything Sugar Cube attempts.
Despite being most easily described as a puzzle platformer, there's a noticeable absence of anything intended to make you think or otherwise befuddle. Levels are decidedly straight forward from beginning to end, with rarely a spot of innovation or an interesting use of the game's sole mechanic. Haphazard and nondescript, each level bleeds into the next with a dull and tedious complacency, missing every halfhearted opportunity to do something inspired until you finally stumble upon the ending less than two hours later.
That ending is Sugar Cube's one redeeming quality, and not just because it means I can finally set it down and move onto better games. As the credits role, an upbeat track cutely puts into words just how sad a world it would be without chocolate. It's charming and catchy, and for a moment made me completely forgive the numerous mistakes that Sugar Cube otherwise makes. I couldn't help but love it and will surely have it stuck in my head and on my playlist for some time to come.
Unfortunately, the journey to get to that point is nowhere near as sweet and for a game about sugar left a rather sour taste in my mouth.
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400 Std. insgesamt
Verfasst: 05.01.14 08:16
-Difficulty: A good challenge for players.
-Graphics: They are animated, they are also very cute.
-History: Very good, teach values to the childrens.
-Levels: Cool, colorful and bosses are fantastic.
I want a sequel to this great game, I love much and why I describe it as 10/10 :3
Thanks Turtle Cream <3
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439 Std. insgesamt
Verfasst: 30.11.13 18:37
But wow, the gameplay actually takes some lateral thinking to get around the puzzles in the game! It's very casual compared to platformers like vvvvv, 140, or spelunky, but this game takes a simple mechanic of tiles changing as you move past them, and works with it to create an interesting, curious, yet fun and laid back puzzle platformer.
Well worth the $1.74 it's currently selling for in the November sale. Check it out!
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229 Std. insgesamt
Verfasst: 25.11.13 23:42
-Good pacing in game.
-Actually makes you think (in some levels).
The Bad:
-Difficulty curve is uneven, many levels are just too easy and others are more difficult all of a sudden.
-Short, not a lot of variation.
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